Starfinder Armory

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Starfinder Armory
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Gear Up!

It's a dangerous universe out there, and often the difference between survival and being the next meal for an angry ksarik is having the right equipment. From guns to augmentations to high-tech and magical devices for every imaginable situation, Starfinder Armory is your guide to everything you need, whether you are a frontline fighter, stealthy spy, or scholarly spellcaster. Inside this book you'll find the following:

  • Scores of new weapons, filling out the options for weapons of every category, level, and type and rules to customize your weapons through weapon accessories, weapon fusions, and different weapon manufacturers.
  • New suits of armor, including light, heavy, and powered armor for nearly every level and numerous armor upgrades.
  • A wide range of new equipment-themed player options, including class features for every class!
  • Dozens of new pieces of technological, magic, and hybrid items, as well as numerous personal items, new augmentations from cybernetics to magitech and necrografts, and more!

ISBN-13: 978-1-64078-041-5



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Yup, it's an armory alright

5/5

Must-have.


4/5


Something for Everyone

3/5

In some respects, Armory is Starfinder's version of Pathfinder's Ultimate Equipment: a book filled to the brim with weapons, armors, adventuring gear, and magical items. However, unlike Ultimate Equipment, Armory isn't a compilation of equipment that has appeared in other books--it's mostly all new material and also includes some new class options. It's the sort of book that certain types of gamers will absolutely love (spending hours poring over the detailed entries for how to best outfit their PC) and others will find a relatively boring reference book to be pulled out occasionally. I should also note at the beginning that it's only 159 pages, continuing the Starfinder trend of comparatively short but expensive books compared to the first edition of Pathfinder.

The book starts with a two-page overview that's essentially a series of very general, sentence-long descriptions of each section of the book. It can be safely skipped without missing out on anything.

Formally, the entire book contains only two chapters: "Equipment" and "Class Options". But each of these chapters is broken down into several sections--the "Equipment" chapter, for example, has fifteen sections and is 137 pages long. A book like this isn't exactly a joy to read cover to cover--much of it is table after table of gear, with occasional two-page spreads of artwork and brief descriptions. I have to give credit to the writers of the equipment descriptions--I don't know how often people actually read the fluff (compared to just evaluating stats), but some of it is pretty interesting! As an aside, I find Starfinder's economy hilarious at times--you can buy something like seven armed helicopters for the price of one set of spiked knuckles that do 6d10 damage. Anyway, here are some very brief comments on each section.

CHAPTER 1: EQUIPMENT

* WEAPONS: The section introduces dozens of new weapon special properties, such as "free hands", "guided", and "subtle". There are also some new critical hit effects, including some really powerful ones like "suffocate." I'm glad the disintegrator line of weapons from Dead Suns made it in. The section also includes some basic "legacy" type weapons like greataxes, lances, and mauls. I've never taken the time to use them, but there are some new special manufacturer modifications that can be added in to any weapon. In sum, there's something like 50 pages just on new weapons, which gives you a sense of how much gear is crammed into the book.

* WEAPON ACCESSORIES: These are things like scopes, collapsing stocks, flash suppressors, etc. I don't like how bayonet brackets make every pistol-wielding character able to take AoOs, and I've also encountered problems in games due to bipods and scopes/sights serving as very cheap and easy ways to negate cover.

* WEAPON FUSIONS: There a lot of clever, useful ones here. I particularly like "advancing", "conserving" (a life-saver for one of my PCs), and "guarded".

* SPECIAL MATERIALS: These provide pretty minor changes--I probably wouldn't bother.

* ARMOR: I like the description and artwork in this section. There are a lot fewer types of new armor then new weapons, but there's also a lot fewer variables to work with. I've used the new "mining jack" on a dwarf PC and "regimental dress" on a Steward PC. As an aside, I've never really noticed before that around level 8 or so, the difference between light and heavy armors of the same price isn't very significant.

* POWERED ARMOR: This section has a special new rule that makes all powered armors upgradeable to any level (if you have the credits to pay for the alterations). It also introduces several new suits of powered armor, and there are some cool concepts here, though I've never tried any of them.

* ARMOR UPGRADES: There's over 70 new armor upgrades here, and although there are definitely some "meh" ones, there's bound to be some good ones too. I particularly like the auto-CPR unit, the auto-injector, and the computer interface ones.

* AUGMENTATIONS: Be the Bionic (Wo)Man! Some good choices here, including regenerative blood and synchronous heart. My favourite might be the optical laser just because I love the image (even though it doesn't really do much damage).

* TECHNOLOGICAL ITEMS: A ton of stuff here, and something for everyone. Dermal staplers, grenade scramblers (!), and a lot of useful drones. Tool kits are overpowered, giving really big bonuses to some skills for a very cheap price. It's also weird that every single thing you can buy here gives some sort of mechanical bonus, even goofy things like board games.

* MAGIC ITEMS: There's a good selection of some classic and some new ones here. Consumables are still way over-priced for what they do. A couple of items, like the containment tesseract and the trafodi paradox, would make for good plot devices.

* HYBRID ITEMS: These are techno-magical items. The captive star amulet is useful, and I like the creator capsule. Mischievous folks will have lots of fun with wonder grenades.

* PERSONAL ITEMS: If you want to buy an umbrella, some perfume, or a sleeping bag, this is the place. Aerosol spray is a really cheap way to find invisible foes!

* DRUGS: My drug-addicted solarian would like to note that drugs are still way-overpriced for what they do. It costs 23,500 credits for just one dose of an excitant to gain immunity to sleep effects for four hours! That's more than it costs to own outright a Level 8 Armored Transport vehicle.

* OTHER PURCHASES: This catch-all section actually has some really important information. There are rules for buying medical treatment and for hiring NPCs to serve crew roles on starships (great for small gaming groups). I like the little capsule descriptions of the different cuisines of the Core Rulebook races.

* VEHICLES: I've never really done anything with vehicles in Starfinder, but if you have 3,750,000 credits to buy a Level 20 Ultimatum Hover Carrier, this would be the place.

CHAPTER 2: CLASS OPTIONS

This section is 16 pages long and contains two pages dedicated to each of the Core classes. A two-page intro contains a new archetype, "Augmented", which is a Verces-themed option for characters who are heavily into artificial personal upgrades. It's passable.

* ENVOY: They receive some new improvisations and expertise talents, and overall there are some good additions to the game.

* MECHANIC: Some new tricks; "Tech Tinkerer" adds a lot of versatility to a character. Many of the options also help with starship combat. For drone fans, there are four new mods.

* MYSTIC: There's a new mystic connection, "Geneturge", which is all about DNA. Two new spells support the connection. Kinda fun, and I like the idea of having a self-help guru Mystic.

* OPERATIVE: I'm firmly of the opinion that operatives should be stripped of options rather than getting more. Anyway, this section contains several new exploits, with Trap Spotter extraordinarily useful (providing an automatic chance to detect traps just by getting close to one). There's a new operative specialization, "Gadgeteer", that's fine (and fun when combined with the "utility belt" exploit).

* SOLARIAN: Several new stellar revelations and a couple of new zenith revelations. Solarians who use stellar armor get a couple of nice choices. I love the quantum entrapment zenith revelation--send a foe out of reality for a few rounds!

* SOLDIER: Several new gear boosts accompany a new fighting style called "Shock & Awe". It's kinda silly, but fun to imagine.

* TECHNOMANCER: Four new magic hacks and three new spells. The "enchanted fusion" magic hack could be useful in helping to exploit particular enemy vulnerabilities.

And that's the end of the book. To be honest, if I wasn't a collector/subscriber, I probably wouldn't buy this book--all of the gear and class options will appear on Archives of Nethys anyway, and there's no major campaign setting details or other flavour that can be found only in the PDF or physical copy. Starfinder Society players, however, will no doubt find it handy to have so many additional options.


Worth the price

5/5

Got mine today and am very impressed. Read it through cover to cover and wow, does this ever fill in gaps that were glaring. Some new goodies that will be very welcome, especially for beefing up a Solarian. Will probably get the PDF too to have it handy.


Space Equipment Galore!

5/5

Simply a great and useful book with, of course, a LOT of equipment, but also good info' for backgrounds, creating deeper characters.
Really adds to the scope of the story.


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One bit of artwork in particular is both deeply troubling and hilarious: the Advanced Shell Knuckles on p. 47. Its an excellent illustration by all means, except... the scattergun shells are pointed at the wearer...


Tyler Livengood wrote:
One bit of artwork in particular is both deeply troubling and hilarious: the Advanced Shell Knuckles on p. 47. Its an excellent illustration by all means, except... the scattergun shells are pointed at the wearer...

A lot of the gun art, granted its sci-fi so I can be a bit more lenient, as well as gun mechanics reveal they were created by individuals with not a great working knowledge of firearms sadly :P


I got the book today and enjoy the diversity of the equipment, but noticed a small slip-up that's a bit disappointing this early in the system:
The new Electron crystal, shard in Armory costs more than the Tauon crystal, least from Pact Worlds and does less. (Tauon has the same stats plus a critical hit effect.)


I don't know if this is the correct forum thread, If it isn't please move it to the correct one. -Thanks

On p. 111 in table 1-26 Magic Items there is an entry:

Item: Clearsight trinket Level: 5 Price: 2,750 Bulk: L

The Clearsight trinket doesn't have a description entry anywhere in the Starfinder Armory.

What does it do?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Vonyar wrote:

I don't know if this is the correct forum thread, If it isn't please move it to the correct one. -Thanks

On p. 111 in table 1-26 Magic Items there is an entry:

Item: Clearsight trinket Level: 5 Price: 2,750 Bulk: L

The Clearsight trinket doesn't have a description entry anywhere in the Starfinder Armory.

What does it do?

Take another look at the left column of page 100.

Edit: You are right; there is no specific entry for the Clearsight Trinket, but the table entries foe Clearsight Goggles and the Clearsight Trinket are too similar for them to be separate items. But at some point we should ask which set of stats is correct.


David knott 242 wrote:
Vonyar wrote:

I don't know if this is the correct forum thread, If it isn't please move it to the correct one. -Thanks

On p. 111 in table 1-26 Magic Items there is an entry:

Item: Clearsight trinket Level: 5 Price: 2,750 Bulk: L

The Clearsight trinket doesn't have a description entry anywhere in the Starfinder Armory.

What does it do?

Take another look at the left column of page 100.

Edit: You are right; there is no specific entry for the Clearsight Trinket, but the table entries foe Clearsight Goggles and the Clearsight Trinket are too similar for them to be separate items. But at some point we should ask which set of stats is correct.

What is worse is that the Clearsight *GOGGLES* entry actually refers to them as a "trinket" But the Goggles are clearly tech while the Trinket is listed as a magic item which have limitations.


Vonyar wrote:
David knott 242 wrote:
Vonyar wrote:

I don't know if this is the correct forum thread, If it isn't please move it to the correct one. -Thanks

On p. 111 in table 1-26 Magic Items there is an entry:

Item: Clearsight trinket Level: 5 Price: 2,750 Bulk: L

The Clearsight trinket doesn't have a description entry anywhere in the Starfinder Armory.

What does it do?

Take another look at the left column of page 100.

Edit: You are right; there is no specific entry for the Clearsight Trinket, but the table entries foe Clearsight Goggles and the Clearsight Trinket are too similar for them to be separate items. But at some point we should ask which set of stats is correct.

What is worse is that the Clearsight *GOGGLES* entry actually refers to them as a "trinket" But the Goggles are clearly tech while the Trinket is listed as a magic item which have limitations.

Really love this game but I am beginning to get very frustrated and disappointed at all the typo's and errors in these books. The first few books I could understand but at this point it seems like they would be proof reading them better than this.


The Powered Armor upgrade rule is brillant :D

I haven't read ever single entry, but as a summary, it's a great book ^_^


Dear Proof readers / editors,
Please do simple maths.

EAGLE EYES

description:
SYSTEM: Eyes PRICE 4,000 LEVEL 6
You gain a +2 circumstance bonus to Perception checks to notice a creature using Stealth and to pierce disguises. You can use Perception to visually search areas up to 10 feet by 10 feet as a move action or up to 30 feet by 30 feet in 1 minute.

searching a 10 by 10 area using move actions is 2000 sqr ft searched in 1 minute which is more then twice the 900 sqr ft of a 30 by 30 area.

math:
10x10=100^2 ft / move action
30x30=900^2ft / minute
a standard action can be used as a move action (Action types: Core p244) therefore there are 20 move equivalent actions in 1 minute.


An Auto-CPR Unit costs 850 cr

AUTO-CPR UNIT:

AUTO-CPR UNIT LEVEL 2
This device monitors your blood pressure, heart rate, respiration, and temperature. When one or more of these vital signs falls below an acceptable level, the device administers aid, injecting you with stimulants and resuscitating you with a defibrillator as necessary. If you have 0 Hit Points and are dying, at the end of your next turn the auto-CPR unit attempts to stabilize you, attempting a Medicine check to administer first aid to stabilize you with a +5 total skill bonus. If you have a computer interface (see page 82), you can have the computer control activate the auto-CPR unit to attempt first aid when you have the bleed condition, and you add the tier of the computer in the interface to the auto-CPR unit’s total Medicine bonus.

There are a some major problems with this item.
1) because the medical check is at the END of your turn if it fails you can NOT spend Resolve to stabilize... i.e. you died. So you will only use the Auto-CPR unit when you are out of Resolve points.
2) A computer control module gives a base medical skill of 2.5 x tier. versus +1/tier.
3) The unit does not cover all of the conditions that a Medpatch can with 5 less bonus to the medicine roll.

Unless I've missed something...?
A medpatch (50 cr) with a tier 2 computer (250 cr), AI (25 cr) and a control module (5 cr) can be deployed by the computer on its' action with a medicine skill bonus of +15 and cover multiple conditions. And it doesn't use an armor slot. The computer interface upgrade would give an additional +2.

Medpatch:
Medpatch
A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. A medpatch allows you to attempt a Medicine check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat drugs or poison tasks.

Control Module:
Control
The control module allows the computer to operate a complex device, to which it must be in some way connected. (Simpler devices can be controlled as part of a computer’s basic functions.) Some countermeasures might make use of a computer’s control modules when activated. Gaining control of a computer allows the user to activate the devices in any way allowed by the control module. The price of a control module depends on the complexity of the object being controlled. The control module for a more complex device, such as a spy drone, starship, vehicle, or weapon turret, costs 10% of the device to be controlled.

When controlling a basic device that essentially has an on/off switch, the computer simply gains access to that switch and can activate or deactivate the connected device as instructed. When in charge of a device that can already operate autonomously (such as a robot or another computer), the controlling computer can give orders to that device. When operating a device that requires a skill check or attack roll (such as a computer hooked to a med-bed or weapon), the controlling computer can either allow a creature with authorized access to attempt a skill check or attack roll, or attempt the skill check or attack roll itself. When making its own check, the computer is assumed to have an attack bonus equal to its tier, proficiency with any weapon it controls, and a total skill bonus equal to 2-1/2 × its tier. Such controlled objects are normally mounted to a specific location (such as a controlled longarm placed in a turret with line of sight to the computer’s terminal), in which case the mount and related components are included in the control unit price.


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Mimski wrote:

I got the book today and enjoy the diversity of the equipment, but noticed a small slip-up that's a bit disappointing this early in the system:

The new Electron crystal, shard in Armory costs more than the Tauon crystal, least from Pact Worlds and does less. (Tauon has the same stats plus a critical hit effect.)

I have to agree, The Speed Suspension costs less, can be upgraded and works with all armor type which the Longstrider module can't be.

Longstrider Module armor upgrade:
Longstrider Module Level: 4 Cost: 2200

This actuator system mimics the action of leg muscles and tendons when you run, providing assistance and support at the ankles, knees, and hips. This grants you a +10-foot enhancement bonus to your land speed.

This upgrade can be installed only in light armor.


Speed Suspension Cybernetic augmentation:
Speed Suspension
SYSTEM: All legs
MODEL LEVEL PRICE
Minimal 4 1,900
Standard 8 8,800
Complete 12 32,900
You increase your land speed by replacing joints and tendons in your legs with high-performance cybernetics. A minimal speed suspension replaces only a few parts, increasing your land speed by 10 feet. A standard suspension is more invasive and increases your land speed by 20 feet. Replacing all your leg joints and tendons with a complete speed suspension increases your land speed by 30 feet. You can install a speed suspension into prosthetic legs. Extra speed from these augmentations is treated as an enhancement bonus.


A benefit of the long strider module is that it can be swapped out in 10 minutes. Or, have a cheap piece of light armor that you have multiple movement-enhancing augments on for scouting. Niche, but some benefits vs the speed suspension.


Now I have a question... There was no explicit mention one way or another that I saw, but is there any chance of the new drone mods being allowed for the Exocortex Mods class feature?


I have to say, I'm definitely more than a little disappointed that hand cannons are single shot only, although I understand it's to balance out the high damage small arm.


Looking at the power armor upgrade rules, a key thing to note is it says the cost to upgrade to the next level becomes the base price of the armor. so although it'd cost several million to upgrade all the way through, just buying say level 20 celerity rigging would be 1.1 million which is right in line with the starguard


Soooo... I was reading every entry for every weapon on both the Core rule book and the Armory, checking effects and stuff like that, when I came across the description for the foam granade (page 39) that states "This foam reduces the damage from the burning condition or from the corrode critical hit effect taken by creatures within the area by the listed amount each round(...) this ends the burning condition or corrode effect if it reduces the amount of damage to 0", and then it lists no amount. That's fine, or it would be if the listed ties for the foam granade on page 26 had any listed amount of damage reduction, but they have nothing except "Explode (extinguish, [number] ft.)". The only number in there is for the radius of the explosion, but nothing for how much it diminshes the damage. The entry for the "extinguish" effect isn't any better, since it comments on expending charges, among other things (it's clearly meant for the "Cryospike" weapon), although it does comment on what happens when you extinguishes flames in an area. So... any errata for this part of the book? Anyway, until someone officially comments on it, I will assume that the "extinguish" special property functions for the granade as well, in such a way that it ends the burn condition regardless of it's damage output. Is either that or coming up with an appropriate amount, and for that I would have to compare the burn effect on incendiary granades of similar level/radius/price to have an idea what a coherent progression would be like...

[On one hand we have three tiers of Foam Granades, levels 3 to 15, at an even six levels apart, each tier with an increasing raidus of +10ft (so the tier three, at level 15 and costing 26k has an aoe of 30ft.). On the other, we have six tiers of Incendiary Granades, levels 2 to 18, at roughly 2~4 levels apart, with the first tier (lvl 2) at 5ft. radius, 1d4 burning damage (I'll not consider the regular fire damage, since the Foam Granade will not interact with it), the second and third tiers (lvl 6 & 8) at 10ft. radius, 1d6 burning damage, and the remaining tiers (lvl 12, 16 & 18) at 15ft. radius, and advancing from 3d6->5d6->6d6 burning damage. Comparing these two granades, what do we have? A radius x2 larger for the Foam Granade, compared to a similar lvl Incendiary Granade and... that's it. Now we have to see what a fair progression should look like. The mk1 Foam Granade should handle the mk1 Incendiary, the mk2 Foam should handle at least the mk3 Incendiary, and the mk3 Foam should be able to handle the mk5 Incendiary, on an basis of damage output... So shall we give the same dice for the foam granade? 1d4 for the mk1, 1d6 for the mk2 and 5d6 for the mk3? Or maybe we should consider their lvl has how much the damage is mitigated? Surprisingly, that would accomplish roughly the same result as the previous method, with the mk2 extinguishing a little bit more damage (it would be 3 for mk1, 9 for mk2 and 15 for mk3)]

...and that would take too much of my time

Dark Archive

cachorro8urubu wrote:

Soooo... I was reading every entry for every weapon on both the Core rule book and the Armory, checking effects and stuff like that, when I came across the description for the foam granade (page 39) that states "This foam reduces the damage from the burning condition or from the corrode critical hit effect taken by creatures within the area by the listed amount each round(...) this ends the burning condition or corrode effect if it reduces the amount of damage to 0", and then it lists no amount. That's fine, or it would be if the listed ties for the foam granade on page 26 had any listed amount of damage reduction, but they have nothing except "Explode (extinguish, [number] ft.)". The only number in there is for the radius of the explosion, but nothing for how much it diminshes the damage. The entry for the "extinguish" effect isn't any better, since it comments on expending charges, among other things (it's clearly meant for the "Cryospike" weapon), although it does comment on what happens when you extinguishes flames in an area. So... any errata for this part of the book? Anyway, until someone officially comments on it, I will assume that the "extinguish" special property functions for the granade as well, in such a way that it ends the burn condition regardless of it's damage output. Is either that or coming up with an appropriate amount, and for that I would have to compare the burn effect on incendiary granades of similar level/radius/price to have an idea what a coherent progression would be like...

[On one hand we have three tiers of Foam Granades, levels 3 to 15, at an even six levels apart, each tier with an increasing raidus of +10ft (so the tier three, at level 15 and costing 26k has an aoe of 30ft.). On the other, we have six tiers of Incendiary Granades, levels 2 to 18, at roughly 2~4 levels apart, with the first tier (lvl 2) at 5ft. radius, 1d4 burning damage (I'll not consider the regular fire damage, since the Foam Granade will not interact with it), the second and third tiers (lvl 6 & 8)...

Thank you for all the work you put into this cachorro8urubu!

It looks like Gen Con 2018 had the same negative effects on the Starfinder Armory, as Gen Con 2017 had on the Starfinder Core Rulebook - very short editing time, as it "had" to be ready for Gen Con...

How does the price of the foam grenades compare to the incendiary grenades?
If roughly the same, the foam should automatically put out the fire, as it is a very niche application imo.


Marco Massoudi wrote:

Thank you for all the work you put into this cachorro8urubu!

It looks like Gen Con 2018 had the same negative effects on the Starfinder Armory, as Gen Con 2017 had on the Starfinder Core Rulebook - very short editing time, as it "had" to be ready for Gen Con...

How does the price of the foam grenades compare to the incendiary grenades?
If roughly the same, the foam should automatically put out the fire, as it is a very niche application imo.

Let's see... the prices for the Foam Granades are as follow: mk1 (lvl3) 410; mk2 (lvl9) 3,520; mk3 (lvl15) 26,100.

At the same time, the prices for the Incendiary Granades are: mk1 (lvl2) 375; mk2 (lvl6) 1,040; mk3 (lvl8) 2,800; mk4 (lvl12) 9,380; mk5 (lvl16) 44,00; mk6 (lvl18) 108,800.

Comparing the ones I've considered in the same tier, we have
Foam Granade...............Incendiary Granade
mk1/lvl3 410...............mk1/lvl2 373
mk2/lvl9 3,520.............mk3/lvl8 2,800
mk3/lvl15 26,100...........mk5/lvl16 44,00

The only major diference in pricing is on the third tier, but it is consistent with price gaps between lvls 15 and 16, and it is consistent with my assumptions of mk1 foam negating 3 damage (negating 75% of mk1 incendiaries), mk2 foam negating 9 damage (negating 100% of mk3 incendiaries and lower) and mk3 foam negating 15 damage (negating 100% of mk3 incendiaires or lower, 90% of mk4, less than 25% of mk5 and less than 10% of mk6).

After all this, I think I would use the rule of decreasing damage per lvl (mk1 3, mk2 9 & mk3 15) instead of negating damage on lower level granades, because the latter method wouldn't allow for any number of foam granades to extiguish a mk4 and above incendiary one, while the former would allow for x2 mk3 foams to garantee the extiguish of x1 mk4 or x1 mk5 incendiary, or for x3 mk3 foam to extinguish x1 mk6 (yeah, in this case you would be spending less credits on foam granades than was spent on the mk6 incendiary (and only in this case, since on the former, x2 mk3 foam against mk4 or mk5 incendiary, you spent more), but not by a long margin, and you would still be using 3 turns/actions to put out that fire that took only 1). Or you could use the dice values I've assign (mk1 foam 1d4, mk2 foan 1d6, mk3 foam 5d6), but I don't think it would fit quite as nicely.


The gunnery harness refers to a reduce strength score for being proficient with heavy weapons that it never gets around to.

Also, there are no interdimensional ysoki cheek pouches. Seriously? :)


Dark Midian wrote:
I have to say, I'm definitely more than a little disappointed that hand cannons are single shot only, although I understand it's to balance out the high damage small arm.

That's only true of the first one. The later level models have increasingly higher capacities.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm stupidly happy about all the talk of food.

Liberty's Edge

Any word on what is legal for Society play yet?


Brew Bird wrote:
Dark Midian wrote:
I have to say, I'm definitely more than a little disappointed that hand cannons are single shot only, although I understand it's to balance out the high damage small arm.
That's only true of the first one. The later level models have increasingly higher capacities.

I don't know how I missed that. Thank you, booze birb.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gleaming Terrier wrote:
Ravingdork wrote:

Wait, wait, wait. Hold up now.

It's going to cost me 3,213,062,882 credits to get a battle harness upgraded to level 20? WTF! Even 20th-level characters only have 3,775,000 credits to spend!

I think you mathed that wrong. By my count, it's a cumulative 4,643,353 to get it to level 20. Still not worth it, but it's not putting Absalom Station into deficit spending to outfit a 20-th level SWAT team.

I think the main beneficiaries will be power armors with something special to them. I'm looking at the flight frame, which at level 17 is roughly comparable in cost to the level 20 Starguard, but can still fly.

https://docs.google.com/spreadsheets/d/1-fIQMa-wRBPYsgBQ4iiAm1Cv146TIL0g1vf 6Yr6t8PY/edit?usp=sharing

Yeah, seems you're right. I mathed wrong.

Level 20 Battle Harness
Total Cost 4,524,839 Cr
EAC/KAC 27/30
Max Dex +5
Strength 24
U. Slots 4

Grand Lodge

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*ahem*

SKAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATES

HOVER SKAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATES

I CAN BUILD MY ICON ROLLER DERBY OPERATIVE.

SKAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATES


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Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Okay. Please tell me I am not going crazy. What happened to pages 90-91, and am I losing my mind, or are pages 82-83 repeated in place of them for everyone else? Because my print copy is definitely funky... Either that, or I encountered the mind of Cthulhu, and it has done irreparable damage.

PS: Sure enough, after looking once more, pages 66-67 are also replaced by 74-75. Something went very wrong with this printing.

Sovereign Court Creative Director, Starfinder

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xidoraven wrote:

Okay. Please tell me I am not going crazy. What happened to pages 90-91, and am I losing my mind, or are pages 82-83 repeated in place of them for everyone else? Because my print copy is definitely funky... Either that, or I encountered the mind of Cthulhu, and it has done irreparable damage.

PS: Sure enough, after looking once more, pages 66-67 are also replaced by 74-75. Something went very wrong with this printing.

I'm sorry to hear that - it sounds like your copy was misprinted, but this is not a widespread problem with the book's entire print run. If you bought it from paizo.com, please contact customer service. If you bought it from another retailer, you should contact them and try to exchange it for a new copy.

Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Robert G. McCreary wrote:
xidoraven wrote:

Okay. Please tell me I am not going crazy. What happened to pages 90-91, and am I losing my mind, or are pages 82-83 repeated in place of them for everyone else? Because my print copy is definitely funky... Either that, or I encountered the mind of Cthulhu, and it has done irreparable damage.

PS: Sure enough, after looking once more, pages 66-67 are also replaced by 74-75. Something went very wrong with this printing.

I'm sorry to hear that - it sounds like your copy was misprinted, but this is not a widespread problem with the book's entire print run. If you bought it from paizo.com, please contact customer service. If you bought it from another retailer, you should contact them and try to exchange it for a new copy.

Thanks, Rob. I sent an email to Paizo CS. I noticed the PDF is correct, and the Know Direction crew never mentioned it in their review, so I wondered if it was a unique outcome. It seems it is. At least mine is definitely not right - which means there may be others as well.

Dark Archive

Starfinder is a very cool new roleplaying system.
That being said, the august hardcover releases are rushed out to be released in time for Gencon.
Depending on what kind of book will be released in august 2019, i may skip that book, because the Armory has such a high error rate, that i find it hard to use. :-(


I've only just gotten to dig into Armory lately. There's a lot to unpack, here, but I'm liking what I'm seeing so far!

The most amusing thing for me, so far, is that the Plasma Fork is basically a weaponized Jacob's ladder.

Another way to weaponize a Jacob's ladder at the end of this video
Funny bits from ~5:48 to 6:48.
(warning if you watch past that - someone does get hurt near the end)

Sczarni

Micheal Smith wrote:
Gamerskum wrote:
James Krolak wrote:
Why does this book reference "sneak attack" when there is no such ability in Starfinder?
Or maybe they just mean a sneak attack as in a sneaky stealthy sniper shot and not a "Sneak Attack" as in a game mechanic?
This was already clarified. It was a mistake.

Do you have a link?


There's one thing from the book that's too small a point for its own thread so I'll mention it here instead... If a Small sized player enters a medium sized powered armor, does it work the same way as a medium player in a large power armour? Or do we just assume it works like the StarCraft power armor controls you see in the StarCraft 2 announcement trailer?

… If the latter, I can see it causing in-universe issues of disproportionate forearms and spindly shins on the armors; seeing as the elbows would still have to match up with the wearer's elbows.

If the former... I can see that creating a bit of a "Large Chested" looking armour just to be big enough for a small character to fit inside while still being able to fit controls in there.

Scarab Sages

Just wanted to complement the writer(s) of Animistic Tools, Computer Idol, and Software Imp for coming up with some really great, story rich items. Well done!

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