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!
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.
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.
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.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
zergtitan wrote:
Subscriptions were supposed to start being sent out on Wednesday.... it is currently Friday and I haven't heard of anyone receiving a shipping email for this yet. I am now greatly concerned about this and am beginning to freak out.
As you can see, there are people who did get their shipping mail already, such as me.
Subscriptions were supposed to start being sent out on Wednesday.... it is currently Friday and I haven't heard of anyone receiving a shipping email for this yet. I am now greatly concerned about this and am beginning to freak out.
No need to worry, it seems a few people (unfortunately not including myself) have received their shipping notices and got their pdfs, now it's just a waiting game!
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Zaister wrote:
zergtitan wrote:
Subscriptions were supposed to start being sent out on Wednesday.... it is currently Friday and I haven't heard of anyone receiving a shipping email for this yet. I am now greatly concerned about this and am beginning to freak out.
As you can see, there are people who did get their shipping mail already, such as me.
Sorry, I'm just glad to see them start going out. i was getting very worried for a little bit.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
The book looks really good to me.
The only thing which is a bit iffy that the book, on the table of contents, prominently restates that you "[...] can find the complete rules of these books available online for free at paizo.com/sfrd." – which hasn't been true for more than a year now. That is a bit sad.
I wouldn't mind some information on augmentations. Are there any new augmentations that can be used offensively or that let you integrate weapons into your body?
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Brew Bird wrote:
I wouldn't mind some information on augmentations. Are there any new augmentations that can be used offensively or that let you integrate weapons into your body?
There are lots of augmentations, 2 pages biotech, 2 pages cybernetics, 4 pages magitech, and 4 pages necrografts. There are some offensive options, such as the shock fist, or the optical laser that you can get built into your eye. There is also the weaponized prosthesis that is basically a cybernetic arm that can be fitted with a weapon. The necrografts also have some unsavory stuff such as the bone blade, or the enervating hand.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Why the <expletive deleted> do I get to the top half of the page before the last page in this thread when I click on "3 new" or whatever in the forum listing. I already read all that crap, dammit! :-(
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Bedside Manner
Spoiler:
allows the envoy to add his Charisma modifier to hit points recovered when using the Medicine skill to treat deadly wounds as well a increase the bonus when treating disease or poison to +6.
Twinned Threat
Spoiler:
allows a soldier who wields at least two one-handed melee weapons to deal extra damage on attacks after the first hit in a round.
What I expected from the former, not what I was hoping for the latter. I would like for some class to get *some* option that makes double pistols a worthwhile choice, rather than just a flavor choice.
Thanks man. I would love to know what all of the options do, but those sounded like fun. Just looking for things for my Blitz Nuar. He is going to be a charging power hitter. Anything fit those lines?
The new fighting style for the soldier is Shock and Awe and employs auditory and visual stimuli to overpower the opponent's senses.
The Fast Aim exploit helps with sniper weapons. No long-range trick attack as far as I can see.
Debilitating shot, at long range, that's what I meant. (Sorry, it's been a while since I looked at the class.) But I'm guessing Fast Aim is to aim as a swift, and full actions require your swift as well now.
The new fighting style for the soldier is Shock and Awe and employs auditory and visual stimuli to overpower the opponent's senses.
The Fast Aim exploit helps with sniper weapons. No long-range trick attack as far as I can see.
Debilitating shot, at long range, that's what I meant. (Sorry, it's been a while since I looked at the class.) But I'm guessing Fast Aim is to aim as a swift, and full actions require your swift as well now.
Paizo has already stated that you can aim a sniper rifle instead of moving as part of the full action to Trick attack. I'd assume fast aim lets you aim as a swift or free action.
The new fighting style for the soldier is Shock and Awe and employs auditory and visual stimuli to overpower the opponent's senses.
The Fast Aim exploit helps with sniper weapons. No long-range trick attack as far as I can see.
Debilitating shot, at long range, that's what I meant. (Sorry, it's been a while since I looked at the class.) But I'm guessing Fast Aim is to aim as a swift, and full actions require your swift as well now.
Paizo has already stated that you can aim a sniper rifle instead of moving as part of the full action to Trick attack. I'd assume fast aim lets you aim as a swift or free action.
Oh! I missed that. If you happen to know where the link is for that, or where I should look for it, that'd be awesome! Thank you very much for letting me know. I found it in the FAQs from February!
The new fighting style for the soldier is Shock and Awe and employs auditory and visual stimuli to overpower the opponent's senses.
The Fast Aim exploit helps with sniper weapons. No long-range trick attack as far as I can see.
Debilitating shot, at long range, that's what I meant. (Sorry, it's been a while since I looked at the class.) But I'm guessing Fast Aim is to aim as a swift, and full actions require your swift as well now.
Paizo has already stated that you can aim a sniper rifle instead of moving as part of the full action to Trick attack. I'd assume fast aim lets you aim as a swift or free action.
This is strange, since you cannot Trick Attack with a sniper rifle, unless there is an errata I have missed?
The new fighting style for the soldier is Shock and Awe and employs auditory and visual stimuli to overpower the opponent's senses.
The Fast Aim exploit helps with sniper weapons. No long-range trick attack as far as I can see.
Debilitating shot, at long range, that's what I meant. (Sorry, it's been a while since I looked at the class.) But I'm guessing Fast Aim is to aim as a swift, and full actions require your swift as well now.
Paizo has already stated that you can aim a sniper rifle instead of moving as part of the full action to Trick attack. I'd assume fast aim lets you aim as a swift or free action.
This is strange, since you cannot Trick Attack with a sniper rifle, unless there is an errata I have missed?
There's a FAQ to clarify this:
Quote:
[Operative] Debilitating sniper (page 96) allows trick attack to be used with a sniper weapon (though it does no extra damage), but sniper weapons are unwieldy and require taking a move action to aim them.
If you have debilitating sniper, or any other special ability that specifically allows you to use trick attack with a sniper weapon, using trick attack with a sniper rifle counts as taking a move action to aim the weapon to use the range increment listed in the sniper weapon special ability. You can do this even with unwieldy sniper weapons.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Charabdos, The Tidal King wrote:
Zaister wrote:
Not sure what you bey fallout weapons.
It's a video game series. Basically I meant if there's any pew pew plasma pistols and rifles as opposed to flamethrower style plasma guns.
Ah ok, I know the games, but I have never played one of them. There is a list of plasma small arms. As in Pathfinder, in Starfinder plasma is electricity and fire.
What does the electroplating spell do? is it just a niche utility spell that does exactly what it says, or is there something underneath? I ask because I still think "rewire flesh" should be referring to a healing spell.
It's a video game series. Basically I meant if there's any pew pew plasma pistols and rifles as opposed to flamethrower style plasma guns.
I think you're getting the flavor of the plasma weapons wrong. The "line" property is not meant to be an analog of a flamethrower (wich has the "blast" property, a cone attack in the first range increment). The "line" is a single shot that pierces through all targets it hits. It's a very much pew pew atack, but it can hit targets behind the first one (unfortunately, all "line" weapons are "unwielding", so you can fire only once per round). If you really dislike this proprerty (or want to fire more than once per round), the plasma caster longarms exchange the "line"property for the boost. But yeah, there are no such options for pistols in the core book, so maybe that's what you're looking for in this book.
Tldr; plasma guns are "line" weapons, flamethrowers are "blast" weapons. Flame rifles and flame pistol are "line" weapons with a very flamethrower feel (you could say they are focused flamethrowers), but I still get a strong "fallout" vibe fro "line" plasma guns, each shot so hot that it pierces the target. It's the same mechanic for both these last weapons, but with a different flavor to then imo
It's a video game series. Basically I meant if there's any pew pew plasma pistols and rifles as opposed to flamethrower style plasma guns.
Ah ok, I know the games, but I have never played one of them. There is a list of plasma small arms. As in Pathfinder, in Starfinder plasma is electricity and fire.
So are they single shot as opposed to AoE? And are there any plasma longarms like that that are single shot ad opposed to AoE?
cachorro8urubu wrote:
Tldr; plasma guns are "line" weapons, flamethrowers are "blast" weapons. Flame rifles and flame pistol are "line" weapons with a very flamethrower feel (you could say they are focused flamethrowers), but I still get a strong "fallout" vibe fro "line" plasma guns, each shot so hot that it pierces the target. It's the same mechanic for both these last weapons, but with a different flavor to then imo
1. I was referencing real flamethrowers, which shoot jets in a line.
2. The flavour text clearly says the plasma weapons shoot a literal line of plasma. It's not just a hot projectile that goes all the way through the target due to its heat, it's a thick lance of plasma that goes through the whole line as a continuous beam.
It's a video game series. Basically I meant if there's any pew pew plasma pistols and rifles as opposed to flamethrower style plasma guns.
Ah ok, I know the games, but I have never played one of them. There is a list of plasma small arms. As in Pathfinder, in Starfinder plasma is electricity and fire.
So are they single shot as opposed to AoE? And are there any plasma longarms like that that are single shot ad opposed to AoE?
cachorro8urubu wrote:
Tldr; plasma guns are "line" weapons, flamethrowers are "blast" weapons. Flame rifles and flame pistol are "line" weapons with a very flamethrower feel (you could say they are focused flamethrowers), but I still get a strong "fallout" vibe fro "line" plasma guns, each shot so hot that it pierces the target. It's the same mechanic for both these last weapons, but with a different flavor to then imo
1. I was referencing real flamethrowers, which shoot jets in a line.
2. The flavour text clearly says the plasma weapons shoot a literal line of plasma. It's not just a hot projectile that goes all the way through the target due to its heat, it's a thick lance of plasma that goes through the whole line as a continuous beam.
"Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast"
Just saying: Nothing in there about how thick it is, just that it is powerful enough to penetrate multiple objects.
"Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast"
Just saying: Nothing in there about how thick it is, just that it is powerful enough to penetrate multiple objects.
Sorry, I didn't mean the fluff on Plasma Weapons in general, I meant the fluff on Plasma Pistols and Plasma Rifles specifically, which fire lines of plasma, as opposed to something like the Plasma Caster, which fires bolts like the Plasma Guns in Fallout or the Blasters in Star Wars.
And it doesn't actually say anything about plasma being able to penetrate multiple objects under the fluff for Plasma Weapons in general.