| Claxon |
I suppose you could. The photoenergetic node activates as a move action (and last some rounds) and the plasma scabbard is activated as a swift that lasts for one attack.
So, assuming you are standing next to the enemy you could activate the sheathe as a swift, attack as a standard, and move action to activate the node.
Do remember that swift actions remove your ability to take full actions, such as making a full attack.
| Scottybobotti |
I have a Barathu mechanic that rides a drone. The drone moves them into melee and he uses his actions to do just as you described with his greataxe.
The fire from the node lasts more than one round so in the second round he could use his Barathu racial ability as a swift action to double his strength bonus to damage, spend a resolve point to activate the plasma scabbard again, and also benefit from the fire damage from the node.
On top of all of that if they don't have to move to attack their opponent his drone gets an attack too.
The more I think about it I feel like this might be something that needs to be ruled on since all those bonuses at one time seem to be a little over powered.
| Scottybobotti |
I usually use these augmentations in the first round since I always have to move to get near the enemy. The drone takes care of that, but usually it can't get all the way into melee range. However, it can get to within throwing range. I have a throwing fusion and a returning fusion on the greataxe so I'll boost its damage with the node, early stage adaptation, or eventually the scabbard and then toss it.
The fire from the node lasts more than one round so when I full attack in the second round I also have that bonus.