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Okay so I started working on this game again, hopefully coming up with inspired stuff. So weapon damage is tied to its level. We can apply a variable into this damage by introducing weapons base damage by "caliber" and chassis. Here's what I've come up with so far.

Pistol calibers:
-Very light (.22, 5mm etc.) d4 base damage
-Light (9mm and below) d6 base damage
-Heavy (10mm upwards) d8 base damage

SMGs use pistol caliber as their base.

Rifle calibers:
-Light (5mm, 5.56mm) d10
-Heavy (7.62mm upwards) d12

So on weapon types we get by taking a chassis and introducing a caliber to it. The chassis is the basis for the weapons properties and battlefield role.

Small Arms (weapon qualities & notes):

-Autofire pistol (automatic, L weight)
-Submachine gun (L weight, automatic, longer range than pistols)
-PDW (free hands 1, L weight, automatic, uses rifle calibers, shorter range than rifles)

Long Arms

-Assault rifle (automatic, bulk, good range)
-Designated Marksman Rifle (sniper up to 250 feet, bulk, light or heavy caliber, shorter range than sniper rifles)
-Sniper Rifle (long sniping range 500 plus feet, bulk, unwieldy)
-Light Machine Gun (long range, automatic, bulk)

So yeah the purpose is to introduce some variety and a bit of verisimilitude to the projectile weapons, and a way of putting together some guns suitable for Shadowrun -type games. I'll add to this once I come up with fresh ideas.


How about combining World of Darkness monster lore with the adventuring lifestyles of Pathfinders into a cohesive whole?

As characters, the different clans and disciplines multiply the options for a Vampire / Werewolf (Gifts etc.) characters and bring a nice breadth of background story (possibly a metaplot involving the Wyrm and Gaia) into the campaign world.

Of course some changes are needed to the abilities, curses/limitations and considerations when playing a shifter character, but it could be managed.

Combine all the personal horror stuff with the alignment system to create truly epic characters. What if Amiri was a werebear who has to keep her bloodline a secret so she won't be hunted down? What if Hayato was also (in addition to being a famous samurai) a Kindred of the East, who has to keep his bloodsucking ways under control?

Lawful Good vampires anyone? I'm envisioning a charismatic Paladin leader, who unfortunately gets drained of blood and Embraced (turned into a vampire) and has to reconcile his bloodsucking ways with his Deity in some grand sacrificial quest. This could become a campaign staple, or even the plot for an entire game.

Just some thoughts off the top of my head.


I thought about fitting a Star Wars game into the Pact Worlds. Something like a Hidden Force campaign, where most folks are completely oblivious to the fact that the Force... " is what gives a Jedi his power. It is an energy field created by all living things. It surrounds us and penetrates us; it binds the galaxy together.” - Obi Wan Kenobi

Corpse Fleet could be influenced by a Dark Side Lord, bone troopers would work in conjunction with stormtroopers, and they would have multiple schools situated in far away systems to train Sith Force users.

Starfinder Society can be just what it is, a platform for eager adventurers and troubleshooters for the Pact Worlds.

All the cults revolve around trying to cultivate the Dark Side of the Force. Some cultists succeed, and become leaders within their organizations.

Magic Users can be as is, conjuring up different powers with the Force.

During a game, good characters and neutral characters (alignments) can use the Force with points they get for making moral choices and helping out people in need. The Light Side will note every helpful action towards the needy and weak, and will reward those characters. Force points can be used to alter die rolls (rerolling) or to perform miracular skill tests by allowing a character to take 10 or 20 in a serious situation.

That's all I dreamed up in a flash of inspiration.

(On to see whether I can get Imperial Assault bargain somewhere.)


Good stuff. Contemplating on using Starfinder Pact Worlds book for a Star Wars game. Also all the races and stuff keep things varied and interesting.


Keep going at it. Valuable conversions for future games.


This was a raw post of mine that I tinkered around with for a week or two. This was during my time of planning to dump Starfinder races and some of the lore into a Shadowrun universe, and trying to make the weapons "modernized" which meant more slugthrowers and stylistical influences from Cyberpunk 2020 and Shadowrun.

I wouldn't throw around double capacity magazines or other stuff lightly, unless I was planning to really work with the system (Action economy etc.) to make it fit into the genre elements I'm trying to work on.


Making carbine rifles could be done with using the appropriate weapon name (points to caliber/ammunition, also keeps stuff canon-friendly). Carbines are effectively rifle -caliber weapons in shorter "chassis", so you get the power of a rifle in a SMG package. Double the cost in credits.

Carbines require two hands to operate due to their rifle caliber (higher recoil than automatic pistols/small caliber smgs) and the size of the stock, receiver, and barrel length.

Suggesting pistol ranges for these weapons, medium capacity (high capa clips could be x2 the cost and harder to obtain), and normal autofire rules (halving the range).

ex. Autotarget carbine, item lvl 2, cost 1500, 1d6 P, cap 10, range 30ft, analog, automatic.

That would be your "street-level" weapon that every thug can get off the black market. Like a homegrown AR-15 variant, that has been tooled with to make it fire at full-auto. Smaller caliber (9mm or so) fit into pistol capacity clips. You can double or triple the capacity on this thing just by adding length to the magazines. Should be relatively difficult (DC 15) gunsmithing roll/ blackmarket purchase. Not a game-balance killer, just something cool to add for starting level characters. Most of the time these street-level modified carbines will not feature attachment rails, because those things are milspec stuff, and thus not available to the general public.

The next level would be military stuff, where everything is optimized, from range down to the handling of the weapon.

ex. Combat carbine, item lvl 15, cost 33,000, 3d8 P, cap 24 (extended), range 60ft, analog, automatic, railed

Think of your modern military rifle-caliber carbines and this is the M4 of the Starfinder universe. I plan on giving this to all my police/military personnel in my games. Made of light metal and some version of polymer materials, they are light and sturdy, with attachment rails and usually a foldable stock.

Benefits of this weapon platform are increased capacity, added autofire capability, and concealment (regard the weapon as a small arm). If a carbine rifle is fitted with a collapsing stock, increase the difficulty for spotting the concealed weapon depending on the situation. Your standard career criminals will definitely want to get their hands on these.

Finally, halfway between a carbine assault weapon and a sniper rifle is the DMR (or Designated Marksman Rifle):

Take the Combat carbine, convert it into a heavier caliber, increase barrel length and weight, add a medium-range scope, remove autofire capability, add a bipod if you want and you have yourself a military DMR.

ex. Combat DMR, item lvl 15, cost 49,500, 3d10 P, cap 10, range 90ft, analog, railed, sniper (250ft).

This is the SR-25 of the Starfinder universe. Somewhere between a battle rifle and a full sniper rifle. This fits the niche for operatives, and would-be assassins, especially if mounted with a collapsing stock and removable scope attachment (for close quarters combat). Increased capacity for longevity in the fight.