Archives of Nethys

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

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Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Scope

A scope is a telescopic sighting device with an incorporated reticle that attaches to a small arm or railed weapon’s top rail. A scope can’t be added to a weapon with a sight. As a move action, you can aim through a scope. This can be done as part of the same move action required to aim a weapon with the sniper weapon special quality, or as part of a sneak attack where you do not take any movement even if you also aim a sniper weapon as part of that action. Aiming through a scope reduces penalties to attack rolls due to range as well as bonuses to AC from cover.

In addition, a scope increases a weapon’s range increment for determining penalties to attack rolls due to range. For small arms, a scope increases the weapon’s normal range increment to 1-1/2 times its listed range for this purpose. For longarms and heavy weapons, the increase is 4 times the normal range increment. For sniper weapons, the increase is twice the range increment of the sniper special property. The reduction in penalties due to aiming with a scope applies only to the next attack roll you make with the weapon before the end of your next turn. Scopes also confer other benefits depending on their type.

You can also view distant objects through a scope as a move action, which grants you a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. You can use a scope for this purpose when it is not attached to or integrated with a weapon. A detached scope does not provide improved accuracy.

Scope, Revealing (Hybrid)

Source Starfinder Armory pg. 60
Level 9; Price 12,500; Bulk
Capacity 20; Usage 1/hour
Weapon Types railed weapon, small arm

Description

A revealing scope functions as a combined laser scope and nightvision scope with the addition of enhanced magical sensors. Three times per day as a move action, you can activate a revealing scope’s sensors for 10 minutes. When aiming or looking through a revealing scope with active sensors, you can see invisible and ethereal creatures, and you reduce your miss chance due to concealment other than total concealment by 10%. Deactivating a revealing scope’s sensors is a move action.

Scope, Sniper

Source Starfinder Armory pg. 60
Level 3; Price 1,350; Bulk
Weapon Types railed weapon, small arm

Description

A sniper scope reduces penalties due to range and AC bonuses from cover by 2.

Scope, Nightvision

Source Starfinder Armory pg. 60
Level 4; Price 2,350; Bulk
Capacity 20; Usage 1/hour
Weapon Types railed weapon, small arm

Description

A nightvision scope functions as a sniper scope, but also amplifies light with wide spectrumsensors. Activating or deactivating a nightvision scope is a move action. When aiming or looking through an active nightvision scope, you can see as if the light were one step brighter (from dim light to normal light, for example). In darkness, this becomes dim light, though the image in the scope is black-and-white.

Scope, Laser

Source Starfinder Armory pg. 60
Level 6; Price 4,300; Bulk
Capacity 20; Usage 1/hour
Weapon Types railed weapon, small arm

Description

A laser scope functions as a sniper scope with additional laser targeting capabilities. Activating or deactivating a laser scope is a move action. An active laser scope reduces penalties due to range and AC bonuses from cover by 4. You can add the nightvision capabilities of a nightvision scope to a laser scope for an extra 1,000 credits.

Scope, Clarity (Hybrid)

Source Starfinder Armory pg. 60
Level 12; Price 37,500; Bulk
Capacity 20; Usage 1/hour
Weapon Types railed weapon, small arm

Description

A clarity scope functions as a revealing scope, with additional capabilities while the scope’s magical sensors are active. Activating or deactivating a clarity scope is a move action. When aiming or looking through a clarity scope with active sensors, you can see through illusions, and you eliminate your miss chance due to concealment other than total concealment. In addition, you gain sense through (vision) that allows you to sense through only the first creature or object between you and your target, provided that the creature or object is within the weapon’s first scope-enhanced range increment (including the enhanced range increment from the sniper special property).