Starfinder: Remington Bolas Game Hunter Rifle

Chris Van Deelen

Remington Bolas Game Hunter Rifle (Long arm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Battery

Usage

Bulk

Special

Rem Bolas 1

4

2,750

1d10 P / 1d6 E&B

50 ft. / 15 ft.

Knockdown

30 / 4

20

5

2

Automatic, burst fire, force, mine

Rem Bolas 2

8

11,000

2d10 P / 2d6 E&B

60 ft. / 20 ft.

Knockdown

30 / 6

20

5

2

Automatic, burst fire, force, mine

Rem Bolas 3

12

37,750

3d10 P / 3d6 E&B

70 Ft. / 25 ft.

Knockdown

40 / 8

40

5

2

Automatic, burst fire, force, mine

Rem Bolas 4

16

175,000

6d12 P / 6d8 E&B

80 ft. / 30 ft.

Knockdown

40 / 10

40

5

3

Automatic, burst fire, force, mine

Rem Bolas 5

20

925,000

10d12 P / 10d8 E&B

90 ft. / 40 ft.

Knockdown

60 / 12

80

5

3

Automatic, burst fire, force, mine

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 increased 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).

Note that the above only pertains to weapons that use cartridges or bullets. The various types of ammunition are not limited to only the pulse rifle - these different types of ammunition can be used in small arms, long arms, sniper rifles and heavy weapons .

Alternate Bolas Ammunition Table

Ammunition

Level

Price

Effect

Standard

1

10

Standard Bola ammunition, 3 balls constructed of conductive metal which can reach out to 5 feet in mine mode. Damage is blunt and electrical.

Longer Threads

1

X2

Increases the range of the mine function to 10 feet.  Can be combined with all types of thread.

Non-Lethal Bolas

1

1.5

The weapon inflicts non-lethal damage, and in the case of a critical hit, the target must make a Fort save or become stunned for 1d4+1 round per level of the weapon.

Grappler Bolas

3

2

The weapon inflicts only non-lethal damage (no electrical damage) and wraps around the legs of the target. The target is allowed a Ref save. If it fails, the target cannot move (unless they use acrobatics, in which case they can only move at 25% of their normal speed, a failed roll means they fall prone). A critical hit with this type of bolas means automatic knockdown and no save is allowed.

Monofilament Threads

3

X2.5

The threads inflict slashing damage instead of blunt.  Critical damage is now bleed 1d3 and increases to 2d3 for model 2, 3d3 for model 3, 6d3 for model 4, and finally 10d3 for model 5.

Super Capacitor Threads

5

X3

The electrical damage is increased by +1 per dice.

Diamond Monofilament Threads

5

X3

The slashing damage is increased by +1 per dice. Can only be used with monofilament threads.

Arcing Bolas

8

X4

The electrical damage will arc once to the nearest target within 10 feet, causing only electrical damage. Can be combined with super capacitor threads.

Explosive Bolas

10

X5

The weapon does flame and blunt damage to a 15 foot range as it explodes. Target is allowed a Reflex save for half damage.

Napalm Bolas

10

X5

The weapon explodes, spreading a napalm-like chemical in a 15 foot radius. This will inflict fire damage only, and will continue to burn for 1d4 rounds. A reflex save allows the target to avoid the damage and the continuous burn damage as well.

 

Remington has been producing fine weapons for hunting and combat since the early 1800’s, where the company was founded on Terra. Over the centuries the company has seen both good and bad times, but they never failed to produce quality weaponry for both the civilian and military sector.

This particular weapon was created for hunters as both a long-ranged rifle, but it has the capability to fire off spinning bolas, which can be devastating at close range, and can even be set as localized traps to harm or kill the unwary.

The weapon is quite bulky, with an over-under barrel combination. The upper-barrel fires the standard rifle ammunition, with a magazine located in the stock, while the under barrel is where the electrified bolas are located, with a more standardized magazine containing the tightly compressed bolas are contained. The bolas launcher also requires significant power to use – as it electrifies the bolas, and then uses the magnetic strips along the barrel to launch the bolas. As such requires a battery.

The weapon has two listings for most of the entries. The first is for the standard rifle barrel, while the second is for the bolas barrel. The rifle aspect is fully automatic, while the bolas aspect can only be fired once per round, as it takes significant time for the next bolas in the magazine to be properly set into the barrel.

If the bolas is not fired directly at a target, it can be placed in a specific location, where it will act like a mine. It will detonate within 1d6+1 rounds if not detonated by something moving through the square it covers.  When used as a mine, the Bolas cover a single 5 foot square and anyone moving into or through that square will cause it to detonate, inflicting the listed damage.

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.