| The Ragi |
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This might come handy.
Small arms
Needler Pistol (Level 1; 105 credits)
Nightarch Needler, Tactical (Level 3; Price 1,650)
Injector Pistol, Medic (Level 3; Price 1,290)
Injector Pistol, Zoologist (Level 5; Price 2,890)
Nightarch Needler, Advanced (Level 8; Price 6,270)
Injector Pistol, Poacher (Level 8; Price 9,050)
Nightarch Needler, Elite (Level 13; Price 44,980)
Injector Pistol, Subjugation (Level 14; Price 68,500)
Nightarch Needler, Paragon (Level 18; Price 369,000)
Injector Pistol, Elite (Level 19; Price 532,000)
Basic melee
Spined Blade, Basic (Level 5; Price 2,600)
Spined Blade, Buzzblade (Level 8; Price 9,400)
Spined Blade, Ripper (Level 11; Price 24,500)
Spined Blade, Gravity (Level 14; Price 62,400)
Spined Blade, Rivener (Level 18; Price 325,000)
These guys above have the injection +2 critical but don't have the injection special property listed on the basic melee table at the Starfinder Armory - yet, the fluff text reads "Modern warriors use refined versions of the weapon that are effective at delivering poisons and similar substances through contemporary armor. You apply such substances to the blade per rules found on page 232 of the Core Rulebook." So, I'm guessing someone just forgot to add the property on the table.
No injection grenades yet, I'm afraid.
Longarms
Needler Rifle (Level 1; Price 110)
Advanced melee
Ice Needle, Undercover (Level 1; Price 330)
Injection Glove (Level 2; Price 490)
Painclaw, Ghoulish (Level 3; Price 1,250)
Ice Needle, Furtive (Level 5; Price 3,140)
Ice Needle, Artifice (Level 10; Price 18,400)
Painclaw, Demonic (Level 11; Price 25,000)
Ice Needle, Espionage (Level 14; Price 74,100)
Ice Needle, Subterfuge (Level 18; Price 384,000)
Painclaw, Draconic (Level 19; Price 560,000)
Sniper
Wraith-Sting Rifle, Yellow Jacket (Level 1; Price 375)
Wraith-Sting Rifle, Wasp (Level 5; Price 2,980)
Wraith-Sting Rifle, Hornet (Level 14; Price 71,200)
Special weapons
Shuriken, Grooved (Level 4; Price 370)
Let me just put all information in one place:
Weapon special property: Injection
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons.
Critical hit effects: Injection +2
f the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit.
~ ~
And get one of these as soon as possible:
Weapon fusion: Conserving
Weapons with the conserving fusion preserve their ammunition and charges after a miss. When you miss with a ranged attack roll, your charge or ammunition is not consumed, as though the weapon had never been fired. This fusion does not prevent your weapon from malfunctioning or breaking as a consequence of your attack. Only weapons that use arrows, batteries, darts, flares, grenade arrows, mini-rockets, rounds, or scattergun shells as ammunition can benefit from a conserving fusion.
| The Ragi |
If you pick up weapon focus with any of the base weapon proficiencies of the biohacker, the wording on versatile focus would apply to any injection weapon that the original weapon focus didn't already apply to.
Yep, and it seems like it would stack with the Injection Expert bonus, since both are untyped.
Weapon Focus (Combat)
Prerequisites: Proficiency with selected weapon type.
Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.
Versatile Focus (Combat)
Prerequisites: Weapon Focus (any).
Benefit: The benefits of Weapon Focus extend to all weapons with which you are proficient.
Injection Expert (Ex)
At 1st level, you are proficient with weapons that have the injection weapon special property (Core Rulebook 181), as long as the weapon has not gained that weapon special property through a weapon fusion, spell, class feature, or similar ability or effect. At 1st level, you gain a +1 bonus to attack rolls with these weapons.
| Elinnea |
There are explosive darts in Armory (page 25, description on page 55). They give you half damage against incorporeals and work against swarms (!) so it seems like a worthwhile ammunition for biohackers to pick up.
I'm hoping the new book will offer more options along those lines to support more frequent injection weapon use.
| Zwordsman |
Wait they do? I only know them from online, I don't have Armory yet.
I thought explosive ammo only gave Knockback crit, and 1/2 your damage into Fire. I did not see a line about warms... that would be useful.
I do wonder though, aren't they listed as Special? So do you need to take extra proficiency with that ammo? Or is that just a weird accident on the online listings?
| Elinnea |
They have the Fiery special trait, which says (among other things) that it "counts as a weapon with the explode special property against creatures with swarm defenses."
As for being special... There is indeed a Special Ammunition table separate from the Standard Ammunition (in the CRB as well as in Armory) but until now I didn't actually notice that or think that you'd need a separate Special Weapon Proficiency feat just for a single ammo type. But you might be right about that. It's not such a great option if that's the case.
| Zwordsman |
I didn't really know where else to put this.. but this seemed relevant.
Injection gloves. Theyare 1 handed weapons right? and using examples in the book, if you have a glove one you can still use it to hold other things..
So you could have two injection gloves on. both filled with Serums of Healing. while wielding normal weapon in one of the hands and keeping the other open (for your tools or whatever).
because you can choose to not deal damage to allies (such as yourself) that means you have two immediate use healing serums for yourself. (albiet one would require a swift action weapon shift to use).
and I think in a full attack you could use the last bad to hit attempt to heal yourself with the "open hand" injection glove no?
Just seemed like a neat trick that the biohacker can pull off for some self preservation.
I personally would probaly only keep one injection glove for my "off hand" so to speak.
I wonder if i missed arule somewhere or if this is a good biohacker trick.
| Zwordsman |
Another potential combo.
Potent Fusion.
Djezet special material. In theory the potent fusion's effect will be increased by Djezet's special property. So you can get a bit of a DC boost.
not strictly useful or needed for a Biohacker. But it is an interesting trick. Better still if you occasionally use drugs and such.
Well at high levels it would boost up things like Heart Stopper and Tranq Dart. but a bit of an investment for 1/day tricks. though still fun.
| kaid |
I hope with this book at very least they add in a another ranged injection weapon between 8 and 13. There is a big gap there for ranged users where you would go a number of levels basically either using a weapon that is growing more and more stale or having to shift to melee for a period of time if you wanted to just use injection weapons or use weapons that simply don't do damage.
| Brew Bird |
Another potential combo.
Potent Fusion.
Djezet special material. In theory the potent fusion's effect will be increased by Djezet's special property. So you can get a bit of a DC boost.not strictly useful or needed for a Biohacker. But it is an interesting trick. Better still if you occasionally use drugs and such.
Well at high levels it would boost up things like Heart Stopper and Tranq Dart. but a bit of an investment for 1/day tricks. though still fun.
I'm not sure if the potent fusion interacts with djezet at all. Potent just increases DCs of effects delivered by the weapon. It's not a magical DC itself, so I don't think djezet enhances it.
| Zwordsman |
Yeah. I'm not super sure on it either. It relies on this specific line
"This increase also applies to magical effects created by weapons."
In theory. the magical effect of increasing the DC might work?
I honestly don't know. It is a really fun idea to me though.
but not useful for biohackers as they don't really do DCs. (outside of two or three few per day abilities)
Djezet is useful for biohackers in general because of the weapon level thing. but that is true of everyone. Though quite nice for biohackers and how the damage-cost scaling for injection weapons currently are.
Nightarch are just tons of fun to me though.