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3 people marked this as FAQ candidate. |

So I was looking at items in the armoury for future use on my characters in SFS. Finding this "weapon" really sparked an idea in my head for a Mechanic. From my experience with bots while playing and GMing I never feel impressed. Instead of focusing on doing damage I had the thought of making it a helper bot. Sure it cost 1300 credits but it would be great to have it fulfill a support role.
There are a few problems though that I see with how this item is written. It is not very clear whether or not you need to roll to hit with this "weapon." I would rule at my tables if this ever appeared that you do not need to do so. The 1d4 temporary hit points is not going to be a game breaking reduction in damage. For those that build their characters to not take damage by using damage reduction this is simply a little extra on top. These 1d4 temporary hit points only last until the start of my next turn too, it is not a prolonged condition.
My other problem with the "weapon" is how it is affected by overcharge and weapon specialization. If I overclock using overcharge it will only drain extra charges? Adding another 1d6 at the cost of 12 charges, essentially three shots from the max ten(40/4 usage) is not exactly game breaking either. The least this adds is 2 temporary hit points, at most 10. On average it would stop 3.5 and 2.5, rounding down to 5. The amount of damage that gets tossed around as you level up certainly out paces this.
Add in weapon specialization and you really only add half your level since it is a small arm. This aspect is harder to argue since the feat specifically mentions damage. The overcharge I would consider easier to explain away. Being a tech level 4 item the earliest you can purchase it is level 3. So Your average only moves to 7, and goes up by one every even level. True the amount of this would stop wouldn't be huge but it could mean the difference of a team mate falling in battle.
The next upgrade for this item is at 8th level since the Defender is tech level 9. This version provides 2d6 temporary hit points and cost 13,800 credits. This is not a cheap way to provide support at either version. Maybe this is just me rattling a saber for a futile cause...But I would love a rules clarification on this item or a possible official ruling I can point to when questioned about its use.

Xenocrat |

I think it’s a weapon in all respects except it grants temp HP instead of doing damage. You have to roll to hit (regular range increment without a special note/limitation like with Line or Blast weapon’s is a strong hint), and any damage boosters, like Supercharge Weapon Spell, help.
A custom Bestow Curse negotiated with your GM might get you a +2 bonus to hit with these, curse your allies to be more vulnerable to only these weapons.

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I think it’s a weapon in all respects except it grants temp HP instead of doing damage. You have to roll to hit (regular range increment without a special note/limitation like with Line or Blast weapon’s is a strong hint), and any damage boosters, like Supercharge Weapon Spell, help.
A custom Bestow Curse negotiated with your GM might get you a +2 bonus to hit with these, curse your allies to be more vulnerable to only these weapons.
My problem for rolling to hit is your team mates should be upgrading their armour. With AC going up every level I end up only being able to target maybe the allies who shouldn't realistically be targeted. On average I see a minimum of 18 EAC on allies if they are dex based at this level range...and it only goes higher with heavy armour and power armour users. So now I have a support item that at best provides 1d4 temporary hit points half the time? At worst I have wasted a standard action and 1/10 of the battery for ammo.
As for bestow curse that is a neat suggestion with a few draw backs. You have to be a 7th level Mystic to cast this. While an ally can forego a saving throw and accept the curse, I am now spending extra actions. Turn one I curse you, turn two I try to hit your EAC with a 60% chance. That is only if they have a 22 EAC at level 7 and I am making my dex and focus on small arms.
I guess the item description does say it sees most of its use from security protecting diplomats and high-profile celebrities. These targets in theory would be lightly armoured.
A GM in my local gaming area suggested hitting the same AC as with covering/harrying fire. That way you're more likely to apply the affect with at least a chance of failure.

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Honestly I never thought of Supercharge Weapon and the shield projector. 4d6+1d4+1(only if weapon specialization counted, for this example it does. 17 temporary hit points on a average is beastly, but you are facing the same issue of a two turn set up.
Another weird thought is dual wielding these and full attacking. Obviously you couldn't target the same person, but this would allow a little more damage mitigation.

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Bestow Curse is permanent, you don't do it in combat.
I didn't look at the duration...whoops! haha
Wouldn't they be required to remove it by the end of the scenario? I guess the Mystic themselves could do it. At 7th level it ends up being your only 3rd level spells though which becomes a big deterrent. For me at least. Still a great suggestion/ work around.

Nyerkh |

Does anything that alters damage work here ?
The shielding comes from a special property, not a weird inversed damage type.
I' m not conviced any damage boosters would apply, no more than they would to the igniters, nanite throwers, wraith-stung rifles or all those other "Damage: —" guns.
Which would mean it's really not great, so I might be wrong.
I'm actually curious now, as I may have understimated those shield-guns.

Xenocrat |

Does anything that alters damage work here ?
The shielding comes from a special property, not a weird inversed damage type.
I' m not conviced any damage boosters would apply, no more than they would to the igniters, nanite throwers, wraith-stung rifles or all those other "Damage: —" guns.Which would mean it's really not great, so I might be wrong.
I'm actually curious now, as I may have understimated those shield-guns.
Oh, you're right, I was remembering them as listing damage and the special shield quality modifying that. I agree that damage boosters don't do anything, including weapon specialization. So they're bad if you don't have to roll to hit and garbage if you do. They should have at a minimum specified that they only shoot out to their first range increment, don't require an attack roll, and made them unwieldy.
Actually, without a damage type, how would you determine what AC they target? They're just an underdeveloped weapon in every way.

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Which is why I posted hoping for clarification or at least something I can share with Gm's I use the item with. Haha. My fear is this item will always be like the lasso of pathfinder...fun to use for a player but a pain to upgrade and a annoyance for the GM.
This item basically throws out a shield similar to the brown, purple, black etc. Except you can't target yourself, it doesn't have fast healing to replace lost points. Its also a variable amount 1d4...So yeah it is bad.

Zwordsman |
Shield projector Necro here .
I don't think this ever got an FAQ or touch up. But.
As someone else pointed out somewhere else. Unlike other effects that state "on hit" Shield Projectors only ever specify "the target"
So.. Strictly speaking. Doesn't that mean as long as you target-hit or miss, it would get a shield?
Which makes it a lot easier to use in its limited capacity. Still makes me want a hover drone mechanic with one haha.
A shield projector is a heavy weapon that encases its target in a short-duration force field, akin to that produced by an armor upgrade. Such force fields are of limited strength, but higherpaizo power shield projectors can create a stronger protective barrier around the target. Shield projectors see the most use among security forces assigned to protect diplomats and high-profile celebrities. Available models—from the least to most powerful— include sentry, defender, guardian, and warden shield projectors.
Shield
Source Starfinder Armory pg. 30
A shield weapon encapsulates the target in a short-term force field. This force field lasts until the start of your next turn or until it has absorbed the listed amount of damage, whichever occurs first. A force field originating from a shield weapon blocks only incoming damage; it does not interfere in any way with the target’s weapons or attacks. You can’t use a shield projector to target yourself.

Nyerkh |

Hmm. Interesting point, though I don't think that's more than a bit of kinda weird writing.
Looking at the other "damage:—" weapons : Igniters and Graviton guns affect "targets hit" while Shield Projectors and Nanite Throwers just affect "targets"... And I think they're supposed to be functionally similar ?
Seeing as Nanite Throwers and Igniters are virtually identical (at least when it comes to level and damage), I can't imagine one of them being an auto-hit weapon when the other isn't.
It may not be strictly what is written, but I expect that's the intent. Could be wrong.
Not needing to hit would certainly help them though - especially the non-offensive, ally-targeting Shield guns.

Zwordsman |
Oh i'd never seen Ignitor.. I like that. Although looks a bit hard to use given save or nothing. Although that can be quite a high save. Makes me want it for my Biohacker to combo with his hacks for another damage method/type /debuff dot damage.
Graviton I knew of and thought of but I think it makes sense.
The biggest differences for these is one is forcefully doing somethign to the target-So it actually has to hit. and one projects a barrier in an area that stops incoming things of sufficent force/effect.
But even further than that, the other two are meant to be usued on enemies, while the shield projector is meant to be used on allys. So, it is a bit like some other effects in game--Healing touches, biohacks (from a biohacker) where you don't actually have to beat your ally's AC's (or do damage in the case of the biohack) as opposed to the normal rules for touching/attacking/injecting things.
Honestly though. Shield Projectors really should've been an item or an armour add on. Actually them being an armour add on would've been perfect. I wonder if there is an armour upgrade that allows you to hold weapons in them? that Integrated type of thing. Like the concealed injection blade armour upgrade. Since if you could put this heavy thing in an armour slot-it would make an interesting tool.
I am totally going to have to read up and figure out a fun Ignitor build uses.. I don't think much works with buffing it. although maybe range increases will have to read more. Would be hilarious to pull the "stealthy set them on fire from hidden" thing haha. I used flame pistols before.

Xenocrat |

My thought is: if they didn't need attack rolls to work, they'd be tech items, not weapons.
I'd add that the fact that they have a range listed but nothing indicating it doesn't work in a standard way means they can shoot out to ten times that range as normal but also with normal range increment penalties. And you can't take penalties without an attack roll.

Zwordsman |
1 person marked this as a favorite. |
Yeah. I really do wish this was cleared up.
Though i'm personally fine with them working up to 400 feet. not too far not too short. And makes for much neater "protection" storylines if you can set up multiple shielders along a travel path. Or for assassination where you have to track down shielders as well to some extent.
I do really hope they get some clarification eventually. I'd be supre fine if they were aut ohit but required a roll for nat 1s to make projection glitches (heavy atmosphere, or some other narratively good moment).
but I am the type who wants more options and interesting methods. Like having a hover drone or a stealth drone who specializes in Shield Projectors and also Mine Layers. Or a biohacker who has this slotted into armour or two hands two small arms. Using primary attacks against hte enemy for debuffs while giving the Charger or Ninja style person a shield, while remaining behind cover providing buffs and debuffs with a single full attack action. Buuutt they're unwieldy and I know not of a way to remove that sadly. I wish it could be Two Handed similiar to the Hand Cannon to remove unwieldy

WatersLethe |

Okay, uh, here's my reason why Shield Projector might need an attack roll.
You could use a level 4 shield projector in conjunction with "Spellshot" magical hack in order to deliver things like Heat Leech from any enemy's location within 400ft, oriented in any direction you choose. Seems a bit unintended.

WatersLethe |
2 people marked this as a favorite. |

I don't think the logic of, these have an attack roll solely for this high level ability to prevent it's use at range, is very sound logic.
You're missing the most important part! The fact that I found a sort of busted thing I wanna humble brag about.

C4M3R0N |

C4M3R0N wrote:I don't think the logic of, these have an attack roll solely for this high level ability to prevent it's use at range, is very sound logic.You're missing the most important part! The fact that I found a sort of busted thing I wanna humble brag about.
Lol... I suppose... Though following the logic... If you change numerous rules you can come up with countless busted things then haha.