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Starfinder: Seeker Rifle

Seeker-Rifle.jpg

The Sniper Rifle introduced in Dead Space 2, converted to be used in your Starfinder game!

Originally designed to be used in construction and repair, this heavy-duty welder was commonly used by many companies, and was considered to be the state of the art arc welder.  And of course some creative individual decided it would make an excellent weapon!

The device requires two hands to hold. The power cells are contained in the handle of the device, and it has two long prong-like ‘barrels’ which normally could open and close in order to spot-weld, but have been changed so that they will instead fire the electrical charge.

The weapon has a very short range, and will not be effective past the listed range. After it strikes a target, the electrical discharge will then arc to a second target within 10 feet, albeit for less damage, but it is still effective. This arc will randomly strike any target, be it friend or foe. However, it will always arc towards anything carrying or wearing metal. The more the metal, the more likely the arc will strike them. When a critical strike is achieved, the arc will continue onto a third target (if available), for less damage still. Furthermore, if a successful critical hits, the target will suffer additional damage from electrical burns.

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.

Schofield Tools Arc Welder (Heavy Weapon)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

STAW Mk 1

6

5,300

2d8 E

50 ft.

Burn 1d4 and second arc 1d4

20

2

1

First arc 1d6, profession mechanic, unwieldy

STAW Mk 2

10

17,850

3d8 E

80 ft.

Burn 1d4 and second arc 2d6

20

2

1

First arc 3d6, profession mechanic, unwieldy

STAW Mk 3

14

72,500

4d10 E

120 ft.

Burn 2d4 and second arc 3d6

40

2

2

First arc 4d6, profession mechanic, unwieldy

STAW Mk 4

18

375,000

6d12 E

160 ft.

Burn 3d4 and second arc 4d6

80

2

3

First arc 6d6, profession mechanic, unwieldy

 

Assassin Arachnid Combatant CR 5 XP 1,600

Neutral large vermin

Init +10; Senses: Darkvision 60 ft.; Perception +11

 

Defense                                                             HP 70

EAC: 17; KAC: 19

Fort: +9; Ref: +7; Will: +4

Defensive Abilities: Chameleon exoskeleton, DR 5 / -, hardened survivor; Immunities: Poison, radiation

 

Offense

Speed: 60 feet

Melee: 2 claws +10 (1d10+8 S Crit bleed 1d6), or 1 bite +14 (1d6+8 P)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Leaping strike

 

Statistics

Str +3; Dex +6; Con +0; Int -; Wis +0; Cha +0

Skills: Acrobatics +11, athletics +11, stealth +16 (+26)

Feats: Improved initiative, step up, step up and strike

Languages: None

 

Ecology

Environment: Any

Organization: Solitary

 

Special Abilities

Chameleon Exoskeleton (Ex): As a swift action, the creature can change its exoskeleton to match the background. This includes other arachnids that might be around it! This will last for exactly 1 minute, and the creature cannot use it for another full hour afterwards. While it is using this ability, it gains a +10 to its stealth check, even when moving.

Hardened Survivor (Ex): The assassin arachnid is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.

Leaping Strike (Ex): As a full round action, the creature can move up to four times its movement speed, and leap at a single target. At the same time it can leap up to 60 feet straight into the air while using ability. When it uses this ability, its claw attacks are at +14 to hit, and do 1d10+12 damage each and a critical strike knocks the target prone. The creature can do this once every three rounds.

 

DT Survey Charge Launcher (Heavy weapon)

Weapon

Level

Price

Range

Cap

Usage

Bulk

Special

DT Launcher 1

1

500

30 ft.

2

1

1

Mine, profession (mechanic), unwieldy

DT Launcher 2

5

3,250

60 ft.

5

1

1

Mine, profession (mechanic), unwieldy

DT Launcher 3

10

18,500

120 ft.

8

1

2

Mine, profession (mechanic), unwieldy

DT Launcher 4

15

115,000

240 ft.

12

1

2

Mine, profession (mechanic), unwieldy

DT Survey Charge Mine table (Grenades)

Javelin Type

Level

Price

Effect

Improved Cryonic

5

X1.5

Cryonic grenades have their damage increased by +1 per dice.

Improved Electrical

5

X1.5

Shock grenades have their damage increased by +1 per dice.

Improved Explosives

5

X1.5

Fragmentation grenades have their damage increased by +1 per dice.

Improved Incendiary

5

X1.5

Incendiary grenades have their damage increased by +1 per dice.

Heaven’s Radiance

5

x2

Fused with magic, Flash grenades have their DC save increased by +2. The device is considered a magical.

Siren’s Scream

5

X2

Fused with magic, these sonic-based grenades have their damage increased by +1 per dice, and the DC save is increased by +2. The device is considered a magical.

Abyssal

15

X2

Fused with magic, these Cryonic grenades have their damage increased by +2 per dice. The device is considered a magical.

Elemental

15

X2

Fused with magic, these shock grenades have their damage increased by +2 per dice. The device is considered a magical.

Hellfire

15

X2

Fused with magic, these Incendiary grenades have their damage increased by +2 per dice. The device is considered a magical.

Seeker Fragments

15

X2

Fused with magic, these fragmentation grenades have their damage increased by +2 per dice. The device is considered a magical.

 

Evolved Tank Arachnid Combatant CR 18 XP 153,600

Neutral Gargantuan vermin

Init +0; Senses: Darkvision 60 ft.; Perception +31

 

Defense                                                             HP 375

EAC: 32; KAC: 38

Fort: +21; Ref: +19; Will: +16

Defensive Abilities: DR 18 / -, hardened survivor; Immunities: Poison, radiation

 

Offense

Speed: 30 ft., burrow 30 ft.

Melee: 2 claws +28 (13d6+33 P), or bite +32 (13d4+33 P Crit swallow whole)

Space: 20 ft., Reach: 20 ft.

Offensive Abilities: Stream of fire, swallow whole, trample (13d8+33 B Crit knockdown)

 

Statistics

Str +19; Dex +0; Con +6; Int -; Wis +0; Cha +0

Skills: Athletics +31, survival +36

Languages: None

 

Ecology

Environment: Any

Organization: Solitary, pairs, or small groups (1d4+2)

 

Special Abilities

Hardened Survivor (Ex): The evolved tank arachnid is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.

Stream of Fire (Ex): The creature, as a full round action, can spray a stream of napalm-like chemical fire. The stream is 10 feet wide and can reach out to a maximum of 150 feet. Anyone caught in the stream area of effect is allowed a Ref save (DC 23) or take 8d12+18 flame damage. A successful save cuts the damage in half.  To make matters worse, the flame will continue to burn for 1d3+1 rounds, unless the victim is able to somehow smother the flames (rolling in dirt, dousing in chemical fire-extinguishing foam, jumping into a river or large body of water). Also the napalm-like fire will remain on whatever terrain it coated when the arachnid used this ability and will last for 1d3+1 rounds before burning out. The Evolved Tank is able to use this ability once every second round.

Swallow whole (Ex): The creature is able to potentially swallow whole any creature it bites which is at least one category size smaller. See page 156-157 of the Alien Archive for more information.

Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Evolved Tank merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 23) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Tank due to the creature’s movement. The Evolved Tank can deal trample damage to a given target only once per round.

 

Timson Tools 711-MarkCL Rivet Gun (small arms)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

TT 711 MCL

7

9,250

1d10 P

10 ft.

Pinned

20

1-3

L

Burst fire, durable

TT 815 MCL

13

65,700

5d8 P

20 ft.

Pinned

50

1-3

1

Burst fire, durable

TT 900 MCL

19

555,000

10d6 P

25 ft.

Pinned

120

1-3

1

Burst fire, durable

Rivet Ammunition Table (per rivet)

Javelin Type

Level

Price

Effect

Standard

1

3

Standard ammunition for the Rivet Gun. It can be combined with Cryonic, explosive, incendiary, improved explosive, and arching.

Shattering

7

5

When a critical strike is achieved, remove pinned. Instead add 2d4 bleed damage. This increases to 4d4 for TT 815, and 6d4 for TT 900. Can be combined with standard, tungsten, titanium and Adamantium.

Cryonic

7

18

The Rivet is infused with chemical agents, making it extremely cold. As a result, the damage inflicted is half cold, half piercing. Can be combined with standard, tungsten, titanium and Adamantium.

Explosive

7

22

The rivet explodes upon striking the target. Damage is considered to be half piercing, half fire. Furthermore anything within 5 feet is allowed a reflex save. If the save fails, they take half damage.

Incendiary

7

18

The Rivet is infused with chemical agents, making it extremely hot. As a result, the damage inflicted is half cold, half piercing. Can be combined with standard, tungsten, titanium and Adamantium.

Tungsten

10

15

Increases the damage by +1 per dice. It can be combined with Cryonic, explosive, incendiary, improved explosive, and arching.

Acidic

10

30

The rivet explodes upon striking the target splashing acid. Damage is considered to be half piercing, half acid. Furthermore anything within 10 feet is allowed a reflex save. If the save fails, they take half damage. Can be combined with standard, tungsten, titanium and Adamantium.

Improved Explosive

10

30

The rivet explodes upon striking the target. Damage is considered to be half piercing, half fire. Furthermore anything within 10 feet is allowed a reflex save. If the save fails, they take half damage. Can be combined with standard, tungsten, titanium and Adamantium.

Arching

10

30

Each rivet contains a powerful electrical charge. Upon striking the target, the damage is considered to be half piercing, half electrical. Furthermore anything within 5 feet is allowed a reflex save. If the save fails, they take half damage. Can be combined with standard, tungsten, titanium and Adamantium.

Titanium

17

30

This type of rivet causes +2 per dice. It can be combined with Cryonic, explosive, incendiary, improved explosive, and arching.

Adamantium

20

100

This type of rivet causes +3 per dice. It can be combined with Cryonic, explosive, incendiary, improved explosive, and arching.

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.

Infiltration Arachnid Expert CR 5 XP 2,400

Neutral medium vermin

Init +7; Senses: Darkvision 60 ft.; Perception +16

 

Defense                                                             HP 60

EAC: 17 (+20); KAC: 18 (+25) (Absorptive shell

Fort: +6 (+16); Ref: +4; Will: +8

Defensive Abilities: DR 5 / -, hardened survivor; Immunities: Poison, radiation

 

Offense

Speed: 40 ft.

Melee: 2 claws +8 (1d6+10 S Crit wound) or bite +12 (1d4+10 P) or two absorptive shell fists +12 (1d10+10 B)

Ranged: Hydrogen Aurora Cannon +10 (2d4+5 E&F Crit blind)

Offensive abilities: Strength Limitation bypass

 

Statistics

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

Skills: Acrobatics +11, athletics +11, bluff +21, disguise +26, intimidate +11, stealth +16

Feats: Improved initiative

Other Abilities: Mimic, weapon and armor proficiency

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary or small groups (1d4+2)

 

Special Abilities

Hardened Survivor (Ex): The Infiltration arachnid is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.

Mimic (Ex): The Infiltration arachnid has the ability to somewhat mimic a humanoid it has encountered. By ingesting part of the victim, the Infiltration arachnid is able to take on a few basic traits of the victim. It can morph its head to appear like that of the victim, and it can speak – or rather parrot – simple phrases in the victim’s own voice. As such the Infiltration arachnid gains a +10 to disguise and +5 to bluff when dealing with others, as long as its body is covered by powered armor. It is a full round action to consume flesh of the victim, and then 1d4 rounds for the creature to absorb the DNA so it can mimic it. The Infiltration arachnid can only use the genetic material of a single individual at one time, and it can retain the face of that victim indefinitely, although it can choose to revert to its regular features at any time. This is a full round action for the creature to do so.

Strength limitation bypass (Ex): Normally powered armor has a strength limitation, which states that even if the wearer is stronger than the strength provided by the armor, it is limited to the armors strength. This creature is able to bypass this and use its own natural strength instead.

Weapon and Armor proficiency (Ex): The arachnid has the uncanny ability to use any type of armor or weapon it encounters, and as such it does not need to have the appropriate proficiency in order to do so.

 

Archaeologist Environmental Suits (Light Armor)

Model

Level

Price

EAC

KAC

Max Dex

AC Penalty

Speed Adjust

Upgrade slots

Bulk

Apprentice Suit

1

200

+2

+1

+6

-1

-

0

L

Novice Suit

5

3,000

+7

+5

+6

-1

-

1

L

Journeyman Suit

10

19,000

+15

+13

+6

-

-

2

L

Instructor Suit

15

105,000

+20

+18

+7

-

-

3

L

Master Suit

20

900,000

+25

+23

+8

-

-

4

L

 

Guardian Arachnid Combatant CR 10 XP 9,600

Neutral large vermin

Init +3; Senses: Darkvision 60 ft.; Perception +19

 

Defense                                                             HP 165

EAC: 23; KAC: 28

Fort: +14 (+24); Ref: +12; Will: +9

Defensive Abilities: DR 10 / -, hardened survivor, savage defense; Immunities: Poison, radiation

 

Offense

Speed: 50 feet, burrow 20 feet

Melee: 2 claws +18 (2d12+20  S Crit Bleed 2d4 and wound), or bite +22 (2d8+20 P)

Space: 10 ft., Reach: 10 ft.

Offensive Abilities: Berserker

 

Statistics

Str +10; Dex +3; Con +3; Int -; Wis +0; Cha +0

Skills: Acrobatics +19, athletics +24, intimidate +19

Feats: penetrating attack, step up and strike

Languages: None

 

Ecology

Environment: Any

Organization: Pairs, or small groups (1d4+2)

 

Special Abilities

Berserker (Ex): As soon as the Guardian has sustained at least 50% of its hit points in damage, it will go into a berserker rage. During this rage, the arachnid will gain +2 to hit, the damage inflicted will increase by +2 per dice damage, and it will gain an additional 40 hit points, and it will be able to use all three melee attacks at the same time. Because it will attack so ferociously, its EAC and KAC are both reduced by 4 points. This berserker rage will last for 2d4+4 rounds, or until the Guardian is killed. Even if all enemies are destroyed, it will continue to attack anything nearby, including other arachnids – except Queens, overseers and Thinkers. Any of these Arachnids will be able to ‘turn off’ the berserker mode. Once the berserker mode ends, the temporary hit points will disappear. If this drops the arachnid below zero hit points, it will die on the beginning of the next round.

Hardened Survivor (Ex): The Guardian is completely immune to poisons and radiation, and it is able to withstand extreme conditions, even utter vacuum. Whenever the beast must make a saving Fortitude saving throw when dealing with environmental conditions, it gains a +10.

Savage Defense (Ex): The Guardian was specially bred to be able to defend against all manner of attacks. As such, when it is engaged in combat against targets that would normally not get an attack of opportunity due to a class feature or special ability, the Guardian ignores this and will still gain the attack of opportunity.

 

EarthGov  ‘Seeker’ Sniper Rifle

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

Basic Seeker

2

1,000

1d8 P

70 ft.

Wound

4

1

1

Durable, guided, sniper (250 ft.), unwieldy

EG Seeker

7

6,000

2d8 P

70 ft.

Wound

5

1

1

Durable, guided, sniper (250 ft.), unwieldy

Patrol Seeker

12

36,000

5d8 P

70 ft.

Wound

7

1

1

Durable, guided, sniper (250 ft.), unwieldy

Sharpshooter Seeker

16

195,000

8d8 P

80 ft.

Severe wound

10

1

1

Durable, guided, sniper (500 ft.), unwieldy

Elite Seeker

20

975,000

11d8 P

80 ft.

Severe wound

12

1

1

Durable, guided, sniper (500 ft.), unwieldy durable

 

Alternate types of Ammunition (per cartridge)

Ammunition

Level

Price

Effect

Standard

1

3

Standard ammunition for the Seeker Rifle.

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. The DC save of the chemical is decreased by -2.

Hollow Point

7

x5

Damage of the bullet is increased by +1 per dice.

Semi-Jacketed

8

X6.5

These rounds have a better armor-piercing component than regular ammunition (-1 to targets KAC) 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).