Starfinder: Timson Tools 711-MarkCL Rivet Gun

Chris Van Deelen

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, durable

TT 815 MCL

13

65,700

5d8 P

20 ft.

Pinned

50

1-3

1

Burst, durable

TT 900 MCL

19

555,000

10d6 P

25 ft.

Pinned

120

1-3

1

Burst, 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 3-4 rounds per pull of the trigger. Firing a burst incurs a penalty of -4 to hit, but the damage of the attack is increased by 50% (round to nearest) for a 3 or 4 round burst, and 75% for a 5 or more round burst. The burst will affect only a single target.

A common tool used by ship-builders and heavy industrial construction workers, this device has found its way into use against the Xeno-necro infestations. Originally it used compressed air to pound the rivets into place, but with the advent of universal power cells, the device was switched over to use these instead. The magazines come pre-loaded with a built-in power cell, which can be replaced or recharged when the magazine is reloaded.

Designed with comfort in mind, the device was specifically shaped to be held comfortably in one hand, leaving the other free to hold plates in place or perform other tasks. Although it can be used at a range, this is not recommended due to the eccentricities of weather and atmosphere in general, often when used at a range, the rivets do not hit the intended location! In micro-gravity or the vacuum of space, this is often not an issue.

The device has been modified so that instead of one rivet is being fired with each pull of the trigger; it can shoot up to five rounds per pull. When a critical strike is achieved, the target is knocked down; however, if the target is standing in front of a wall or other similar structure, instead of being knocked down, they are impaled. A strength check (DC 18) is required to pull away from the wall. Until the target is able to pull away from this, they are incapable of movement.

When the device is used in melee, instead of firing at a range, it can be placed directly against the target. This gives the wielder a +2 to hit, and automatically bypasses half of any damage reduction (against physical attacks) the target might possess. If fired at a range, the device does not benefit from this.

Various types of ammunition have been produced for this particular device, allowing for a wide range of potential uses.

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.