Starfinder: Codecow Submachine Gun

Chris Van Deelen

Codecow SMG (Small arms)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

CC Ver 1.0

2

300

1d4 P&A

30 ft.

Acid burn 1d4

25

1 or 5

L

Automatic, burst fire

CC Ver 2.0

7

6,200

2d4 P&A

50 ft.

Acid burn 1d6

25

1 or 5

L

Automatic, burst fire

CC Ver 3.0

12

32,500

3d6 P&A

50 ft.

Acid burn 2d6

50

1 or 5

L

Automatic, burst fire

CC Ver 4.0

17

225,500

4d10 P&A

75 ft.

Acid burn 3d6

50

1 or 5

L

Automatic, burst fire

CC Ver 5.0

20

680,000

6d10 P&A

75 ft.

Acid burn 4d6

75

1 or 5

L

Automatic, burst fire

 

 

Codecow Acid Ammunition Table

Ammunition

Level

Price

Effect

Standard Acid

1

5

A standard acid, typically made from hydrochloric acid. Can be combined with Sticky acid.

Weak Acid

1

X.5

Not as strong as the usual acid, the weapon inflicts -1 per dice damage (minimum of 1 point per dice). Can be combined with Sticky acid.

Molecular Acid

5

x15

A stronger chemical compound increases the damage of the acid by +1 per dice. Can be combined with Sticky acid.

Flesh-Eater

5

X3

The acid only works against organic-based targets, and as such inflicts an additional +1 per dice damage. When used against constructs or non-organic targets, the weapon only inflicts piercing damage. This also adds magical to the weapon when dealing with damage reduction or energy resistance. Can be combined with Sticky acid.

Metal-Melter

5

X3

The acid only works against non-organic-based targets, and as such inflicts an additional +1 per dice damage. When used against organic targets, the weapon only inflicts piercing damage. This also adds magical to the weapon when dealing with damage reduction or energy resistance. Can be combined with Sticky acid.

Fogging Acid

7

X10

The acid has an additional chemical compound, which causes it to spread in a small cloud. After impact, the acid will spread out over a 5 foot radius. Anything caught in the radius will take damage equal to the Acid Burn damage from a critical hit. This acid will dissipate in one round. Can be combined with any type of acid except sticky.

Sticky Acid

10

X15

The acid has an added compound, allowing it to ‘stick’ as it burns. The DC save from the acid on a critical strike is increased by +2, and it does damage over 2 rounds instead of a single round (no piercing damage, but roll for normal acid damage on the next round). Can be combined with all types of acid.

Black Dragon Acid

15

x30

A magically enhanced acid, based on the same chemical concoction used by the mythical Black Dragon. This acid is considered to be magical, and increases the damage by +2 per dice. Can be combined with Sticky acid.

Burst Fire

This is an optional rule which allows the shooter to fire a single ‘burst’ of rounds. The average burst is usually 3 rounds or charges (depending on the usage of the weapon in question) per pull of the trigger. Firing a burst incurs a penalty of -2 to hit, but the damage of the attack is increased by 25% (round down). This consumes the equivalent of 3 full shots (rounds or charges, so that if the weapon would use 4 rounds or charges for a single shot, using it on burst fire will now consume 12 charges). The burst will affect only a single target.

Alternate types of Ammunition

Ammunition

Level

Price

Effect

Standard

1

3

The cost for a single round of ammunition.

Caseless

3

x1.5

Caseless ammunition costs 1.5 times the cost of regular ammunition, but doubles the number of small arm, rifle, sniper and heavy rounds the weapon carries. This can be combined with any of the various types of ammunition listed below.

Armor Piercing

3

X3

The ammunition is jacketed or otherwise modified to penetrate armor, reducing the KAC of a target by 2.

Tracer

4

X2

If fired at the same target for two or more consecutive rounds, the attacker gains a +1 to hit.

Incendiary

5

X2.5

The weapon’s ammunition now inflicts fire damage equal to 50% of the damage.

Cyro

5

X2.5

The weapon’s ammunition now inflicts cold damage equal to 50% of the damage.

Electrical

5

X2.5

The weapon’s ammunition now inflicts electrical damage equal to 50% of the damage.

Injection

6

X3

The round is designed to carry a single dose of a poison, toxin, drug or other substance. The drawback is the weapon suffers -1 per dice damage (minimum of 1), but can deliver the dose. Unfortunately due to the reduced amount of chemical it can carry, the DC save is decreased by -2.

Hollow Point

7

x5

Damage of the bullet is increased by +1 per dice, however, when encountering armor that has a physical DR (B, P or S), the DR is doubled!

Semi-Jacketed

8

X6.5

These rounds are designed to be more effective against armour, while increasing the damage once the round penetrates. Instead of physical DR (B, P or S), being doubled, it is increased by 50% (round up) and as the round expands inside the target, increases the damage by +1 per dice.

Radioactive

10

X7 or x12

The cartridge contains a hollow core filled with radioactive dust. Anyone struck by the round must save versus medium (x7 cost) radiation or high radiation (x12 cost).

 

Programmers are not typically known for their combat prowess, but it has not stopped many of them. On particular ‘coder’ was known for dabbling in weapons design and created his own personal sub-machine gun to take with him when he was out in the field.

The little weapon looks like a cross between a standard SMG and a water-pistol. It contains a magazine, in which standard ammunition is housed, but there is a bulbous reservoir located near the tip of the weapon. This contains the trace-chemicals that give the weapon a little more ‘oompf’ when the rounds impact their target.

Equipped with an incredibly fast rate of fire, the weapon can burn through an entire magazine in short order. Thanks to the acid-based chemical the rounds are coated in as they are fired, the weapon is quite effective at penetrating armor and causing additional damage. The weapon is most effective when it is fired on ‘burst fire’ mode. This helps conserve the ammunition, and increases the damage it can inflict.

It should be noted that the weapon can be fired without the chemical reservoir, which then renders the damage to penetrating only. The reservoir contains enough chemical to coat each round in a standard magazine. The reservoir needs to be refilled after firing off a full magazine. This is a standard action, although it does not need to be done, as if left dry, the weapon will do the same damage, but only Penetrating, and it does not gain the acid burn critical effect.

Starfinder Creature Index

Dead Space Weapon and Armor Conversion Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.