Starfinder: Colonial Marines, Engineers and Predator Weapons, armor and more

Starfinder: Colonial Marines, Engineers and Predator Weapons, armor and more

This huge article has a lot of new ideas. The major changes are when it comes to the Colonial Marine weapons. They have a 'inherent accuracy' bonus, which essentially translates to the OSR system of weapons with a + to hit bonus. This is entirely optional can can easily be ignored. Also these weapon systems have possible accessories, which can be added to the weapon itself. Each accessory has a base cost to it, and although I didn't add it to the list, I should have an actual 'level' listed, which I will probably add once  I compile the book into a single PDF. For now, you'll just have to use it as is.
I have also included a couple of new armor upgrades and a feat.

Have fun!

New Weapons and Armor

Armor Table

Armor

Level

Type

Price

EAC Bonus

KAC Bonus

Max Dexterity

Armor Check Penalty

Speed Adjustment

Upgrade Slots

Bulk

Ancestral Armor

6

Heavy

27,300

+9

+11

+4

-2

-5 ft.

4

3

M3 Pattern Personal Armor

4

Light

2,800

+5

+7

+5

-1

-

2

1

Hunter’s Assault Armor

15

Heavy

120,200

+21

+22

+3

-3

-10 ft.

6

3

Hunter’s Combat Armor

10

Heavy

37,700

+15

+16

+2

-2

-10 ft.

4

2

Hunter’s Initiate Armor

1

Light

575

+1

+2

+6

+0

-

2

1

Hunter’s Recon Armor

3

Light

8,600

+3

+4

+5

+0

-

2

1

Hunter’s Stalker Armor

7

Light

27,500

+8

+9

+4

-1

-5 ft.

3

2

Xeno Armor

10

Light

18,700

+15

+17

+2

-4

-10

5

3

 

Heavy Weapons Table

2 Handed Weapon

Level

Price

Damage

Range

Critical

Capacity

Usage

Bulk

Special

Ancestral Rifle

8

11,525

3d8 E

100 ft.

Possible death

100

1-2

3

+2 to hit

M5 RPG

5

5,575

4d6 P

100 ft.

Explode 20 ft.

1

1

2

+1 or +4

M56 Smartgun

6

8,500

4d4 P

60 Ft.

Wound

150 or 600

4

3

+4 to hit

UA 571-C Automated Sentry Gun

6

8,300

1d12

75 ft.

Wound

500

4

3

+2 or +4

 

Long arms Table

2 Handed Weapon

Level

Price

Damage

Range

Critical

Capacity

Usage

Bulk

Special

M4RA

5

5,100

1d10 P

90 Ft.

-

15

1-3

1

+2 to hit

M37A2 Shotgun

4

3,850

1d10

20 Ft.

Knockdown

8

1

1

-1 to hit

M41A1

4

4,000

1d10 P

50 Ft.

1d6 Explosive

99

1-5

1

-

MK221 Tactical Shotgun

6

7,000

1d12 P

20 Ft.

Knockdown

8

1-2

1

-1 to hit

M240 Incinerator

2

800

1d8 F

30 Ft.

Burn 1d6

30

1

1

-

NSG 23

5

4,600

1d12 P

70 Ft.

-

30

1-3

1

-

P9 S.H.A.R.P. Rifle

4

4,300

2d4 P

125 ft.

2d6 explosive

10

1-3

1

+2

Sawed off Double Barrel shot gun

1

400

1d6 P

15 ft.

Knockdown

2

1-2

1

-

XM99A Phased Plasma Pulse Rifle

6

5,000

2d8 F

75 ft.

Burst 10 ft.

4

1

1

+3

 

Melee Weapons Table

Weapon

Hands

Level

Price

Damage

Critical

Bulk

Special

Chakram

One

3

450

1d4 S

Bleed 1d3 per round

L

Can be thrown.

Grandmasters Sword

Two

18

350,000

8d12 S

Bleed 6d6

2

See description.

Hunter’s Bola

One

6

5,000

1d8 B & E

Trip

L

Stuns if Fort save failed.

Hunter’s Glaive

Two

6

4,875

2d8 P

Wound

1

Save or suffer 1d4 bleed per round.

Hunter’s Maul

One

10

17,800

4d8 S

Bleed 1d12 per round

1

-

Hunter’s Spear

One or Two

2

700

1d6 P or B

-

1

Can be thrown.

Hunter’s Whip

One

5

4,000

1d10 S

Wound

L

Trip, and automatic bleed.

Hunter’s Wrist Blade Dagger

One

2

375

1 d 6 S

-

L

-

Hunter’s Wrist Blade Long Sword

One

6

4,850

2d8 S

-

L

-

Hunter’s Wrist Blade Short Sword

One

10

15,000

4d8 S

Wound

L

-

Initiate Dagger

 

One

1

100

1d4 P

Bleed 1d3 per round

L

Cannot be damaged by acid.

Power Glove

One

3

575

1d6 B

Knockdown

L

Reduce breaking DC by 5.

Smart Disk

One

10

15,000

3d12 S

Wound

L

Can be thrown up to 75 ft.

 

Small Arms Table

1 handed

Level

Price

Damage

Range

Critical

Capacity

Usage

Bulk

Special

88 Mod 4 Combat Pistol

1

300

1d6 P

20 Ft.

-

18

1

L

+1 to hit

M4A3 Pistol

1

350

1d8 P

30 Ft.

-

12

1

L

-

M39 SMG

3

520

1d6 P

30 Ft.

-

48

1-3

L

-1 to hit

Net Gun

3

700

1d6 S

20 ft.

Bleed 1d4

1

1

L

Bleed 3 damage after three rounds of entrapment.

Plasma Caster

10

35,500

2d10 E & F

50 ft.

Burn 2d8

20

1

L

Line

Plasma Pistol

5

4,725

1d0 E & F

50 Ft.

Burn 1d8

10

1

L

Line

Plasma Vambrace

2

800

1d6 E & F

20 ft.

Burn 1d6

10

1

L

Line

Spear Gun

7

5,900

2d8 P & E

20 ft.

-

3

1-3

L

-

 

88 Mod 4 Combat Pistol

This weapon is another 9 mm service pistol that is used by the USCM service. It is an 18-round, double action only, semi-automatic weapon that was typically issued to officers and civilian contractors, although it was also used by Synthetics and occasionally by ground troops.

The weapon is completely constructed of nano-bound hard-impact plastic and synthetic pistol and is manufactured by Weyland-Yutani. It is surprisingly light and highly durable when compared to the venerable M4A3 service pistol.  The 88 Mod 4 is an updated and improved version of the H&K VP70 pistol, originally designed during the mid-20th century.

Rate of fire: Semi-automatic (1-2 shots per round -4 to hit if two shots fired)

Magazine capacity: 18 rounds (or 30 round extended magazine)

Inherit Accuracy: +1

Base Damage: 1d6 P

Possible Accessories:

  • C43 Extended Magazine
  • S91 Dot Reflex Sight
  • Full-Auto Action Replacement

 

Ancestral Armor

The armor typically used by the Ancestrals appears to be organic in nature, almost bio-mechanical, giving it a similar appearance to the Xenomorphs. The simple fact the armor is grown, much in the same manner as the technology used by the race.

Overall the armor is uniformly dark grey to the point of being nearly black, and has a skeletal look, with thick bone-like ribs covering the torso and heavy plating on the arms and legs. The helmet gives the armor a very ‘alien’ appearance, hiding the true visage of the being wearing it.

The armor has several options already built into it, including a force field (black), filtered rebreather and strength augmentation. There is one additional slot remaining, as the filtered rebreather cannot be removed from the suit itself.

Overall AC Bonus: EAC +9, KAC +11

Level: 6

Price: 27,300 (includes the cost of the upgrades)

Max Dexterity Bonus: +4

Armor Check Penalty: -2

Slots: 3

Bulk: 3

 

Ancestral Rifle

Like all the technology employed by the Ancestral race, the rifle appears to have been grown, not manufactured, although it is not a living creature. The weapon is huge, being nearly as long as the Ancestral is tall (averaging seven feet in length), and is quite cumbersome to use – except for the Ancestrals themselves. The weapon is typically quite devastating, and when a critical hit is called for, the target must make a Fort save (DC 12 plus CR of the user) or be killed instantly as the weapon destabilizes the targets molecules, effectively blowing them up spectacularly. The beam fired by the weapon is ruby-red in color and there is a visible trail left in the air after the weapon has been discharged, tracing back to the wielder. This lasts only a single round.

Rate of fire: Semi-automatic (1-2 shots per round -4 to hit if two shots fired)

Magazine capacity: 100 rounds

Inherit Accuracy: +2

Base Damage: 3d8 E

 

Chakram

This particular weapon is a thrown ranged weapon often employed by the hunters, when they wish to prolong the hunt. The plasma caster and other such weapons tend to kill a little too soon for the liking of many of the hunters, and more often than not, damage the prey to the point they cannot be used as trophies. This weapon can be used both as a ranged weapon, and as a melee weapon. The blades are also retractable, making it easier to carry and store. Since one of the main types of creature the hunters prey upon for trophies are the Xenomorphs, the weapon is completely immune to the effects of acid. What would be the point of having the weapon to use against Xeno’s if it melted as soon as it was used on one?

 

Grandmaster’s Sword

Given only to the most skilled and renowned of the hunters, the Grandmaster’s sword is not only a deadly weapon, but a work of art. The blade is constructed of the same type of alloy used in the Initiate’s dagger, but is reinforced with adamantine. The weapon’s hilt is always constructed of bone, which comes from the trophy of the grandmaster’s greatest kill. The weapon itself is etched with the clan symbols and icons, representing the most successful hunts ever initiated by the Grandmaster wielding the weapon. When a critical strike is achieved, the target must make a Fort Save (DC 10+ Grandmaster’s CR) or be decapitated. Even if the saving throw succeeds, the target will still suffer the bleed damage indicated.

 

Hunter’s Armor

The species known as the hunters typically do not use armor, or when they do, they wear light armor only. When they are faced with powerful opponents, or creatures which can potentially kill them with little effort, these creatures will wear heavier armor, but this is rare, and only the oldest and hunters with the most renown will ever consider wearing it. This applies to clan elders only – young, especially those who have not accumulated much in the way of renown (read trophies) will often be punished or outright killed for such nearly unforgivable transgressions.  All armor worn by the hunters is highly personalized – but typically they share the same properties. The armor typically covers the chest, arms and thighs, except for the heavy armor which all but encases the wearers body completely. There are several categories of actual armor – initiate, recon, Stalker, combat and assault. It is considered to be dishonorable to wear anything except initiate, recon or stalker armor, but will be allowed in certain circumstances. All types of armor (except for initiate) have three basic upgrades – infrared, camouflage cloaking, and filtered rebreathers. Initiate armor does not gain the camouflage cloaking. It should also be noted that armor of hunter and better render the wearer completely immune to acid. Stalker and above armor also come with built-in self-destruct, to ensure the amour or technology does not fall into the wrong hands. Note the prices of the armor seem abnormally high, but that is because the upgrades are included in the price.

 

Hunter’s Bola

A weapon designed to trip targets, while inflicting damage at the same time. The weapon is typically a series of 3-5, two foot ropes ending in heavy metal balls. They are coated with the same alloy used in the majority of the Hunter’s weapons, making them immune to the effects of acid.  The hunter can choose to just use it to injure the target, or they can use a CM check to attempt to trip the target (KAC +8).  If used to damage the target and a natural 20 is rolled, then the trip is automatic. The weapon is electrically charged, and when it strikes the victim, the target must make a Fort save (DC 10+CR of the hunter) or be stunned for a single round. Typically this weapon is used by mid-level hunters, who are tracking prey which is known for speed and agility. It’s easier to take down a prone prey-creature than to try and run it down, after all. The weapon can be thrown at a maximum range of 25 ft. plus 5 ft. per +1 of the hunter’s Strength bonus.

 

Hunter’s Glaive

This long weapon is another staple of the Hunter’s arsenal. The weapon is approximately six feet in length, and is constructed of light-weight alloys, which are of course acid resistant.  The weapon is almost evenly divided into three sections, the middle being the haft, while both ends are incredibly sharp and the blades are serrated in order to cause potential bleeding from the wounds inflicted. The weapon can be used by a trained and experienced combatant to strike twice per round. Like many of the weapons used by the hunters, individuals often personalize the weapon by etching clan exploits and the greatest hunts engaged by the user. When a target is struck by the weapon, they must make a Fort save (DC 10+ CR) or suffer 1d4 points of bleed damage per round.

 

Hunter’s Maul

Not as common a weapon as one might think, the Maul is used by mid-range Hunters when they wish to get up close and personal with their prey. The weapon is – as always – constructed of light-weight alloys and the edge honed to a near molecular-thinness, making it incredibly dangerous to both the hunter and the prey. Thus the reason it is typically used only by more experienced hunters. The weapon has a single handle located approximately a third of the way down its shaft, where the hunter can hold it and use it effectively. This weapon is known for causing horrible bleeding wounds and can be quite effective for decapitation or disembowelling attacks.  

 

Hunter’s Spear

Another commonly used weapon among the younger and less-renown members of a clan, the spear is a collapsible weapon often employed in their trophy hunts. The weapon can collapse into a three foot long shaft, but when fully deployed, the weapon is nearly nine feet in length. Both ends are tipped with powerful piercing ends, and like many of the weapons used by the species, the weapon is completely immune to the effects of acid. This weapon can be used to strike twice per round with the usual penalties, but can also be thrown up to a maximum of 75 feet. When not in use, the spear ends can be retracted and the weapon can be used as a fairly effective club.

 

Hunter’s Whip

It is suggested this weapon is made by using the tail of a Xenomorph, although this could be purely a coincidence. The weapon is approximately 8 feet in length, and does have an uncanny resemblance to a Xeno tail. The whip appears to be segmented, and are sharpened to nearly molecular thinness along the edges. The weapons can inflict horrible wounds, which will automatically bleed for 1d4 points of damage per round if a Fort save (DC 10 + CR of the hunter). This weapon can also be used to trip an opponent when a successful strike takes place. See combat maneuvers for more information. This weapon is immune to the effects of acid.

 

Hunter’s Wrist Blade

The first weapon bestowed upon a recently blooded hunter is their wrist blade. This is a weapon no single hunter is ever without, no matter how much renown the hunter possesses. The weapon comes in three configurations. Dagger, short sword and long sword lengths. This is the only real distinction between the hunters, as the length of the weapon indicates the renown of the particular hunter. No matter the length of the blade, the weapon will always retract fully into the wrist unit of the hunter.

 

Initiate Dagger

Given to youngsters who are ready to begin their life as a hunter. They must track down and kill one creature with the weapon, typically a drone Xenomorph, but if none are available, any dangerous creature will count. The weapon is split down the center, and has serrated edges, so when it strikes, it can potentially cause deadly bleeding wounds. The weapon is also constructed of a material which makes it immune to acid – making it the perfect weapon for initiates to use on their first hunt. When the Grandmaster finds a foe truly worthy of his time and effort, once the chase has come to a close, the hunter considers it a great honor to dispatch the prey using this weapon – but only the strongest and deadliest of foes are shown this honor. To do so to lesser prey would sully the weapon and the Grandmaster himself.

 

M3 Pattern Personal Armor

The M3 Pattern Personal Armor is the standard ballistic protective armor used by the USCMC. Manufactured by Armat Battlefield Systems, it is specifically designed to be not only light-weight and relatively comfortable to wear, but provide excellent protection against ballistic damage. The armor is divided up into segments, with the majority of the armor protecting the wear’s torso. Throat guard, shin guard, groin guard and helmets complete the ensemble.

Unsubstantiated rumors abound that the armor was based upon the breast-plates worn by Roman Centurions, but this has never been confirmed nor denied. More likely is that the armor was based upon the French militaries Cuirasse de Combat – or in English, ‘Fighting Armor’. The armor is constructed using light-weight titanium-alumide alloy, which provides protection against ballistic and is ablative, adding additional protection against lasers. The armor was specifically designed that once it has stopped and re-directed the kinetic energy of a round, the damaged section can be quickly removed and replaced with a new section, making the armor as good as new.

Some thought had been put into the design to provide limited stealth capabilities. The armor itself can be painted in numerous camouflage patterns, to match the environment it is being used in. The compound making up the armor itself has a surprisingly small radar signature, and the armor is excellent at masking its user’s infrared signature as well.

The main chest-plate of the armor is where most of the electronic components are stored. This includes the bio-monitors which will transmit the wearer’s vital statistics, as well as the armors location PDT or personal data transmitter and IFF (Identification, friend or foe) transmitter. The condition of the armor itself is also monitored via this method, and will inform the user of significant wear and tear upon the armor and which portions need replacement.

Velcro-Lined heavy-duty nylon webbing and quick-release buckles are also used, allowing the wearer to drop the armor in a matter of seconds instead of minutes in the event of catastrophic damage. The webbing can hold up to 18 grenades in flexible elastic loops and other equipment can be added with ease, such as a bypass kit, first aid kit, respirator, cutting torch, personal hydration unit, knives, pistols or spare ammunition.

The helmet is equipped with a camera, transmitter / receiver assembly, and an infrared monocle that can drop down from the inside of the helmet, over the user’s primary eye to provide vision in the Infrared spectrum. This does not take up an upgrade slot.

Overall AC Bonus: EAC +5, KAC +7

Level: 4

Price: 2,800 (includes upgrade cost)

Max Dexterity Bonus: +5

Armor Check Penalty: -1

Slots: 2

Bulk: 1

 

M4A3 Service Pistol

The M4A3 Service Pistol is a 9mm semi-automatic handgun manufactured by Armat Battlefield Systems and used primarily by the United States Colonial Marine Corps as their standard issue sidearm. The weapon weighs a paltry two pounds even when fully loaded. It is the standard issue for officers, medics and synthetics.

Rate of fire: Semi-automatic (1-2 shots per round -4 to hit if two shots fired)

Magazine capacity: 12 rounds

Inherit Accuracy: None

Base Damage: 1d6 P

Possible Accessories:

  • A7 Suppressor
  • Laser Targeting System
  • A27 High Velocity Rounds

 

M4RA Battle Rifle

M4RA Battle Rifle is a compact bull-pup design. The weapon is chambered to take 7.62 ammunition that has been modified for greater range and stopping power. It is considered to be mid to long-range combat rifle and is manufactured by Armat Battlefield Systems. It is mainly used by the United States Colonial Marine Corps as the Colonial Marine's secondary infantry weapon. This weapon is very accurate and is often used as a sniper rifle.

Rate of fire: Single shot, semi-automatic

Magazine capacity: 15 rounds

Inherit Accuracy: +2

Base Damage: 1d10

Possible Accessories

  • U7 Tac-Shotgun
  • Prox-Mine Launcher
  • U1 Grenade Launcher: U1 Grenade Launcher
  • A9 Sound Suppressor
  • A14 Barrel Extension
  • S4 2x Telescopic Zoom Sight
  • Smart Targeting Scope
  • A19 High Velocity Round

 

M5 Rocket Propelled Grenade (RPG)

The M5 Rocket Propelled Grenade (RPG). This weapon is a man-portable, shoulder-fired unguided anti-armor weapon designed to be reloadable. It is the standard issue RPG employed by the USCMC. There are other higher-tech versions available, but this model is the standard anti-armor workhorse that has been used for decades with little change.

The weapon is constructed of a high-strength yet light steel-alloy tube, designed to withstand a great deal of punishment. The weapon weighs only fifteen pounds, but it is doubled when loaded with a single shot. This RPG has both a computer controlled 4 power telescopic sight mounted on the left side, and uses a standard iron flip-up iron sight mounted on the top.

Rate of fire: Single shot

Magazine capacity: 1

Inherit Accuracy: +4 (computer controlled 4x power telescopic sight) or +1 with iron sight.

Base Damage: 4d6 P

Variant Warheads:

  • The weapon can use any type of grenade as a basis, with the price of the round increased by 25%.  

 

M37A2 Pump Shotgun

The M37A2 Pump Shotgun is a pump-action combat shotgun  manufactured by Armat Battlefield Systems. It is used in conjunction with the MK221 Tactical Shotgun by the United States Colonial Marine Corps. The M37A2 is a simple and entirely effective pump-action shotgun. The M37A2 was based on the Ithaca Model 37.

The weapon uses light-weight alloys and is lighter and easier to handle than the MK221. It is not quite as sturdy and requires more maintenance than the other weapon and is frequently prone to jamming if not cleaned on a regular basis. Still with the discipline maintained by the colonial marines, the weapon rarely ever jams. A jam will occur if a natural 1 is rolled.

Rate of fire: Single shot

Weight: 5.5 lbs

Magazine capacity: 8

Inherit Accuracy: 0

Base Damage: 1d10

Possible Accessories

  • Grenade Rounds
  • ARMAT R1 Flechette Rounds
  • ARMAT B3 Barrel Choke Tube
  • AMRAT C8 Custom Loading Port
  • ARMAT M37A2 Stock Iron Sight
  • Laser Targeting System: Laser Targeting SystemARMAT S11 Expanding Shot

 

M39 Submachine

The M39 Submachine Gun is a submachine gun (also known as SMG) which is manufactured by Armat Battlefield Systems. This weapon is primarily issued to the United States Colonial Marine Corps as their standard issue SMG. It is also carried by Weyland-Yutani PMCs.

The weapon is chambered to use the 9mm round, which is fairly low powered compared to other calibers available. As such, this weapon M39 is not as effective as heavier caliber weapons when engaged against armored opponents. That is why it is often used in civilian areas of operation because of the lack of penetrating power reduces the chance of collateral damage. It is especially effective when used during ship-board action as walls and other structures will effectively stop stray rounds, thereby minimizing the risk to civilians or non-combatants. It also greatly reduces or outright eliminates the potential for hull breaches.

Despite the fact that the weapon uses a smaller caliber round, the weapon has an issue with heavy recoil due to the high cyclic rate, making it difficult to control except for those who are stronger than normal and able to handle the recoil. The weapon is light-weight, as it is constructed mainly of high-tension and impact polymers. It gives up durability for lighter weight.

Rate of fire: Single shot, semi-automatic, full automatic.

Magazine capacity: 48 rounds or 72 (with extended magazine)

Inherit Accuracy: -1

Base Damage: 1d6

Possible Accessories

  • M5 Extended Magazine
  • A4 Stabilizing Stock
  • Laser Targeting System
  • S6 Reflex Sight
  • M41A Stock Iron Sight
  • Magazine Accelerator

 

M41A Pulse Rifle MK2

The M41A Pulse Rifle is manufactured by Armat Battlefield Systems and is chambered to use 10mm Caseless ammunition. It is the standard infantry fighting weapon used by the United States Colonial Marine Corps in the late 22nd century.

Constructed of lighter weight alloys and designed to be slightly smaller and less cumbersome than the original M41A, the weapon also has mounts to add and change out various components, allowing for greater customization. The retractable stock can also be removed. The downside is that the weapon has a smaller magazine capacity (40 or 60 compared to the 95 rounds of the previous model).

It should be noted that despite the smaller size and weight of the weapon, it is more durable than its predecessors and able to withstand greater punishment.

Rate of fire: Single shot, burst and full auto

Magazine capacity: 99 Rounds

Inherit Accuracy: None

Base Damage: 1d12

Possible Accessories

  • U1 Grenade Launcher
  • U7 Tac-Shotgun
  • A9 Sound Suppressor
  • M41A Stock Iron Sight
  • S6 Reflex Sight
  • Laser Targeting System
  • Magazine Accelerator

 

M56 Smartgun

The M56 Smartgun is a heavy machine-gun that can be carried via a special harness and mount system, allowing greater mobility and the ability to carry the weapon into combat zones. This weapon fires the same 10mm round caseless round used by the M41A Pulse rifle, but at a much higher rate of fire.

The weapon system consists of four separate components that function together as a single unit. The harness, head mounted optical sight, a gyro-stabilized articulator arm and the weapon itself. 

The harness, arm and weapon are constructed of light-weight carbon fibre and other metallic alloys, although the weapon also uses a great deal of heat-resistant, high-strength plastic compounds, resulting in a surprisingly light-weight weapon for its size and power. The entire system weighs 41 pounds.

The weapon is primarily air-cooled, although additional heat-sinks can be added in order to allow the weapon a heavy rate of constant full-automatic fire.

One of the greatest features of this weapon is the computerized automated tracking computer that is built into the system. This computer relies on an advanced infrared tracking system (which can be upgraded to incorporate different types of sensors). It typically works by receiving IFF or Identification Friend or Foe signals and is able to differentiate between marines and enemy combatants. This system also employs a motion tracker function, allowing for ease of tracking targets. This allows for unlimited tracking of targets within the weapon’s effective cone of fire (10 ft. wide and up to 300 ft.) and the weapon operator receives a +4 to hit.

A standard DV9 Lithium battery powers the entire unit, providing power to the targeting computer as well as providing power to the weapon itself. If the battery is removed, the weapon is rendered inoperable until it can be replaced.

The weapon’s computer-driven articulated arm allows for total recoil reduction, adding to the inherit accuracy of the weapon due to the high volume of fire. The computer also allows for independent tracking, moving the barrel of the weapon without the operator having to do so in order to fire upon a target. The operator can over-ride this with ease by simply physically aiming the weapon.

Rate of fire: Burst (4 round) or Full auto. 

Magazine capacity: 150 or 600

Inherit Accuracy: +4

Base Damage: 4d4

Possible Variants

  • M57D "Dirty" Smartgun:  This particular version of the weapon is particularly nasty and it is only sanctioned for use in the field under the most extreme circumstances. The weapon uses modified rounds, which burst into radioactive splinters inside their target. Those who survive being hit by the weapon are fated to develop all manner of serious health issues, including cancer.  In game terms, the weapon inflicts not only normal damage, but those hit are subjected to High radiation (see page 403-404 of the Starfinder Core-book for more details).
  • M57 Smartgun: The M57 is the latest variation to be produced to the M56 smart gun used for the better part of the last two decades. Unlike the M56 the M57's targeting system does not automatically track targets; instead the gun coordinates the programmed bursts. This increases fire rate significantly. It also means that once a target has been terminated, even rounds in flight will be re-assigned to the next target in the queue. In game terms this version of the smart gun fires eight rounds in a burst (allowing for double damage – see burst fire rules). If the target is neutralized rounds fired will automatically be redirected to the next target, requiring a new to-hit roll, with the -4 to hit, and only regular damage is inflicted. Cost is increased by $3,000
  • M59/B Smartgun: This version is very similar to the original M56, although it features an upgraded computer system that will highlight all targets in the weapon's field of fire. As a result, the user will gain a +2 to hit (on top of the inherit accuracy bonus, giving a total of +6 to hit. This is similar to the M42C Scoped Rifle. All highlighted threats will be indicated with by a glowing box, which will remain even if the target is behind cover, walls and so on. The weapon’s powerful round is often more than enough to punch through such obstacles. Cost is increased by $4,500

 

M240 Incinerator Unit

This horrible and deadly weapon, sometimes known as the ‘Bake-a-Flake’, is a carbine-style flamethrower used by the United States Colonial Marine Corps. This weapon uses a detachable fuel container that is hooked up where a magazine would fit on other weapons, or for jobs requiring a great deal of fire, it could be hooked up through a connector located where the stock is and linked to a much larger back-pack style magazine. This connection can also be used to re-fuel the magazine attached.

This weapon uses a thick napthal fuel as a base stored under very high pressure. It is ignited when it leaves the end of the barrel by a pilot light and is capable of shooting a stream of flame up to 100 feet. Another method of firing this weapon is to leave the igniter shut off and to hose a target down. As the fuel tends to partially vaporize upon contact, this will create a fireball once the burner is re-ignited. The area of effect for this is 15 feet and those caught in the area of effect need a Ref save (DC 10+CR) for half damage.

This fuel does tend to stick to targets and will continue to burn even after the user stops firing. Each round if the victim does not try to put out the fire (water will not help, only suffocation of the flame or the use of a chemical fire extinguisher will help), the fire will continue to burn, eventually consuming all available fuel. It will continue to burn for 2d4 rounds, inflicting damage every round.

Another method of using this weapon is to literally bounce the stream of flame off a wall or other obstruction, allowing it to be fired around corners. Doing so is not as accurate and the user suffers a -4 to hit using this method.

The weapon is dangerous to use. If the tank is damaged (from a rendering attack) it has a chance to explode. If this happens, the burst radius is only 10 feet.

If the weapon is used on continuous mode, for each round it is fired, the user gains a +1 to hit on the next round, up to a maximum of +5 after five rounds.

Rate of fire: Single shot or continuous stream

Magazine capacity: Enough fuel for 30 individual shots, or 10 continuous rounds of fire.

Inherit Accuracy: +0

Base Damage: 1d6 Flame

 

MK221 Tactical Shotgun

The MK221 Tactical Shotgun semi-automatic shotgun manufactured by Weyland-Yutani and is mainly used by the United States Colonial Marine Corps.

This weapon is constructed using heat resistant alloys. It has an amazing durability and can withstand punishment that would damage or render other shotguns useless. Unlike many other shotguns, this weapon can be fitted with an under-barrel secondary weapon system, increasing the weapons lethality and effectiveness.

Rate of fire: Single shot

Magazine capacity: 8

Inherit Accuracy: -1

Base Damage: 1d12

Possible Accessories

  • ID16 Incendiary Shells
  • Grenade Rounds
  • A4 Stabilizing Stock
  • C47 Box Magazine System
  • S91 Dot Reflex Sight
  • Laser Targeting System
  •  Motorized Cycling System

 

Net Gun

This small, hand-held weapon fires a large net at short distances. The weapon itself does not cause any initial damage, but those hit by the weapon must make a Reflex save (DC 10+ hunter’s CR) or become entrapped by the net it fires.  This is not the worst that can happen. Once the next has struck a target and has it held firmly in place, the net will begin to constrict, inflicting damage each round until the prey escapes, or the net has been removed or neutralized. Each round the target may attempt an acrobatics (escape artist) roll with the DC being 10+ the hunter’s CR. Each round that this roll fails, the target will suffer the damage indicated, and after the third round of being trapped, will begin to bleed 1d4 points of damage due to the wounds inflicted. The strands are razor sharp and can only be cut, as trying to pull the strands free will inflict the listed damage to those touching it.

Rate of fire: Single shot

Magazine capacity: 1

Inherit Accuracy: +0

Base Damage: 1d6

 

NSG 23 Assault Rifle

The NSG 23 Assault Rifle is a three-round burst assault rifle manufactured by Weyland-Yutani and used primarily by the United States Colonial Marine Corps and Weyland-Yutani PMCs.  The weapon is heavier and bulkier than the standard M41A carbine, and is comprised of heavier alloys to give it better durability in the field and as such is more resistant to damage that can be inflicted upon it during combat conditions.  It is chambered for a heavier caliber round (using the 7.62 cartridge). This particular weapon was designed for single shot or burst fire only, and is not set up to fire on full auto.

Rate of fire: Single shot and burst fire (3 or 5 rounds)

Magazine capacity: 30

Base Damage: 1d10

Possible Accessories

  • ID23 Incineration Unit
  • H34 Fragmentation Rounds
  • U7 Tac-Shotgun
  • RE93 Absorbing Stock
  • A9 Sound Suppressor
  • S91 Dot Reflex Sight
  • S4 2x Telescopic Zoom Sight
  • SR4 Burst Fire Modification

 

P9 S.H.A.R.P. Rifle

The P9 Sonic Harpoon Artillery Remote Projectile Rifle (SHARP Rifle), was nicknamed the ‘Sharp Stick’ by the marines who had the pleasure of using this weapon during its initial live-combat test phase. This was mainly due to its unique ammunition. It has recently begun full-scale production and many USCMC units now carry this weapon into battle.

The weapon fires a time-delayed dart. It may not seem like much, but the dart is explosive-tipped, so that even if it fails to penetrate armor, the dart will explode, typically killing or disabling the enemy combatant. Unlike several of the other weapons used by the USCMC, this weapon does not come with a secondary launcher of any type.

Like most of the weapons used by the marines, this one was designed to be hearty and able to withstand the oft harsh abuse the marines could inflict on it, not to mention the conditions often encountered on the battlefield itself.

Due to the explosive nature of the rounds used by the weapon, the magazine was specially designed that in the case of a catastrophic blowout, the magazine would automatically eject from the weapon and seal itself. This would force the power of the detonating rounds to be forced through the bottom of the magazine, thus directing most of the killing energy towards the ground. There would still be an explosion, but it would be greatly reduced.

When fired, the weapon can often kill (especially with a head-shot) but more often than not the dart will fail to penetrate armor worn. Armor is often rendered useless when the dart explodes. It has a burst radius of only 5 feet, and anything in that radius is allowed a Reflex (DC 10 + CR of shooter) saving throw to avoid the damage. The target herself is not allowed a saving throw.

It should be noted that the dart will detonate on the next round after imbedding it into the target. It is possible to remove the dart, which will require a successful survival check (DC 10 plus CR rating of the shooter). Finally the dart must be thrown at least five feet to be safely out of the explosive radius. If the check fails, the dart will detonate.

Finally the shooter can set the rounds for detonation upon impact.

Rate of fire: Single shot or semi-automatic

Magazine capacity: 10 shots

Inherit Accuracy: +2

Base Damage: 2d4

Possible Accessories

  • S91 Dot Reflex Sight
  • M41A Stock Iron Sight
  • S4 2x Telescopic Zoom Sight
  • Smart Targeting Scope
  • Toxic Darts

 

Plasma Caster

The weapon of choice for seasoned hunters, the Plasma Caster is a shoulder-mounted weapon, capable of locking on and targeting independently of the hunter. This is often used when fighting multiple targets, or particularly dangerous opponents who are likewise armed with ranged weapons. The weapon is governed by a primitive AI, and controlled by the hunter through its wrist unit. The weapon will automatically scan and identify all targets in range, and will always pick the most heavily armed target (unless over-ridden by the hunter) as its primary target. Once chose, the hunter can concentrate on other targets and allow the shoulder-mounted caster to shoot once per round, using the hunter’s ranged attack bonus.

Rate of fire: Single shot

Magazine capacity: 30

Inherit Accuracy: +2

Base Damage: 2d10 E & F

 

Plasma Pistol

Similar in design to the Plasma Caster. The weapon is used by younger hunters, ones who have not yet ‘earned’ the right to use the shoulder-mounted weapons. The device uses the same technology but has an added benefit of causing electromagnetic damage to electronic devices held by the target. That is – if the target survives getting shot by the weapon! It is held in a single hand, and is still governed by the slow firing rate as the shoulder mounted weapon. It does not have the accuracy of the Caster, but can still be quite effective when used by a trained hunter.

Rate of fire: Single Shot

Magazine capacity: 10 shots

Inherit Accuracy: +0

Base Damage: 1d8 E & F

 

Plasma Vambrace

A staple for many newly-blooded hunters, the plasma vambrace is a small plasma caster mounted on the wrist of the hunter. This small, light-weight weapon is good for only a handful of shots, and is considered to be a weapon of last resort for new hunters. They are still learning the way of the hunter and are expected to make kills with their melee weapons instead.

The weapon is built into an elaborate vambrace, decorated with clan symbols and hieroglyphs, depicting the first kill the hunter ever made. To lose such a vambrace is considered to be a great insult to the clan itself, and often will lead to the death of the young hunter who lost the device.

Rate of fire: Single Shot

Magazine capacity: 10 shots

Inherit Accuracy: +0

Base Damage: 1d6 E & F

 

Power Glove

Another device in the vast arsenal of melee weapons employed by the hunters, this particular weapon is in effect, overpowered brass knuckles, used by various clans and members of the hunter’s race.

The weapon is typically a glove with heavy spikes moulded onto the first knuckles. When activated, the glove glows a ruby-red in color, and can inflict nasty wounds, even knocking targets down or away from the hunter. The weapon can also be used as a make-shift battering ram to smash through doors and walls.

 

Smart Disk

A particularly insidious weapon used by the hunters, this particular weapon can easily be carried on the hip. When not deployed, the weapon has several holes located along the interior, which coincidently enough, are designed to fit on the hand of the hunter using it. When it is activated, molecular-edged blades protrude from around the exterior, making the weapon exceptionally deadly against foes…. And this can also be just as deadly to the warrior using the weapon. When thrown, the weapon will strike the intended target, at ranges up to 75 feet. Whether the weapon hits the target or not, the weapon will then automatically return to the hunter’s hand, and can be used immediately. If the hunter rolls a natural 1 when throwing this weapon, it misses the target and the hunter must make a Ref save (DC 10 + CR of the throwing hunter), or suffer damage as if it was struck by the weapon. As is the case with most hunter weapons, this device was designed to be immune to the acid the Xeno’s use as blood.

 

Spear Gun

This weapon was designed to disable targets, rather than kill them outright. The small device is held in one hand and can fire tiny pronged spears. The weapon has a fairly short range, and is completely ineffective at ranges of 100 ft. or more. It can shoot up to three spears per round, which will then force the wielder to reload.  The spears, when they strike a target, they send a tiny electrical current through the body of the target. The victim must make a Fort save (DC 10 + CR of the hunter), or they will have their movement rate by half for 1d6 rounds. The darts are not specialized, they are instead electrified before the weapon is fired.

 

Sawed-off Double Barrel Shotgun

This is one truly archaic weapon that is sometimes carried by individual colonial marines. It is a close quarters ‘room broom’ that can be devastating at close range.

The weapon was venerable back in the early to mid-twentieth century and other than changing the alloys needed to build the weapon, very little has changed.

It has two triggers that can be pulled one at a time or both at the same time. Another downside is that the weapon holds only two rounds of buckshot, one in each chamber and it needs to be reloaded after every shot.

Still the effect in close quarters is quite deadly and usually takes care of the enemy combatant in one shot.

Rate of fire: Single Shot / Double shot

Magazine capacity: 2 shots

Inherit Accuracy: +0

Base Damage: 1d6

Possible Accessories

  • ARMAT B15 Timed Explosive
  • ARMAT R1 Flechette Rounds
  • ARMAT M37A2 Stock Iron Sight
  • Laser Targeting System
  • ARMAT S11 Expanding Shot
  • Grenade Rounds
  • ARMAT S11 Expanding Shot

 

UA 571-C Automated Sentry Gun

This weapon is universally known as either the ‘sentry gun’ or ‘robot sentry’. It is a fully automated perimeter defense weapon system employed by the USCMC. This is a tripod mounted system and the main weapon is an M30 Autocannon.

The system is computer controlled and can be pre-set to fire upon hostile targets within a specified range. The system is equipped with a sensor unit that will continually scan the targets, sending out IFF signals. It will not fire upon those that pass the electronic ‘handshake’.

The weapon can also be controlled remotely by the operator, taking the AI out of the picture entirely.

The main sensors include thermal, low-light, motion, lidar, and ultraviolet. Even targets that are cloaked (invisible) will be detected by the system and fired upon, unless they meet the IFF requirements.

Despite the size of the weapon, it is surprisingly light-weight, coming in at just over 44 pounds. It is constructed of high-strength, yet light-weight alloys used by the MT Smartgun. The weapon even uses the same round as the smartgun system.

The system comprises the tripod, battery pack, the weapon itself, and a 500 round ammunition drum. The weapon is wirelessly connected to the main controlling unit, from which the weapon can be programmed or even over-written. It can be fully assembled and set up to fire in just under 90 seconds by a competent and trained operator.

The weapon has a full 360° arc of fire, which can be blocked by factors such as terrain. The barrel of the weapon can also be raised or lowered, increasing its effective line of sight.

Rate of fire: Full Auto (rapid fire)

Magazine capacity: 500 rounds

Inherit Accuracy: +2 manually controlled, +4 AI controlled.

Base Damage: 1d12

Possible Variants:

  • UA 571-D: While broadly similar in operation, the D variant mounts a 20 Megawatt laser instead of the M30 Autocannon machine gun of the regular sentry. The weapon uses a massive battery pack (weighing 30 pounds, or in Starfinder terms Bulk 3). It is good for 500 shots and is laser (Fire-based). The damage remains the same, although a Critical hit will result in burn 1d12. Cost is doubled for this version. 
  • UA 571-F: The F version employs a 40 mm automatic grenade launcher. The weapon has a magazine capacity of 200 rounds. Damage and radius is based on the grenade type. Burst radius is always 20 ft., and cost is increased by 50% for the grenade. The cost for this version of the Sentry gun is increased by 1,200.
  • UA 571-M: This version is fully mobile and is mounted on a tracked chassis. The weapon moves at 25 ft. per round. Otherwise it uses all the statistics of the immobile version. It can use both the 20 Megawatt laser or the 40 mm grenade launcher. This model costs and additional $1,700
  • Ammunition canisters: The weapon can be attached to higher capacity canisters of either 1000 or 2000 rounds. These are more commonly used in permanent defensive positions. The canisters have bulk of 1 for 1000 and 2 for 2000. Cost is based entirely on the type of ammunition used.  

 

Xeno Armor

This is a type of armor rarely used by the Hunters except in dire situations – such as when a Xeno outbreak has occurred and the hunters need to deal with them on a massive scale. The armor is made of the Xeno’s exoskeleton, and retains the black, biomechanical appearance the creatures are known for. This armor provides descent protection, but also makes the wearer completely immune to the effects of the acid the creatures use for blood. Worn over the chest and back, the wearer also straps the exoskeleton to the upper and lower arms, thighs, calves and groin. Optionally the skull of a Xeno can be trimmed and worn to give full protection to the head and neck. Some of the suits are also equipped with the creature’s claws and even a tail. The claws can be used in combat. The armor also comes with the Infrared capability built in and this does not take away an upgrade slot.

Overall AC Bonus: EAC +15, KAC +17

Level: 10

Price: 18,700

Max Dexterity Bonus: +2

Armor Check Penalty: -4

Slots: 5

Bulk: 3

 

XM99A Phased Plasma Pulse Rifle

This weapon is one of the few energy weapons used by the USCMC. It fires a stream of super-heated plasma energy that is devastating on impact and typically will take out even a heavily armored foe at long range. The downside is that for the weapon to be truly effective, the trigger must be held down and the weapon held on the target and it cannot be fired on the first round.

This weapon is barely out of the prototype phase, and has only been issued to a handful of USCMC battalions across known space. There is very little customization available for the weapon, but enterprising marines have found ways – including creating experimental modifications.

There are two major drawbacks when it comes to the weapon – despite the amount of damage it can inflict. First is that it takes time to charge the plasma stream before it is fired (this means holding the trigger for a full round and firing on the second round). The second drawback is the amount of energy the weapon uses. A standard power cell will last for only four shots. Note that the damage inflicted is half thermal, half kinetic, and regular armor is considered +2 levels worse. It also tends to ignore all but thermal damage reduction.

The advantage is that the weapon is constructed of light-weight thermal-resistant alloys, which reduce the amount of damage it sustains if exposed to heat. Also the weapon is more inherently accurate and as such makes an excellent sniper weapon.

Rate of fire: Single Shot

Magazine capacity: 4 shots

Inherit Accuracy: +3

Base Damage: 2d8

Possible Accessories

  • S4 2x Telescopic Zoom Sight
  • Smart Targeting Scope
  • XM2 Plasma Accelerator
  • XM5 Power Conservator
  • XM7 Plasma Refiner

Armor Upgrades

 

Camouflage Cloak

This upgrade renders the wearer completely invisible, with all the benefits of the spell. It can be activated as a standard action and deactivated as a free action. The invisibility effects will last for a maximum of 4 minutes, and then it cannot be used again until the next day. Higher level versions are available and as such increase the length of time the cloak will remain active, but the price goes up accordingly as well.

Level: 4

Price: 2,500

Slots: 1

Armor Type: Any

Bulk: L

 

Self-Destruct

This device is typically used to ensure the armor does not fall into the hands of those who could turn it against the original owners or their comrades. When the wearer dies, or if the wearer chooses to activate the device, it will begin a countdown, which will last at most 6 rounds. The wearer can pre-set this to activate as little as two rounds, but never less, and never more than 6 rounds. During this period, it can be deactivated by a Disable device check. The DC is always 20 + the CR or level of the creature or person having set the device. It is a quick task, taking a single round to complete. When the device activates, it will detonate, affecting a 20 ft. radius. All in the radius take 1d6 points of E damage per level of the device. So it a Level 5 device is detonated, then all those in the blast radius will take 5d6 damage. A Reflect save (DC 10 + Level of Device) will result in half damage.  To calculate the cost of the self-destruct it is simple - $1500 each level.

Level: 5

Price: 7,500

Slots: 1

Armor Type: Heavy

Bulk: L

 

Strength Enhancement

Improved nanotech infused micromusculature structure in the armor gives the user a bonus of +4 to their Strength when wearing the armor Note this is to the statistic – so if the character has a 14 Strength, then the character’s strength statistic is increased to 18, but only when wearing the armor! The drawback is the enhancement can only be used for 10 minutes maximum per day, and will automatically reset after 24 hours has passed.  This does not require any additional power or magic to operate.  As with other mods, it requires only 10 minutes to move to another suit of armor.

Level: 8

Price: 8,000

Slots: 1

Armor Type: Any

Bulk: L

Weapon Accessories

 

The following list contains the different types of accessories which can be purchased and added to specific weapon systems.  It requires 10 minutes to add an accessory to a particular weapon, and it is up to the individual GM what can and cannot be used on a weapon.  Simple logic dictates that an accessory for a plasma weapon will not work on a projectile weapon, or that a weapon cannot have two different scopes, or use two different types of silencers.

 

Weapon Accessory Table

Accessory

Level

Price

Bulk

A4 Stabilizing Stock

2

750

L

A7 Suppressor

4

1,600

L

A9 Sound Suppressor

2

420

L

A14 Barrel Extension

5

3,250

L

A19 High Velocity Round

5

500 per 25 rounds

-

A27 High Velocity Rounds

1

60 per 40 rounds

-

ARMAT B3 Barrel Choke Tube

4

1,775

L

ARMAT B15 Timed Explosive

1

+50%

-

AMRAT C8 Custom Loading Port

4

2,000

L

ARMAT M37A2 Stock Iron Sight

1

300

-

ARMAT R1 Flechette Rounds

1

100

-

ARMAT S11 Expanding Shot

1

100

-

C43 Extended Magazine

1

250

-

C47 Box Magazine System

1

300

L

Full-Auto Action Replacement

2

1,100

-

Grenade Rounds

1

+25%

-

H34 Fragmentation Rounds

5

650 per 25 rounds

-

ID16 Incendiary Shells

1

85 per 25 rounds

-

ID23 Incineration Unit

3

1,050

L

Laser Targeting System

7

7,125

-

Magazine Accelerator

3

1,250

-

M41A Stock Iron Sight

1

275

-

M5 Extended Magazine

2

500

-

Motorized Cycling System

3

1,250

L

Prox-Mine Launcher

5

4,000

L

RE93 Absorbing Stock

5

3,500

L

S4 2x Telescopic Zoom Sight

2

825

L

SR4 Burst Fire Modification

4

2,200

L

S6 Reflex Sight

3

1,200

-

S91 Dot Reflex Sight

2

475

-

Smart Targeting Scope

7

7,500

L

Toxic Darts

1

Based on toxin used.

-

U1 Grenade Launcher

1

300

L

U7 Tac-Shotgun

2

700

L

XM2 Plasma Accelerator

2

700

L

XM5 Power Conservator

4

2,550

L

XM7 Plasma Refiner

6

4,350

L

 

  • A4 Stabilizing Stock: Remove the initial inherit accuracy penalty and reduce recoil, increasing the inherit accuracy to +0. Cost $750
  • A7 Suppressor: Supresses the sound of the weapon firing, increases stealth. The penalty for firing this weapon is -10 instead of -20. Cost $1,600
  • A9 Sound Suppressor: Supresses the sound of the weapon firing, increases stealth and reduces the penalty from -20 to -15. Cost $400
  • A14 Barrel Extension: Increases Range increment by 50% and damage by +1. Cost $3,250
  • A19 High Velocity Round: which exits the rifle's barrel at a significantly higher velocity than the standard M4RA rounds and causes +3 points of damage. Cost $500 per 25 rounds.
  • A27 High Velocity Rounds: Increase range of weapon by 50%, no reduction in damage. Cost $60 per 40 rounds.
  • ARMAT B3 Barrel Choke Tube: This new barrel threads into the M37A2 regular barrel and ensures a more efficient release of pellets, resulting in tighter spread. The maximum cone width is 10 feet from 21 to the weapons maximum range. Cost $1,775
  • ARMAT B15 Timed Explosive: This gives the weapon a 10 ft. burst radius. Anything within the target is subjected to damage based on the type of explosive used. Those in the area of effect allowed a Reflex saving throw (DC 10+CR rating) for half damage. If it succeeds, those in the burst radius take half damage.  Note any type of explosive can be used instead, but the cost of the explosive goes up by 50%
  • AMRAT C8 Custom Loading Port: Weapon modification consisting increases the reloading rate of the weapon and allows for one additional shot per round. Cost $2,000
  • ARMAT M37A2 Stock Iron Sight: Standard configuration ARMAT M37A2 iron sight gives a +1 to hit. Cost $300
  • ARMAT R1 Flechette Rounds: This shotgun round is filled with tightly packed needles, rather than round shot. It is not very effective against heavy armor. Anyone wearing such armor gains a DR of 8 against these rounds. When used against soft armor or unarmoured targets, the damage is increased by 50% (rounded up). The weapon is really on effective at very short ranges, and as such the range increments for shotguns are reduced by 50%, with minimum range being 5 ft., maximum being 25 ft. This type of ammunition can carry toxins, poisons and so on. Also the inherit accuracy increases to +1. Cost $100 per 25 rounds (more if coated with poison or chemicals)
  • ARMAT S11 Expanding Shot: An anti-personnel solid slug that is designed to mushroom upon impact. Against heavily armoured targets, the wearer gains a DR of 4, but against lightly armored targets, the damage is increased by 50% Cost $100 per 25 rounds. 
  • C43 Extended Magazine: Increase capacity to 30 rounds. Cost $250
  • C47 Box Magazine System: This increases the magazine capacity to 16 rounds. Cost is $300
  • Full-Auto Action Replacement: Converts from semi-automatic to fully-automatic fire. Cost $1,100
  • Grenade Rounds: The weapon can fire standard grenades instead of shotgun rounds. The cost of the grenade is decreased by 25% (round up), and the effective radius is reduced to only 10 ft. 
  • H34 Fragmentation Rounds: Replaces the standard 7.62 round with explosive tipped fragmenting rounds. The damage remains the same but the weapon now has a burst radius of 5 ft. All targets in the radius are subject to 1d10 damage per round, and are allowed a Ref save (DC 10+CR rating) for half damage. Cost is $650 per 25 rounds.
  • ID16 Incendiary Shells: This type of shotgun shell inflicts flame damage instead of regular damage. Cost is $85 per 25 rounds.
  • ID23 Incineration Unit: A flame-thrower attachment that causes 2d4 thermal damage, good for 8 shots and has a range of 25 ft. Cost $1,050
  • Laser Targeting System: Side-mounted red LED targeting laser. + 3 to hit. Cost $7,225
  • Magazine Accelerator: Motorized ammo feed mechanism increases rate of fire. Adds 1 additional shot per round on single, and five shots per burst on burst mode. Cost $1,250
  • M41A Stock Iron Sight: Standard configuration ARMAT M41A iron collapsible ghost ring sight. +1 to hit. Cost $275
  • M5 Extended Magazine: Increase capacity to 72 rounds. Cost $500
  • Motorized Cycling System: Increases the rate of fire by 1 shot per round.  Cost $1,250
  • Prox-Mine Launcher: Fires an explosive mine up to 100 ft. away. Magazine capacity 4. The mine is a modified grenade (see page 178 of the Starfinder core book), so the cost is increased by 50%, while the damage remains the same. The explosive radius is increased to 30 ft. Triggered when anything larger than a small dog enters within the radius of the mine. All targets in the radius are allowed a Ref save (DC 10+CR) for half damage. Cost is $4,000
  • RE93 Absorbing Stock: Spring-loaded rifle stock designed to absorb a significant portion of a weapon kick. This gives the user a +1 to hit, and allows bonus damage equal to half their Dex modifier, rounded down, a minimum of 1 point of damage. Cost is $3,500
  • S4 2x Telescopic Zoom Sight: Optical refracting telescope sight. Doubles the range when calculating penalties. Will stack with the A14 modification. Cost $825
  • SR4 Burst Fire Modification: +2 Rate of Fire. Increases the number of rounds fired from three to five per burst. Cost $2,200
  • S6 Reflex Sight: Zero magnification holographic reflex sight; replaces iron sight. +2 to hit. Cost $1,200
  • S91 Dot Reflex Sight: +1 to hit Cost $475
  • Smart Targeting Scope: a built-in computer system that automatically tracks all targets and highlights possible enemy combatants This gives the user a +3 to hit as well. Cost $7,500
  • Toxic Darts: Instead of explosive darts, they can instead be filled with chemical compounds (poison or other toxins). Some can also be filled with an aerosol toxin that will have a burst radius of 10 ft. The duration the toxin will remain active depends on wind or air-currents. See Starfinder core rule book for more information.
  • U1 Grenade Launcher: Underslung grenade launcher (standard issue) (4 round magazine capacity. The damage is based on the type of grenade used and has a maximum effective range of 100 ft.). Note that the grenade will not detonate until it has travelled at least 30 ft. Cost $300.
  • U7 Tac-Shotgun: Under-barrel mounted 12 Gauge shotgun (1d6 P damage crit knockdown, 4 round magazine capacity 50 ft. range.) Cost $700
  • XM2 Plasma Accelerator: An experimental attachment that greatly accelerates the speed in which the plasma is heated, allowing the weapon to be fired on the same round, but at a reduced rate. Damage is only 1d10. Cannot be combined XM5 modification. Cost $700
  • XM5 Power Conservator: By tweaking the power-drain system, the weapon is able to fire six rounds per battery, but at the cost of the damage inflicted. The weapon will do only 2d6 points of damage. This cannot be combined with the XM2 or XM7 modifications. Cost $2,550
  • XM7 Plasma Refiner: This special plasma ignition chamber refines the plasma to a greater degree, and increases the heat produced. The weapon does an additional +4 damage, but after firing 8 shots the weapon has to be allowed to cool down for 2d6 rounds (there is a special indication gauge built into this modification) or the weapon will be destroyed and the user suffers 1d10 fire damage. Cannot be combined with the XM5 modification, but it can be used with the XM2. Cost $4,350

 

Alternate Weapon Rules

 

The Starfinder Core book only allows for single shot, or firing off an entire magazine to hit a specific area of effect.

The following rules add new optional rules for the GM to use in their Starfinder game. These are not official rules and are to be used at the discretion of the individual GM. Who knows, if I ever decide to try and get these published, you’ll see the following rules in those publications.

Until then, enjoy!

 

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.

 

Shotguns

Any weapon determined as a shotgun has special rules covering their usage. First, if the weapon is fired within 5 feet, the damage is increased by 50% (rounded up). The weapon then fires in an arc. From 6-20 feet, the cone is 5 ft. wide. Targets (typically only one) are subject to regular damage. From 21-50 feet the cone increased to 10 feet in width, and all targets are subject to the attack. Any targets hit suffer only 75% (round to nearest) damage. Finally from 51 to maximum effective range, the weapon’s cone increases to 15 feet and anything in the area of effect suffer only 50% damage (rounded down, minimum of 1 point).

 

Feats

Controlled Burst (Combat)

You are able to control the burst fire of your weapon more effectively.

  • Prerequisites: Str 13, base attack bonus +3.
  • Benefit: 3 or 4 round burst does an additional 75% damage (round to nearest), while a 5 or more round burst does double damage. The penalty is halved.
  • Normal: 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.

 

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. 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.

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