Bayonets and fusions


Rules Questions


1 person marked this as FAQ candidate.

Hey all, I've got a couple of questions about how fusions and bayonet attached weapons work, or I suppose by proxy, anything attached to your gun be it through bayonet, uniclamp, or 'UPB-created, GM-quickruled, ducttape'.

Lets say I have a small arm with a light bayonet bracket, and in it I put a tactical knife. So far so good, rules are clear.

Called Fusion
Now, if I put a Called fusion on the gun, and I recall my gun, does it come with knife or without? What if I put called fusion on the knife instead, does it come with the gun or without? If they come separately, what if I put called fusion on both the gun and the knife, can I summon them together in a single swift action, would that be two swift actions, or can I do it at the same time by using a different action? And what about anything attached to a railed weapon using uniclamps, do those come with the gun as well?

Other Fusions
What if I have merciful fusion on my gun, and I use an attack of opportunity to hit someone in melee with my bayonet, will merciful apply to that attack? Or is it considered a separate weapon? What if I have merciful on my knife? Would that affect the gun? Can you have conflicting fusions, such as Holy on the gun, and Unholy on the knife?

If they are considered separate, and I put bombarding fusion on both, can I now fire two grenades over two turns with a single wielded weapon? Or trigger two spell gems? If they are considered one weapon, how are fusions handled when two weapons with fusion sets 'merge'?

My thoughts
It seems to me that the fusions likely work separately from each other, and the called fusion probably should pull the weapons apart. Alternatively, the main weapon's fusions only apply, and the attached weapon's fusions become dormant until it becomes a singular weapon again. Originally I just assumed the combined weapon would be considered a single weapon, but that too has problems.

Finally, a subtle consequence of the gun and knife coming together with a single called fusion is that you can take a level 20 gun and attach a level 1 knife, put called on the knife for a couple of creds, and get a cheap level 20 gun recall. Treating them separately has the consequence that your gun either gets pulled apart, or the gun cannot be recalled.

Either way there are some potentially problematic consequences to whichever way the fusions are handled, and I'm wondering if I just missed some rules somewhere. :D


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The only fuzzy area is possible variation in how to run Called. I can only say anecdotally that I've generally seen people running it as "weapons remain attached" but the books don't go into any kind of definitive detail.

Fusions on a gun definitely do not apply to a bayonet, or vice-versa, as they are not the same weapon. Therefore, nothing prevents both having bombarding, one being Holy and the other Unholy, etc.

Sczarni

1 person marked this as a favorite.

I have personally always run Called as summoning the entire "package".

Scope, Sight, Grip, Ammunition, Bracket, Bracketed Weapon, etc.

Would kind of suck if your tactical pistol didn't arrive with bullets.


Thanks for the answers guys.

I have just thought of another Called case, what if it's your gun, but your friends' knife, and both users call at the same time?

At this point I'm just being a little difficult, I don't imagine this will happen at my table, but I'm trying to explore the rules a little before I will suggest it to my friends.

Based on your input, I am thinking of going with that the Called fusion just fails to work under certain conditions. Like, the highest level called fusion trumps the lowest level called fusion, if one of called fusions is below the highest weapon item level of the involved weapons it fails to work, and if both are called at the same time the bracketed weapon defers to the main weapon. Do you think this would make sense?

The Called fusion can already fail if the weapon is blocked or too far away, this would just add a few more failure conditions.

Sczarni

Deepflame wrote:
what if it's your gun, but your friends' knife, and both users call at the same time?

I assume you mean each has its own fusion, and they're then bracketed together?

~ "A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function."


Nefreet wrote:

I assume you mean each has its own fusion, and they're then bracketed together?

~ "A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function."

So you're suggesting that when you have a gun for 24 hours, and someone else has a knife for 24 hours, making the called condition valid for the independent weapons, but after merging them they are now a 'new' weapon, the timer resets, and someone has to possess the merged weapon for 24 hours to re-bond? That makes sense. :)

Sczarni

I wasn't suggesting that, because I would only preface a houserule with a statement declaring it as such. I was quoting the 24 hour rule because you didn't mention it and I wasn't sure if you were aware of it.

Sczarni

When you wield two weapons bracketed together, you could potentially have three sets of fusions in your hands:

Melee Weapon
Ranged Weapon
Ammunition

EDIT: actually, I guess you could even have *4* sets, if the melee weapon had the injection property...

Generally, fusions apply to each weapon independently. An Anchoring Survival Knife bracketed to your Called Tactical Pistol doesn't infuse your ammunition with the ability to immobilize enemies.

But, at the same time, when you call your pistol, nobody ever claims it arrives without its ammunition, even though the weapon and the ammunition are two distinct items.

The same thinking should probably apply to weapon accessories, including weapons inside brackets.


Ah, I misunderstood your intention then, sorry.

Yeah, I agree it would be somewhat inconvenient if your tactical pistol would show up without ammo, or all the other attachments and adjustments you made to it, including bracketed weapons.

So following that line of thinking would mean that if you call a weapon that is attached to another weapon, the entire package comes along. Following that also means that, yes, even though it is very cheesy, attaching a level 1 knife with called to a level 20 gun, lets you recall the package for a mere 120 credits, as opposed to 135.000 credits.

I'm not super happy with that conclusion, but that is the one the rules seem to lead me to.

And I guess the "What if you connect your knife to someone elses gun" sitation is moot. In order to do that, the gun, or the knife, has to change possession for at least a full action, which changes possession and thus resets the called fusion on either the gun, or the knife. So I suppose it is not possible to get into a double-callable situation.


1 person marked this as a favorite.
Deepflame wrote:

Ah, I misunderstood your intention then, sorry.

Yeah, I agree it would be somewhat inconvenient if your tactical pistol would show up without ammo, or all the other attachments and adjustments you made to it, including bracketed weapons.

So following that line of thinking would mean that if you call a weapon that is attached to another weapon, the entire package comes along. Following that also means that, yes, even though it is very cheesy, attaching a level 1 knife with called to a level 20 gun, lets you recall the package for a mere 120 credits, as opposed to 135.000 credits.

I'm not super happy with that conclusion, but that is the one the rules seem to lead me to.

And I guess the "What if you connect your knife to someone elses gun" sitation is moot. In order to do that, the gun, or the knife, has to change possession for at least a full action, which changes possession and thus resets the called fusion on either the gun, or the knife. So I suppose it is not possible to get into a double-callable situation.

I mean, I would personally rule that a pistol with the called fusion brings the pistol and all attachments including the knife, but if the fusion was on the knife it would only bring the knife.


Garretmander wrote:
I would personally rule that a pistol with the called fusion brings the pistol and all attachments including the knife, but if the fusion was on the knife it would only bring the knife.

Agreed. The bracket is a weapon attachment to the gun, and the knife becomes part of the bracket. The gun encompasses the knife, but the reverse is not true.

The Called knife would come with all of its weapon attachments, generally just a grip or something.


1 person marked this as a favorite.
Deepflame wrote:

Thanks for the answers guys.

I have just thought of another Called case, what if it's your gun, but your friends' knife, and both users call at the same time?

At this point I'm just being a little difficult

I get that the rules have a little too much ambiguity for when some things happen, but when you go THAT far off script thats really, really, why the game is written for a living breathing DM to understand and decide and not a computer program.

Community / Forums / Starfinder / Rules Questions / Bayonets and fusions All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions