Blue star plasma caster battery capacity


Rules Questions


1 person marked this as FAQ candidate.

After browsing the equipment section, I see that there are certain items that don't adhere to the standard 20, 40, 80, 100 battery capacity sizes.
For instance, the Blue star plasma caster has a capacity of 200.
Likewise the HFD Sonic pistol has a capacity of 60.

There are a couple home brew solutions for this, but the rules seem to indicate you can't buy a spare battery that matches these specifications and can only swap the battery that comes with the gun for smaller capacity battery.

Additionally,there are some items that are sold with batteries that are more expensive than the weapon itself. I.e. Pulsecaster rifle.

Is there going to be any FAQ for this kind of thing?


I was unable to find anything for the unusual batteries in my first search, but SFS has released a correction to the Pulsecaster rifle.

blog wrote:
Update the Pulsecaster Rifle (Starfinder Core Rulebook 176) statistics as follows: Capacity 20 charges, Usage 1.

Source


Marking for FAQ rather than making a new thread. And necroing this.

The 10 charge items are of huge contention since you can't buy a 10 charge battery. Not so bad with a 1 credit flashlight, but a 10500 credit Force Field Black kinda raises problems.

I almost wonder if the statement on maximum charge was reversed? The capacity listed supposed to be the minimum required battery size to run the item, but then the 200 charge plamsa caster doesn't work.

Will Armory fix things with a size 10, economy battery for 1 credit? A size 60 for the one thing that uses it, and the heavy duty 200 charge battery?

And what harm is there putting a larger battery in a weapon? Putting a smaller one many of the high usage costs will burn them out, but putting 100 charges in a weak weapon doesn't do a lot. Putting 100 charges in a weak forcefield is a little more substantial, but as it stands without a 10 cost...

Or alternatively, if you put in a larger battery, it defaults to the item max, letting you use 20s in the ten items. There are still issues with cheap things like Comm Units and Flashlights that become a profitable issue, but as it stands it's cheaper to buy those things new anyway that to charge them.

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