overload weapon. No time limit right?


General Discussion


Howdy all

So overload weapon. the Mechanic trick that lets you turn a weapon into a grenade like thing.
So basically.. you can stock pile these right? It doesn't seem to list a "effective overload amount of time" just that its hard to undue (and take a long while to do so).

So effectively, before I sleep I could spend a large amount of resolve to turn the excess weapons into grenade like artifcts yeah?

Also.. I just noticed while writing. it just lists "a grenade of the weapon's item level" So basically any grenade type? Perhaps amusing to turn a laser pistol into a ice grenade like construct. haha.

Granted still Bulk issues; though some weapons are light enough to use in such a way.
or to just drop random weapons when you're running away.
or setting them to a detenator, turning in your "weapons" into security to enter some place and cause an explosion later when needed.

Overload Weapon (Ex)
D As a full action or as a move action by spending 1 Resolve
Point, you can cause a powered weapon (either a ranged
energy weapon or a melee weapon with the powered special
property) in your possession to explode. You can use the
weapon as if it were a grenade of the weapon’s item level
or lower dealing the weapon’s normal damage type, except
the weapon has a range increment of only 10 feet unless
it is a thrown weapon. If someone tries to attack with the
weapon, it explodes as a grenade would instead, centered on
the user, and the user doesn’t receive a Reflex save to negate
the grenade’s effect (if any). Once you’ve primed a weapon
to explode in this way, it’s difficult to reverse the effect,
requiring 8 hours of work and a successful Engineering check
(DC = 15 + your Engineering bonus); failing the check by 5 or
more detonates the weapon. Once detonated, the weapon is
destroyed, just like a grenade.


I like your creativeness but the main issue is the powered special property part. Most weapons aren't powered. So while you can do this I wouldn't try to build a character around it. How many doshkos will you carry around in the hopes to throw one at the enemy?


Farlanghn wrote:
I like your creativeness but the main issue is the powered special property part. Most weapons aren't powered.

That limitation on "with the powered special property" only applies to melee weapons. Ranged energy weapons are always fair game with this ability. And I'm guessing most weapons you'll find fall under that.

Zwordsman wrote:
So effectively, before I sleep I could spend a large amount of resolve to turn the excess weapons into grenade like artifcts yeah?

Even better, you only need to spend resolve to do it in a move action. It's free as a full-round action. And yeah, that seems fair game. If the weapon always exploded next turn, it would not only say so, but the whole thing about reversing it wouldn't make sense.

Zwordsman wrote:
Also.. I just noticed while writing. it just lists "a grenade of the weapon's item level" So basically any grenade type?

No, it states that the grenade must be "dealing the weapon’s normal damage type". So, no turning laser weapons into Stickybomb Grenades.


Touché. I guess my point still stands as how many guns are you going to carry to throw at your enemies? Are you John Wick? Actually that sounds kind of fun.


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I think this is all fine: I don't really see any cause for concern here, the monetary offsets are limited to specific consumables only, and it's not like you can sell them.

Basically, you can turn some unwanted gear (ranged energy or powered melee) into low-quality, bulky, cheaper grenades with less range and more tendency to scatter.

They're also only "cheaper" because if you tried to sell them at 10% value and buy the same grenade, you'd not have enough money.

The resolve cost is only necessary for speeding up the action, you can stockpile all you want. It lets you pump unwanted weapons into bulky sub-par consumables, which might have some RP uses like handing a weapon out to an enemy and getting them to fire it.

If you overload a weapon, the grenade it creates will be "cheaper" than if you'd try to sell the weapon and buy an appropriate proper grenade, but due to the 10ft range increment, you'll have a less useful grenade.

Throwing a grenade safely involves hitting a low AC of 5, but making sure that you throw at least 20 ft + radius, so that if you flub your roll, it can't scatter back to you and hit you in the face. This also assumes you are in front of the rest of your group, so if you're 10ft behind, add 10ft to that.

Max range on thrown weapons is 5 increments making the max range 50ft. So for a standard grenade, you'll need to throw between 35-50 ft for a safe throw, increasing your positioning requirements to be safe. You'll also be throwing at a -6 to -8 to hit, which is still only AC11-13, but does mean that scatters will be more frequent, overall.

Using them from behind the rest of your group will also be harder to pull off, as you'll need them to be aware of the narrow restrictions on your makeshift grenades.

Zwordsman wrote:

as if it were a grenade of the weapon’s item level

or lower dealing the weapon’s normal damage type

You can't change the damage type. It has to be a grenade that does damage that matches the weapon being used. Now: Technically, this means you will need to select a correct type of grenade from the list that is below the weapon's level, further restricting the damage output, as the levels don't really match up.

This means that you can't use a lvl 4 Frostbite Zero rifle as a cryo grenade, as the lowest level cryo grenade is lvl 6.

Some might argue that the wording allows you to match another grenade type and just make it cold damage... but that's open for debate.


Obbu wrote:
Max range on thrown weapons is 5 increments making the max range 50ft. So for a standard grenade, you'll need to throw between 35-50 ft for a safe throw, increasing your positioning requirements to be safe. You'll also be throwing at a -6 to -8 to hit, which is still only AC11-13, but does mean that scatters will be more frequent, overall.

Probably more importantly, any penalty to hit also lowers the saving throw DC to halve the damage taken, making it far weaker. Hardly any CR-appropriate enemy is going to fail the saving throw at -8.


Nixitur wrote:
Obbu wrote:
Max range on thrown weapons is 5 increments making the max range 50ft. So for a standard grenade, you'll need to throw between 35-50 ft for a safe throw, increasing your positioning requirements to be safe. You'll also be throwing at a -6 to -8 to hit, which is still only AC11-13, but does mean that scatters will be more frequent, overall.
Probably more importantly, any penalty to hit also lowers the saving throw DC to halve the damage taken, making it far weaker. Hardly any CR-appropriate enemy is going to fail the saving throw at -8.

Oh yes, I forgot about that :)

Basically, the ranged restriction is already a surprisingly strong factor in grenade use: and it's twice as restrictive as normal in this case.


Sweet. Makes me happy to have some sort of explosives options.
I don't know how I missed that resolved detail reading it a few times..

Yeah, hard throwing (though of note.. most small arm ones seem to be L. Though no clue how many enemies will carry L not heavier stuff).

A follow up question.. as near as I can tell. I think I should be able to set them to a detenator? Not positve yet though..

but that would allow for some fun tricks, more so with a sneaky operative or stealth both helping

---------------
EDIT Additional question.
Not at a spot to look it all up, but I wonder if you could then overcharge these "grenade like items"

Probably not..
but just thought i'd also toss this out here


Zwordsman wrote:
Not at a spot to look it all up, but I wonder if you could then overcharge these "grenade like items"

No, once you've primed them to explode, I don't think they count as "powered weapons" anymore. True, it doesn't technically say that they lose this classification of "ranged energy weapon or a melee weapon with the powered special property", but this is pretty common sense. Not to mention that the sentence about taking up more charges doesn't really make sense, either. At that point, they are grenades.


Nixitur wrote:
Zwordsman wrote:
Not at a spot to look it all up, but I wonder if you could then overcharge these "grenade like items"
No, once you've primed them to explode, I don't think they count as "powered weapons" anymore. True, it doesn't technically say that they lose this classification of "ranged energy weapon or a melee weapon with the powered special property", but this is pretty common sense. Not to mention that the sentence about taking up more charges doesn't really make sense, either. At that point, they are grenades.

No, it would work. Once it's a grenade that deals energy damage, it's a ranged energy weapon, and could be overcharged. Wouldn't work with a weapon turned into a frag grenade, of course.

I took a look, and there aren't any melee weapons this would be remotely useful on, because buying these things costs more than the grenades do - that's also usually true for both Small Arms and Longarms. The only exception I was able to find was the famously undercosted Pulsecaster Rifle, which costs 100 credits - an L1 Shock Grenade costs 130 credits. It's possibly there are more exceptions I missed, but usually, even at the nonsensically overpriced cost of grenades, they still cost less than a similarly leveled non-grenade weapon.


I think the assumption is that you would use all the ones you pick up while murder hoboing. If you find that pulscaster rifle on a corpse, it's only worth 10 credits, so it's way way way cheaper than the 130 credit shock grenade. A level 4 screamer grenade costs 700 credits, but you can only sell a level 4 sonic pistol for 230 credits, so it only costs you 230 credits to make the same grenade this way.

That sort of thing.

The Exchange

Starfinder Charter Superscriber
pithica42 wrote:

I think the assumption is that you would use all the ones you pick up while murder hoboing. If you find that pulscaster rifle on a corpse, it's only worth 10 credits, so it's way way way cheaper than the 130 credit shock grenade. A level 4 screamer grenade costs 700 credits, but you can only sell a level 4 sonic pistol for 230 credits, so it only costs you 230 credits to make the same grenade this way.

That sort of thing.

This ability is perfect for society play.

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