| Xenocrat |
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Adamantine ammunition have a shiny black appearance and blast through obstacles with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object’s Hardness is higher than 5 for standard-grade ammunition or 8 for high-grade ammunition.
That's awful!
Look at the similar page in PF2 GM Core - the breakpoints for adamantine weapons there are 10 for standard-grade and 13 for high-grade adamantine. PF2 Adamantine Shield's hardness ranges from 10-13 (bucklers have less), so the equivalent adamantine quality weapon can always reduce the hardness of the equivalent adamantine quality shield.
Most Starfinder shields, like PF2 steel shields with reinforcing runes, range in hardness from 5-12. So standard-grade adamantine ammo/weapons don't reduce hardness on SF shields of Tactical (level 5+) or better grade, and high-grade adamantine stops working on most Elite (level 14+) or better grade shields.
The multiple weapons that provide the Razing trait (+2x weapon dice when damaging objects including shields) may be a reason for deliberately nerfing adamantine, but it seems like it will largely obsolete adamantine and push you towards razing alone.
That said there will be some points where the combo together will crush a shield and maybe similar objects (who knows where doors and walls will stand - probably immune to hardness reduction, though). For example, an Elite Breaching Gun (level 12, 3 dice, so +6 razing damage) can load adamantine rounds against a Superior Carbon Shield (level 11, hardness 8) to still half the hardness before delivering the extra damage against the shield. But these seem like they'll be rare combos and fall away late game where you're just not supposed to use adamantine anymore.