Armory Question - Igniters: Overcharge and Supercharge


Rules Questions


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To me it seems like Igniters (Armory p. 17) as a ranged energy weapon are just asking to be Overcharged (Mechanic Trick) and/or the target of the spell Supercharge Weapon (Technomancer). I mention both since they share some wording, adding additional damage “of the same type the weapon normally deals.”

However, an igniter’s profile deals no damage, instead relying on the Ignite (Armory p. 29) special property. But they are clearly listed as a flame weapon which deals fire damage to light targets on fire. So two part question…

Does weapon specialization work with igniters? Do you get to add specialization with longarms to it's “-” damage?

Can igniters be the target of Overcharge and Supercharge Weapon? If so, does it add to the base "0+Specialization+AdditionalDamage" or somehow effect the ignite special property?


Sam Hatch wrote:

To me it seems like Igniters (Armory p. 17) as a ranged energy weapon are just asking to be Overcharged (Mechanic Trick) and/or the target of the spell Supercharge Weapon (Technomancer). I mention both since they share some wording, adding additional damage “of the same type the weapon normally deals.”

However, an igniter’s profile deals no damage, instead relying on the Ignite (Armory p. 29) special property. But they are clearly listed as a flame weapon which deals fire damage to light targets on fire. So two part question…

Does weapon specialization work with igniters? Do you get to add specialization with longarms to it's “-” damage?

Can igniters be the target of Overcharge and Supercharge Weapon? If so, does it add to the base "0+Specialization+AdditionalDamage" or somehow effect the ignite special property?

1. No. It doesn't do "0" damage, it doesn't do damage. There's nothing to add Specialization onto.

2. You can overcharge them or supercharge them like any energy or powered weapon, but it's a waste of charges: since the weapon doesn't have a normal damage component, there is, again, nothing to add the damage to. The Burn effect is separate.

A GM could theoretically make a ruling that added some damage to the burn effect to compensate for this, but according to RAW, neither example applies. If you could add damage to a non-damaging attack, all of a sudden Graviton Pistols and Shield Projectors would start doing damage, too.


I can agree with that. From a rules perspective it looks like it wont do anything. But it doesn't stop me from wishing or hoping that the ability has some effect.

My point is, there are several unique weapons now that do no damage but are still eligible for this mechanic trick / spell. It makes since that there would be some effect from the trick, afterall you're expending a lot of charges or a spell slot.

For instance if each extra damage dice boosted the required save or effectiveness of the special effect somehow. An overcharged shield projector protects for an extra amount or number of rounds, an overcharged graviton pistol or igniter is somehow more effective.

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