Cosmic Crit's May-Hem May Challenge


General Discussion


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Hi Starfinder Messageboard,

We're Cosmic Crit, a Starfinder Actual Play Podcast, and we are playing through Dead Suns and if you've listened to us we
humbly thank you. Every month we get the community involved by asking for submissions to our Fan Challenges, from Starfinder players and our fans alike. For May we want to bring out the big guns and help add more May-hem to the Pact Worlds and beyond.

If there is one thing most players excel at it is creating chaos and destruction on the battlefield. We want our fans to help super power that destructive creativity by supplying players with the craziest and most brutal weapons ever conceived. These weapons shouldn’t just be about random destruction but should have a creativity in both their ability to deal damage and in their special abilities.
Head on over to theCosmic Crit website to read more.

Here is an example of a submission:

Boomshield: This one-handed advanced melee weapon was developed by dwarves to help defend their mining locations form natural predators and pirates. When activated this large circular shield secretes a highly explosive gel along the edge of the shield. The user can determine what edges emit the gel using controls along the Boomshields handles. The gel's explosive power is unleashed whenever it hits another object with enough force. The explosion functions like a blast attack and does not harm the user. The shield also grants the user a +1 bonus to EAC and KAC.
Item Level: 7
Cost: 5,000
Damage: 2d8 F
Critical: Knockdown
Bulk: 1
Special: Block, Blast, Powered (Capacity 40, Usage 2)

You can submit by posting them below, e-mailing us at CosmicCrit@gmail.com, or by shooting them to us on our Twitter or Facebook pages. Thanks in advance, we can't wait to see what everyone comes up with.


Great new challenge! As a former Gallente pilot, a pretty good way to bring on the mayhem is variable damage types!

Duality Rifle, Kilojoule (if power needs to be tweaked down or up, rename to hectojoule and megajoule respectively)
While formally known as Hybrid rifles, project duality was the code name for a new type of weapon that combines the properties of projectile and energy weapons, and thus are more known colloquially as duality rifles. These large longarms are sleek in shape with organic curves and iridescent highlights that can come in any color combination imaginable, though white with teal highlights is the most common aesthetic choice.

Hybrid rifles have been recently been unleashed onto the market by a little-known technology manufacturer known as Dwarf Star Industries as a marketable feat of engineering to push the boundaries of weaponry. Hybrid weapons use both batteries and conventional projectiles to create "charged" ammunition that deals superior damage relative to their contemporaries, and can even be "overcharged" for more power. However this does mean the weapon requires two separate sources of ammunition to be loaded to correctly function. Duality rifles can still be used as conventional projectile weapons should their power source be depleted or technologically suppressed, but they will lose their energy damage type, crit effect, and their total damage will be halved. This complex setup requires a large amount of material volume, and thus the weapon is relatively expensive and bulkier than most traditional rifles, though not severe enough to be unwieldly.

These hybrid rifles can be configured to deal thermal (fire) or EM (electricity) damage at time of purchase, or at anytime that weapon could have a fusion installed; with a similar amount of effort. (10 minutes of uninterrupted tinkering).

Additional Flavor text: Recall knowledge DC 20 (engineering) "There have been rumors about Dwarf Star Industries working on a new hybrid model that can change it's energy damage type by loading in specialized ammunition instead of manually re-configuring the weapon, but these sources have remain unverified. and even if they are correct, it may be sometime before the developments go live." If you decide the above idea of damage based on ammo type is not too much of a mechanical nightmare to incorporate, or something to upgrade to as the game progresses, here are the mechanics for it just in case.

(OPTIONAL) Hybrid Ammunition wrote:

Due to their specialized nature, hybrid ammo is fairly expensive and sold in small bundles. V is the damage type the hybrid weapon will gain when loaded with that particular type of ammunition. It costs 50 credits per 10 hybrid rounds, or 20 credits to convert 10 longarm rounds into hybrid rounds.

Exothermic rounds grant the weapon Fire damage
Endothermic rounds grant the weapon Cold damage
Electromagnetic rounds grant the weapon Electrical damage
Hydron rounds grant the weapon Acid damage
Concussion rounds grant the weapon Sonic damage

Item Level 7

Price 7,200
Damage 2d8 P & V (Variable energy damage)
Range 120 ft.
Critical 1d6 V
Capacity 40 charges/20 longarm rounds
Usage 2 charges, 1 round
Bulk 2
Special Hybrid - Targets the lowest of EAC or KAC, Boost 1d6 V

Other Mechanical Notes
1) Should a hybrid weapon encounter a target with resistance of some type, divide the damage by half and and apply the appropriate half to the appropriate resistance.
2) Remember that the boost effect only applies to charges expended.


I didn't stat all of these is the math is hard as their is no real examples for everything I had ideas for. Also I literaLLY started ths yesterday.

RICOCHET DISC

Ricochet Disc: Popular in the arena's of Akiton, this disc is able to bounce off enemies and objects. Though Simple versions are plain metal, polymer, or even primitive materials. More advanced ones have inlaid light patterns, iconic designs, or sponsor labeis on it.

level: 1 (2 with fusion)
Price: 300 (420 with fusion)
Damage: 1d6 B
Critical: arc (ricochet)
Bulk: 1
Specials: analog, ricochet (you can hit targets with total concealment with usual penalty you normally cannot if you can hit a solid object in line of sight of the target).
Fusions: returning level 1
Variations: some have sharpened edges and do slashing damage,
Range. 20 feet

SWARM WEAPONS

Swarm weapons are living mindless critters usable as weapons. They are reloaded by feeding them. A few rare varients can recharge shopts with humanoid blood one charge per HP damage it inflicts. NOTE: As swarm members and living critters the swarm CAN take mental control of these and use them against their enemies.

SWARM WEBBER

The webber is a spider like critter that grips the wrist. When the abdomen is squeezed it sprays out webs.

level: 4
Price: 500
Damage: 0
Critical: pinned condition
Bulk: L
Specials:nonlethak, entangle
Fusions:
Variations:
Range. 50 feet

SWARM STINGER

This is a wasp like wrist clinging critter. A quick tap on its back causes it to launch its stinger (they regrow). Sometimes with venom or acidic poison.

level: 1 (3 with fusion)
Price: 200
Damage: 1d4 P
Critical: corrode
Bulk: L
Specials: injection
Fusions: venomous (level 2)
Variations:
Range. 50 feet

SWARM VENOMIZER

Another wrist mounted critter this one resembles a beetle. When hit it explodes outward with a spray of venom/

level:
Price:
Damage: as per black lotus extract
Critical: corrode
Bulk:L
Specials: Blast
Fusions:
Variations: venomous (level 2)
Range.30 feet.

SWARM PARASITE LAUNCHER

this soft bodied bug when tapped shoots out a flesh burrowing parasite doing 1d4 damage. On a crit or when the adrenaline of combat ends each burrowed parasite emerges doing 1d4 dmg each.

ROCKET HAMMER: A hammer with rockets in it. It can be used to either anhance a downward swing, or allow the user to fly forward in a charge. On rare occasions in the Akiton arena someone tries the spectacular move of rocketing upward then crashing down at their target. This does amazing damage and occasionally even hits the target.

NEUTRONIUM CORE

A ship launched weapon contained in a ships missile. It contains a softball sized mass of neutron star matter surrounded by several layers of spells to neutralize it for safe transport. The first layer pressurizes the neutronium core to keep it from instantly exploding once removed from a neutron star. tHE NEXT FEW LAYHERS ARE ENCHANTED TO NEUTRALIZE ITS GRAVITY AND WEIGHT, THEN THE WARHEAD SHELL FOR LAUNCHING AND EXPLODING THE LAYERS TO RELEASE THE core. (sorry on caps). If used as intended it is fired into a sun, the explosions release the core into the suns heart. The sudden gravity increase causes it to implode slightly, then explode in a supernove. If it hits a ship, well, the ship is gone and you wasted a sun killer.

level: don't ask, literally, don't ask. it's illegal
Price: several hundred million
Damage: incalcable
Critical: does it need one
Bulk: as per warhjead, or that of a small planet if containment fails.
Specials: You want more than sun killing?
Fusions: Would you really want a fusion on this.
Variations: One is rare enough
Range. as per warhead

LEECHER PODS Another weapon fit into a modified warhead. When fired it attaches to the target vessel and taps into its power system. It's damage is 20 power core units each.

ANNHILIATOR CLASS ARTILLARY CANNON: A massive gun that ignores hardness and shields, an anti vehical weapon.


The (in)famous Summerborn Ryphorian inventor Fusa Ikarius was from a long line of oracles bred by an especially cruel and clever, but not particularly ancient, blue dragon named Tempestine who had designs to rule more of Triaxus than her station would normally allow. Since the soldiers of her enemies could have variable resistance to energy damage, Tempestine tasked Fusa with creating weapons that could inflict various types of damage.

Fusa was able to invent and replicate weapons that could change their properties at will, but, unfortunately, she was only able to control the energy shifts using her hereditary phrenic abilities. For everyone else, the weapons tended to change their output seemingly at random.

Cosmic Conversion Lash: This device goes down the length of the forearm and terminates in a focusing lens covering the whole hand. The Lash pulls environmental energies directly from the Drift using a tiny rift generator that emanates the energy in the shape of a whip.

The Lash is considered an Advanced Melee Weapon and nothing else can be held in the hand while wielded; it cannot be dropped as a free action; a Move action is required to engage or disengage the device to or from the wielder's arm, though once engaged it can be activated as easily as drawing a more mundane weapon.

Item Level: 7
Cost: 6,500 credits
Damage: 2d6 (see Cosmic Vortex below for type)
Critical: see below
# of Hands: 1 (see above)
Bulk: 1
Special: Unwieldy, Reach, Powered (Capacity 40, Usage 4 per minute), Boost 1d6, Cosmic Vortex (see below), Vortex Burst (see below)

Cosmic Vortex: Every time the Cosmic Conversion Lash is activated, roll 1d8 for the type of energy emitted and the critical effect. If the wielder has Limited Telepathy or the Minor Psychic Power feat, they may re-roll once per activation, though the second result must be used. If they are a Phrenic Adept with the Phrenic Senses ability or have the Major Psychic Power feat, the wielder may simply choose which option results (between 2 and 8; psychics of great power have too much control to result in a Double Conversion).

1. Double Conversion! Roll 1d6+2 twice for the two effects generated. The weapon does 50% of each damage type and the wielder may choose between the two available critical effects if a critical hit is rolled. If the same result is rolled twice, increase the damage to 3d6 of the specified type and +2 DC to any saving throws for Critical Hits)
2. Plasma (Fire & Electric damage, Critical: Wound)
3. Cryo (Cold damage, Critical: Staggered)
4. Disintegrate (Acid damage, Critical: 1d8 Corrode)
5. Sonic (Sonic damage, Critical: Knockdown)
6. Shock (Electricity damage, Critical 1d8 Arc)
7. Laser (Fire damage, Critical 1d8 Burn)
8. Monomolecular Rifts (Slashing damage, Critical 1d6 Bleed NOTE: this attack still targets EAC, even though it does Kinetic damage)

Vortex Burst: The torqueing energies channeled by the Cosmic Conversion Lash can be released in a tremendous burst of energy. By expending 4 charges and rolling on the table above (using all normal modifiers for psychic feats or abilities), the weapon creates a Line effect with a range of 15' doing the determined amount and type of damage. This ranged attack does not trigger Attacks of Opportunity. Once the Burst is resolved, the Lash is considered inactive, and it must be re-activated as if it were being drawn in combat by expending more charges.

Scarab Sages Starfinder Design Lead

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Heh. This looks fun, and I have SOME experience with Starfinder.
(That said feel free to use this for the show and or website, even call it out as an honorable mention, but please don't pick me as a winner. I DO have an unfair advantage here...)
And clearly, this is just me having some unofficial fun.

War Dragon (One-handed uncategorized advanced melee, Lvl 1, 4, 7, 10, 13, 16, 19)
War dragons are large powered cyber-claws that fit over a suit of armor's normal gauntlet. With long dragonlike talons and tiny forcefield generators creating vibrating serrated claw edges, the war dragon has all the best benefits of a manipulative claw and a combat chainsaw, and can configure its forcefield to better perform specific combat maneuvers.

Item Level: 1
Cost: 200
Damage: 1d4 S
Critical: Maneuver
Bulk: 1
Special: Block, Maneuverable +1, Powered (Capacity 20, Usage 2)

Item Level: 4
Cost: 2,000
Damage: 2d4 S
Critical: Maneuver
Bulk: 1
Special: Block, Maneuverable +1, Powered (Capacity 20, Usage 2)

Item Level: 7
Cost: 5,000
Damage: 2d8 S
Critical: Maneuver
Bulk: 1
Special: Block, Maneuverable +2, Powered (Capacity 40, Usage 2)

Item Level: 10
Cost: 17,000
Damage: 3d8 S
Critical: Maneuver
Bulk: 1
Special: Block, Maneuverable +2, Powered (Capacity 40, Usage 2)

Item Level: 13
Cost: 45,000
Damage: 4d8 S
Critical: Maneuver
Bulk: 1
Special: Block, Maneuverable +3, Powered (Capacity 80, Usage 2)

Item Level: 16
Cost: 175,000
Damage: 8d8 S
Critical: Maneuver
Bulk: 1
Special: Block, Maneuverable +3, Powered (Capacity 80, Usage 2)

Item Level: 19
Cost: 550,000
Damage: 12d8 S
Critical: Maneuver
Bulk: 1
Special: Block, Maneuverable +4, Powered (Capacity 80, Usage 2)

New Critical Effect: Maneuver
When you score a critical hit with a melee weapon with the maneuver critical hit effect, you may immediately attempt to perform a combat maneuver against the same target using the same attack bonus as a reaction. If you have any bonuses to combat maneuver attack rolls that did not apply to the attack that scored the critical hit, you may add them as well.

New Special Property: Maneuverable
A maneuverable weapon can be configured (with one minute of work) to be particularly good at performing one kind of combat maneuver. The weapon grants the listed bonus to attack rolls made to perform the configured combat maneuver.

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