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Starfinder: Infected Purifier

infector-dissolver.jpg

An all-purpose weapon based on the Infected Dissolver from Dead Space 3.

Introduced nearly at the same time as the new T-800 Infiltrator Terminators, the M-27 became the standard weapon used by Skynet’s forces on the battlefield.

Based on theoretical designs that were discovered by the AI known as Skynet, the Westinghouse M-27 Phased Plasma Pulse Rifle went through a large number of changes and modifications before at long last the final model was put into production.  It is a plasma-based weapon, which can burn through most types of armor. The bullpup configuration allows for a larger magazine capacity (taking two 80 charge power cells at a time), and the weapon is quite heavy and difficult for most human’s to wield, although this is not an issue for the Skynet forces.

The weapon was designed to send heavy firepower downrange, and each pull of the trigger would send a burst of intense purple, which could blow a human-body apart. Few could survive the wounds inflicted by these weapons. Often the weapon would cause combustible materials to burst into flame, which could spell the doom of the hapless soul who happened to be struck by a glancing blow.

Skynet Terminator, Hunter Killer and Weapons Index

Starfinder Creature 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.

Westinghouse M-27 Phased Plasma Pulse Rifle (Longarm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

M-27 20 Watt Rifle

1

1000

1d8 E&F

75 ft.

Burn 1d6

80 (2 40 charge batteries)

4

2

Automatic, burst fire, unwieldy

M-27 40 Watt Rifle

5

8,000

2d10 E&F

75 ft.

Burn 2d6

160

4

2

Automatic, burst fire, unwieldy  

M-27 60 Watt Rifle

10

35,000

3d12 E&F

75 Ft.

Burn 3d6

160

4

2

Automatic, burst fire, unwieldy

M-27 80 Watt Rifle

15

180,000

5d12 E&F

125 ft.

Burn 5d6

160

4

2

Automatic, burst fire, unwieldy

M-27 100 Watt Rifle

20

1,000,000

10d12 E&F

150 ft.

Burn 10d6

160

4

2

Automatic, burst fire, unwieldy

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.

T-800 Terminator Combatant CR 5 XP 1,600

Neutral medium construct

Init +3; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +11

 

Defense                                                             HP 70

EAC: 17; KAC: 20 (or by armor type)

Fort: +7; Ref: +5; Will: +2

Defensive Abilities: Hyper-alloy combat chassis; Immunities: construct, unliving

 

Offense

Speed: 30 ft.

Melee: Two punches +7 (1d6+12 B, crit knockdown) or by weapon type

Ranged: Two shots +10 (by weapon type +7 damage) or by weapon type

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Detailed anatomy files

 

Statistics

Str +5; Dex +3; Con -; Int +2; Wis +0; Cha +0

Skills: Athletics +16, disguise +21, intimidate +11, piloting +11

Feats: Cleave, deadly aim, strike back

Other Abilities: Infiltrator, will not stop

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, small hunting packs (1d3+1), medium packs (2d4+3), large hunting packs (3d6+10)

 

Special Abilities

Detailed anatomy files (Ex): The Terminator has detailed files of humanoid anatomy. As a result, it automatically gains a damage bonus equal to half the Terminators CR rating (rounded down). Also anytime the Terminator gains a critical hit, any DC save increases by +2.

Hyper-Alloy combat chassis (Ex): The skeletal structure of the terminator is constructed of a special alloy, making it very strong and resistant to damage. As a result, the terminator gains a DR / - equal to its CR against all physical attacks. Futher more, the terminator gains a +2 to all Fort saves.

Infiltrator (Ex): The exterior of the T-800 is living tissue. It can be healed using medicine, and appears completely human. As a result, the Terminator gains a +10 to disguise checks when attempting to infiltrate. As the Terminator takes damage, the flesh will suffer. Once the terminator has taken 50 points of damage, the flesh has been utterly eliminated. As long as at least one hit point of flesh remains, it can heal naturally through medicine or 5 points per 24 hour period; otherwise it can be regrown at a Skynet facility. Obviously if the flesh is destroyed or heavily damaged, the true nature of the Terminator is quite obvious.  For every 10 points of ‘flesh’ damage the terminator has suffered, it gains a -2 to the disguise check to pass as human.

Will not stop (Ex): When the terminator reaches zero hit points, it automatically ‘heals’ 20 points of damage on its next turn. This allows the terminator to continue to fight, although this can only be used once. After the additional hit points have been lost, the Terminator is destroyed.

 

Groa the Seer

Named Characters (Allegiances: Brigands, Men, Trolls, Nomads)

Rank: Elite (2)

Race and Type: Human Unarmored Seidr Mage

Description: Groa is a young but powerful Seidr Mage. She lives apart from men and gets along passably with Trolls, but will work for any of them if the pay is right or she is desperate. Groa can use Foretelling before a battle begins, possibly winning an advantage for the encounter.

Move: 8”/Charge 1d6+6         Defense: 14     Health: 2

Attacks

• Magic Skill: +2

• Lightning (see “Spell Descriptions”): +2 to hit up to 8”/+0 to hit up to 16,” OK 16

 

Special

• Seidr Tradition Ability: Foretelling (see “Spell Descriptions”): Before a battle commences, Groa can attempt to foretell things that might occur during it.

• Spells (see “Spell Descriptions”): Lightning, Cloak of Feathers.

SCAF Shotgun

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

SCAF 1

7

7,500

2d10

30 ft.

Knockdown

8

1-3

2

Analog, breach, burst fire, line, penetrating, unwieldy

SCAF 1

14

77,500

5d10

40 ft.

Knockdown

16

1-3

2

Analog, breach, burst fire, line, penetrating, unwieldy

SCAF 1

20

800,000

8d10

50 ft.

Knockdown

32

1-3

2

Analog, breach, burst fire, line, penetrating, unwieldy

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).

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.

Zealot Armor (light armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Zealot Armor, Awakened-class

4

6, 500

+4

+6

+6

-

-

1

L

Zealot Armor, Believer-class

9

20,000

+10

+12

+6

-

-

2

L

Zealot Armor, Disciple-class

14

100,000

+16

+18

+7

-

-

3

L

Zealot Armor, Preacher-class

19

750,000

+22

+24

+8

-

-

4

L

 

Zealot Armor Bonus

Model

EAC

KAC

Save

To hit

Damage

Zealot Armor, Awakened-class

+1

+1

+1

+0

+0

Zealot Armor, Believer-class

+2

+2

+2

+1

+1d4

Zealot Witness Armor, Disciple-class

+3

+3

+3

+2

+2d4

Zealot Armor, Preacher-class

+4

+4

+4

+3

+3d4

 

Infected Dissolver (Heavy Weapon)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

IP Weak

4

4,500

1d8 A & C or F

35 ft.

See des-cription 1d6

10 x3

3

2

Professional (engineer), unwieldly, wide line

IP Moderate

9

25,500

4d10 A & C or F

45 ft.

See des-cription 2d6

10 x3

3

2

Professional (engineer), unwieldly, wide line

IP Powerful

13

75,000

7d10 A & C or F

65 ft.

See des-cription 3d6

20 x3

3

2

Professional (engineer), unwieldly, wide line

IP Ultimate

18

555,000

10d10 A & C or F

90 ft.

See des-cription 4d6

30 x3

3

2

Professional (engineer), unwieldly, wide line

Alternate Fuel Table (price is indicated per charge)

Fuel Type

Level

Price

Effect

Hydrazine

1

5

Standard Fuel

Compressed Fuel

1

7

Increase the range by 50% (rounded to the nearest 5 foot increment) Can be combined with other types of fuel, just add the cost.

Thermite-laced

5

15

+1 per dice damage

Plasmized Hydrazine

5

25

+1 per dice and DC increased by 2

Hellfire Fusion Hydrazine

10

50

+2 per dice damage and DC increased by 3

Ultra-Compressed

10

35

As with compressed, but the range is doubled. Can be used with other types of fuel (except compressed), just add the additional cost.

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.

 

Cold Ammunition Table

Ammunition

Level

Price

Effect

Standard Chemical

1

5

The chemicals are the standard mixture for the weapon and give no additional bonus.

Substandard

1

x.5

Not as strong as the normal chemicals, the weapon inflicts -1 per dice damage (minimum of 1 point per dice).

Strengthened Mixture

5

X15

A stronger chemical compound increases the damage by +1 per dice.

Crystallizer

5

X3

The chemical mixture is exceedingly effective against metals and compounds. Any creature with the construct type or subtype automatically takes +1 per dice damage. It is not as effective against organic materials, and does -1 per dice (minimum of 1 point).

Breaching

5

X5

The cold is designed to cause materials to become brittle and easier to break. The weapon gains the breaching property.

Fogging

7

X10

The chemical compound is designed to spread in a small cloud. After impact, the chemical mixture will spread out over a 5 foot radius. Anything caught in the radius is allowed a Fort save or become staggered.

Absolute Zero

15

X30

The chemical compound is fused with magic. The cold is considered to be magical, and it increases the damage the weapon inflicts by +2 per dice.