Fusillade: How does it work


Rules Questions


So looking at Fullisade I am left with mixed feelings on how it works.

Benefits: As a full attack when you are wielding four or more identical small arms, you can fire them all simultaneously to duplicate the effects of an Automatic Weapon. You use all of the ammunition in all the small arms used, and you treat this as an attack in automatic mode. Add all ammunition expended from all of your small arms when determining the maximum number of creatures you can hit.

I'll define the terms so people don't have to go digging through the book for the keywords as the system is new

Automatic: When you make a Full Attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon's range increment. It uses all remaining ammunition, roll one attack each target in the cone, starting with the closest one to you. Attacks made with a weapon in automatic mode can't score critical hits. Roll damage only once, apply it to all creatures struck. Each attack against an individual creature in the cone uses the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks

Full Attack: Full action to make two attacks, each with a -4 penalty to their attack rolls. These attacks can be made with the same weapon or different weapons, though certain weapons have a firing speed so slow that you can't shoot them more than once a round, even with a full attack (unwieldy weapons).

We'll use Needler Pistol as an example for this (one of the only two options available for the earliest entry feat you can get with this feat from a credit cost it looks like).

Needler Pistol
Damage: 1d4 P
Range: 30'
Capacity: 6 Darts
Usage: 1
Special: Analog, Injection

Assuming all 4 Pistols are fully loaded and I take this action how does this feat work

I understand the area affected will be a 15' cone (30 / 2), the total pieces of ammunition being spent is 24 (6 * 4), which can lend itself up to 12 creatures being hit, each one no more than once (24 / 2), the question is on the damage.
Is it 1d4 because it's akin to spending extra ammunition to give the Needler Pistol the automatic quality, or is it 4d4 because it's all 4 pistols?

If it is the latter, how would that work, rules wise, for the Injection Ability? Would it be as 1 dose or 4 doses

Injection: This weapon or its ammunition can be filled with a drug, an injury poison, or medicinal compound. On a successful attack with the weapon (either first attack if melee or the relevant piece of ammunition if it's a ranged weapon), the weapon automatically injects the target with the substance.


I think it's 1d4, the feat sounds like it basically combines the four pistols into one automatic weapon.

My book is on it's way, what's the earliest you can pick up the feat? It sounds cool, if situational, but I think situational might be the way it goes in Starfinder.


Earliest would be Level 1 (Solarion or Soldier) with the BAB +1 Pre-req.

Looks like only Kasatha so far are the only ones who can take it (4+ Arms as the other pre-req).


Does it require 4+ arms, or just the ability to have 4 small arms ready? Can't you mount some pistols onto power armor?


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It's possible to get an extra two arms as a cybernetic augmentation (spine slot) so it's theoretically available to any race


d'Eon wrote:
Does it require 4+ arms, or just the ability to have 4 small arms ready? Can't you mount some pistols onto power armor?

Prerequisites: Base Attack Bonus +1, Four Or more Arms.


d'Eon wrote:

I think it's 1d4, the feat sounds like it basically combines the four pistols into one automatic weapon.

My book is on it's way, what's the earliest you can pick up the feat? It sounds cool, if situational, but I think situational might be the way it goes in Starfinder.

It's definitely the d4 (or whatever the base damage of the gun is). Automatic fire is... Actually it's the worst version of automatic fire I've ever seen. Base damage and emptying all your ammo regardless of the number of enemies or shots is just crazy. Fulisade makes it even worse. Carrying four guns in SF is also just a non-starter, and four identical guns is terrible. A backup weapon that inflicts a different damage type is useful, four identical guns just sets your personal wealth on fire.


Voss wrote:
d'Eon wrote:

I think it's 1d4, the feat sounds like it basically combines the four pistols into one automatic weapon.

My book is on it's way, what's the earliest you can pick up the feat? It sounds cool, if situational, but I think situational might be the way it goes in Starfinder.

It's definitely the d4 (or whatever the base damage of the gun is). Automatic fire is... Actually it's the worst version of automatic fire I've ever seen. Base damage and emptying all your ammo regardless of the number of enemies or shots is just crazy. Fulisade makes it even worse. Carrying four guns in SF is also just a non-starter, and four identical guns is terrible. A backup weapon that inflicts a different damage type is useful, four identical guns just sets your personal wealth on fire.

Can automatic fire be combined with a spell or ability that adds XD6 to the damage roll? the few abilities like that i've seen mean that its still only a viable tactic at low levels but it would effectively take out swarms of goblins.


You mean like supercharge weapon? Sure.
Attacking in a cone should be compatible with 'attacking all creatures in an area.'

But keep in mind the 'fun' little rider at the end of the automatic property: 'Attacks in auto mode take the same penalties as other full attacks.' So on top of all the other faults with autofire, all the attacks are also at -4. And at half range. So a lot of those goblins in the 'swarm' won't be hit.

And the ammo use (in addition to being all of it) requires two shots worth for each target, so a machine gun is firing 4 of 40 rounds for each creature.

So, really, just pick up a blast, explode or line weapon, and supercharge that. (Though blast weapons also have a -2 to hit, which stacks with full attack if they aren't unwieldy). Your ammo budget will thank you.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Fusillade is a little niche, but can be useful.

Other than the Autotarget Rifle, weapons with the Automatic special are higher level, relatively expensive, and/or heavy weapons. This is more evident with energy weapons: For example, four Corona Laser Pistols cost a total of 17,080 cr (and are more likely to turn up as loot as a level 6 weapon); a Tactical Autobeam Artillery costs 19,400 cr (and is a level 10 weapon) and a Tactical Autobeam Rifle costs 26,900 cr (and is a level 11 weapon). Granted, the Autobeam weapons do more damage per shot.

When not firing in automatic mode, four pistols will normally have more total charges/ammo that can be expended before needing to change Batteries/cartridges.

Zero weapons don't have an Automatic option, other than Fusillade.

Arguably, Fusillade should work with Suppressive Fire.


Can fusillade crit on a natural 20?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Fusillade works by the rules of automatic mode. The rules of automatic mode include an inability to crit. Fusillade does not crit.

The recoil stabilizer augment creates an exception to this rule.


Starfinder Charter Superscriber

What reasons are there to get Fusillade instead of Longarms? I can only give a few.

-Some small arms have the graviton effect, so you would be able to pull/push several foes in a cone.

-Some smallarms have Force effect for targeting foes EAC in a cone.

-Laser pistols have 80 ft range in early levels granting a 40 ft cone range.

-Injection weapons for delivering poison attacks in a cone.

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