Starfinder: Assassin Arachnid
Designed to target specific enemy commanders and literally rip them to shreds!
Originally designed to be used in construction and repair, this heavy-duty welder was commonly used by many companies, and was considered to be the state of the art arc welder. And of course some creative individual decided it would make an excellent weapon!
The device requires two hands to hold. The power cells are contained in the handle of the device, and it has two long prong-like ‘barrels’ which normally could open and close in order to spot-weld, but have been changed so that they will instead fire the electrical charge.
The weapon has a very short range, and will not be effective past the listed range. After it strikes a target, the electrical discharge will then arc to a second target within 10 feet, albeit for less damage, but it is still effective. This arc will randomly strike any target, be it friend or foe. However, it will always arc towards anything carrying or wearing metal. The more the metal, the more likely the arc will strike them. When a critical strike is achieved, the arc will continue onto a third target (if available), for less damage still. Furthermore, if a successful critical hits, the target will suffer additional damage from electrical burns.
Dead Space Weapon and Armor Conversion Index
Schofield Tools Arc Welder (Heavy Weapon)
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
STAW Mk 1 |
6 |
5,300 |
2d8 E |
50 ft. |
Burn 1d4 and second arc 1d4 |
20 |
2 |
1 |
First arc 1d6, profession mechanic, unwieldy |
STAW Mk 2 |
10 |
17,850 |
3d8 E |
80 ft. |
Burn 1d4 and second arc 2d6 |
20 |
2 |
1 |
First arc 3d6, profession mechanic, unwieldy |
STAW Mk 3 |
14 |
72,500 |
4d10 E |
120 ft. |
Burn 2d4 and second arc 3d6 |
40 |
2 |
2 |
First arc 4d6, profession mechanic, unwieldy |
STAW Mk 4 |
18 |
375,000 |
6d12 E |
160 ft. |
Burn 3d4 and second arc 4d6 |
80 |
2 |
3 |
First arc 6d6, profession mechanic, unwieldy |
Assassin Arachnid Combatant CR 5 XP 1,600
Neutral large vermin
Init +10; Senses: Darkvision 60 ft.; Perception +11
Defense HP 70
EAC: 17; KAC: 19
Fort: +9; Ref: +7; Will: +4
Defensive Abilities: Chameleon exoskeleton, DR 5 / -, hardened survivor; Immunities: Poison, radiation
Offense
Speed: 60 feet
Melee: 2 claws +10 (1d10+8 S Crit bleed 1d6), or 1 bite +14 (1d6+8 P)
Space: 10 ft., Reach: 10 ft.
Offensive Abilities: Leaping strike
Statistics
Str +3; Dex +6; Con +0; Int -; Wis +0; Cha +0
Skills: Acrobatics +11, athletics +11, stealth +16 (+26)
Feats: Improved initiative, step up, step up and strike
Languages: None
Ecology
Environment: Any
Organization: Solitary
Special Abilities
Chameleon Exoskeleton (Ex): As a swift action, the creature can change its exoskeleton to match the background. This includes other arachnids that might be around it! This will last for exactly 1 minute, and the creature cannot use it for another full hour afterwards. While it is using this ability, it gains a +10 to its stealth check, even when moving.
Hardened Survivor (Ex): The assassin arachnid is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.
Leaping Strike (Ex): As a full round action, the creature can move up to four times its movement speed, and leap at a single target. At the same time it can leap up to 60 feet straight into the air while using ability. When it uses this ability, its claw attacks are at +14 to hit, and do 1d10+12 damage each and a critical strike knocks the target prone. The creature can do this once every three rounds.