Starfinder: Evangelizer AL Assault Rifle

Chris Van Deelen

Evangelizer AL Assault Rifle (longarm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

Evangelizer AL -1

2

2,250

1d6 P

60 ft.

-

30

1-3

1

Burst fire, holy,

Evangelizer AL -2

6

7,000

2d6 P

60 ft.

-

30

1-3

1

Burst fire, holy,

Evangelizer AL -3

11

28,500

3d8 P

60 ft.

-

30

1-3

1

Burst fire, holy,

Evangelizer AL -4

16

128,000

5d10 P

80 ft.

-

50

1-3

2

Burst fire, holy,

Evangelizer AL -5

20

780,000

8d12

80 ft.

-

50

1-3

2

Burst fire, holy,

 

Under-barrel Shotgun

Weapon

Damage

Range

Critical

Cap

Usage

Evangelizer AL -1

1d4 P

15 ft.

Knockdown

4

1

Evangelizer AL -2

1d6 P

25 ft.

Knockdown

7

1

Evangelizer AL -3

2d6 P

25 ft.

Knockdown

12

1

Evangelizer AL -4

5d6 P

35 ft.

Knockdown

18

1

Evangelizer AL -5

8d6 P

50 ft.

Knockdown

24

1

 

Alternate Shotgun Ammunition

Ammunition

Level

Price

Effect

Standard

1

3

The cost for a single round of ammunition.

Bean-Bag

1

x.5

This replaces the standard ammunition. Damage becomes non-lethal, and is Blunt instead of piercing. Cannot be used with caseless.

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.

Solid Slug

3

X7

Instead of the standard pellet ammunition, the shell contains a solid slug. This increases the damage by +1 per dice, as well as increases the knockdown DC +2. Finally when used for breaching or other similar effects, the weapon is considered to be 5 levels higher.  

Dragons-breath

5

X2.5

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

Arctic-gale

5

X2.5

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

Thor’s Hammer

5

X2.5

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

Flechette

7

X4

Instead of a solid slug or pellets, the shell is filled with flechettes. This increases the range of the weapon by +10 ft. The flechettes can be coated with a toxin, but the DC is at a -2. When used against unarmored targets, the weapon does +1 per dice damage, but against armored targets with DR, the DR is increased by 50%.

Radioactive

10

X7 or x12

The cartridge contains a solid slug, which is filled with radioactive dust. It can only be combined with solid slug rounds. Anyone struck by the round must save versus medium (x7 cost) radiation or high radiation (x12 cost).

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).

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.

Created by militia and other military forces who have had the misfortune of encountering either an Xeno-necro outbreak, or are faced with the undead on a regular basis. The weapon started life as an assault rifle, it has been extensively modified. The weapon now sports an underbarrel shotgun, giving it a secondary attack, and has been infused with holy energy. Unlike the typical holy fusion, this particular type works against ONLY undead, regardless of alignment.

The weapon is created of sturdy materials, and is often covered with engravings of the various good-aligned god’s holy symbols as well as stylized runes and markings, which are to ward against evil. Any ammunition used in the weapon automatically gains the holy fusion, but only when used in this weapon.

Due to the fusion and the addition of the underbarel shotgun, the weapon can no longer support automatic fire, although it is fully capable of burst fire.  The weapon also comes with a collapsing stock as standard equipment.  Either one or the other barrel can be fired, but if both are fired at the same time, the user automatically suffers a -4 to hit, as is the case whenever more than a single shot is taken per round.

The price of the fusion and the stock has already been factored into the overall cost of the weapon.

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.