Nameless Assassin

Kameron Tsui's page

No posts. Organized Play character for Maverick.




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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Since Paizo’s powered armor rules are still to be determined it seems, I took a stab at producing some of my own for Starfinder 2. This will probably get some playtesting in my group over the course of the playtest campaign I’m running, but I figured I would share in case other people are interested. These powered exoskeletons take advantage of the streamlined equipment system that Paizo introduced in Starfinder 2e, and are designed to require the use of existing armor to operate (in keeping with Starfinder 1’s ability to wear light armor along with your powered armor). My version allows the use of any upgrades built into the armor in addition to those built into the exoskeleton (assuming your armor’s level is high enough to offer multiple upgrade slots), hence the use of an upgrade slot itself, to reflect the engineering that went into designing it so that it is modular enough to allow the use of various upgrades. Other capabilities can be added by offering new upgrades, or whole new frames that are more specialized than these general-use models.

My initial thought was that the “powered armor slots” could use any armor upgrade, but I didn’t want them to negate the need for upgrading your armor through the improvement tiers (tactical, advanced, etc). I thought this might be a solid compromise. Additionally, while recon exoskeletons can be mounted to any armor with an available upgrade slot, battle and assault exoskeletons require medium or better and heavy, respectively. These exoskeletons (or exoframes, another cool name that comes from a ‘90s toy and cartoon series I enjoyed) are the “baseline”, uncommon models. Rarer models, or even just other uncommon ones, could introduce all kinds of cool abilities, just like the different versions of powered armor that Paizo had in SF1e – flight, underwater operations, burrowing, magical teleportation, etc.

Prices are all open for testing, but I took a stab at what I thought might work for an initial baseline. Feel free to discuss, critique, or offer suggestions.

On the Bounce Feat 3
Uncommon, General, Skill
Prerequisites expert in Athletics
Whether you were an armored soldier or a blue-collar dock- or warehouse worker, you have trained in the operation of enhanced capability exoskeletons. You become proficient in the use of Powered Exoskeletons.

Powered Exoskeletons (level 3)
Powered Exoskeletons have long been used in logistics, but recently they have also been adapted to warfare. These exoskeletons mount to conventional armor in the same way as any other armor upgrade, providing improved capabilities to those trained to operate them. All exoskeletons require one upgrade slot in the armor to install, and they provide a number of powered armor slots that accept upgrades designed specifically for them. They also provide a boost to the wearer’s Strength score.

Recon Exoskeleton Item 3 Capable of mounting to any armor with an available upgrade slot, recon exoskeletons are the most widely fielded. Providing 2 upgrade slots and an item bonus to Strength of +1, they mass L bulk and cost 200 credits.

Battle Exoskeleton Item 3 The middle ground of enhanced capability exoskeletons, the Battle-series are designed to integrate with medium armor, but can also be mounted on heavy armor should the user so desire. Providing 3 upgrade slots and an item bonus to Strength of +2, they mass 1 bulk and cost 300 credits.

Assault Exoskeleton Item 3 The ultimate expression of exoskeleton capability, the assault exoskeleton can only be mounted to heavy armor due to the strain it places upon the armored suit. Providing 4 upgrade slots and an item bonus to strength of +3, they mass 2 bulk and cost 400 credits to purchase.

Powered Exoskeleton Upgrades (all require 1 PA Upgrade Slot)
Improved Mobility Module Upgrade 3 This upgrade allows the exoskeleton to convert into a single-person enercycle. Cost is 50 credits plus the cost of the enercyle (which I assume will change from the 700 credits of Starfinder 1e with the change in economic scale).

Integrated Weapon Module Upgrade 3 This upgrade allows the integration of a ranged or melee weapon into the exoskeleton itself, freeing up the user’s hand for wielding other items or weapons. Cost is 50 credits. A dual-weapon module is available for twice the cost but still requires only one slot, although the mounted weapons must be identical. Multiple integrated weapon modules can be mounted on an exoskeleton with sufficient available slots, each supporting a different weapon. Integrated weapons are usable in cycle mode if the Improved Mobility Module is also installed.

Enhanced Protection Upgrade 5+ The first exoskeleton upgrade that comes in the multiple flavors of Paizo’s new design paradigm, this upgrade allows the improvement of the user’s AC, though at an increasing cost.

  • EP, Commercial Upgrade 5 The commercial version of enhanced protection masses L bulk, costs 800 credits, and improves the armor’s item bonus to AC by 1. Note that it does NOT provide resilient 1 as a Tactical upgrade would.
  • EP, Tactical Upgrade 10 The second level of improved protection masses 1 bulk, improves the armor’s item bonus to AC by 2, but also increases the armor’s penalty to movement speed by -5 feet. So if you mount it in a recon exoskeleton on a suit of light armor that did not have a penalty to speed, you have improved your AC by 2 but slowed yourself down by 5 feet per movement. The tactical upgrade costs 6,000 credits.
  • EP, Advanced Upgrade 15 The final level of improved protection masses 2 bulk and improves the armor’s item bonus to AC by 3, but also increases the speed penalty imposed by -10 feet. The advanced upgrade costs 150,000 credits.