Starfinder: Remington EL1 El Rapido

Chris Van Deelen

Remington EL1 El Rapido (longarm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

EL 1 Rapido

2

1,000

1d6 P & 1d2 E

80 ft.

-

20

1

1

Automatic, burst fire, line, powered (20 usage 1)

EL 3 Rapido

6

4,000

2d6 P & 1d4 E

80 ft.

-

40

1

1

Automatic, burst fire, line, powered (40 usage 1)

EL 5 Rapido

11

27,000

3d8 P & 2d4 E

100 ft.

Arc 1d4

40

2

1

Automatic, burst fire, line, powered (40 usage 1)

EL 7 Rapido

16

125,000

6d8 P & 2d6 E

120 ft.

Arc 2d4

40

2

1

Automatic, burst fire, line, powered (40 usage 1)

EL 9 Rapido

20

700,000

10d8 P & 3d6 E

120 ft.

Arc 5d4

80

2

2

Automatic, burst fire, line, powered (80 usage 2)

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).

 

Another fine assault rifle from the venerable Remington line. This weapon was designed to fire standard cartridge rounds, but have the added bonus of being hyper-accelerated through a magnetic field, employing the same technology as a rail gun system. This allowed for far greater distance and heavier impact upon striking the target. As an added bonus, the round would retain a small ‘electrical’ charge, making it effective against robotic constructs – or anything that happens to be vulnerable to electricity!

The Weapon was originally designed to be used on worlds where the gravity was higher, or in combat situations where collateral damage was not to be much of a concern, since the rounds tended to continue straight through the target’s body with little signs of slowing. Because of this, it makes the weapon quite effective when dealing with groups of enemy soldiers or other targets in close-quarter situations.

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.