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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Other Resources: This product is also available on the following platforms:

Hero Lab Online
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SoundSet on Syrinscape
Archives of Nethys

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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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Yeah, if it wasn't clear. More food's, please!


Is it possible for the shipping/pdf unlocking to happen on a Saturday? It's not past 6pm on Friday EST and I doubt it's going to happen for me tonight.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Big Lemon wrote:
Is it possible for the shipping/pdf unlocking to happen on a Saturday? It's not past 6pm on Friday EST and I doubt it's going to happen for me tonight.

I don't believe so. On the other hand, I did once get a shipment notice at 9:30 ET/6:30 PT, so there's a few more hours dangling before us yet.

(At this point, I'm just eyeing the approach of that street date and hoping, dubiously, that the PDF will unlock then even if the book hasn't shipped...)


John Mangrum wrote:
Big Lemon wrote:
Is it possible for the shipping/pdf unlocking to happen on a Saturday? It's not past 6pm on Friday EST and I doubt it's going to happen for me tonight.

I don't believe so. On the other hand, I did once get a shipment notice at 9:30 ET/6:30 PT, so there's a few more hours dangling before us yet.

(At this point, I'm just eyeing the approach of that street date and hoping, dubiously, that the PDF will unlock then even if the book hasn't shipped...)

Even then it won’t unlock, It will ONLY be available when your pay for it. Which is when your copy ships.

So it looks like it never fails. 1.5+ weeks before mine ships.


1 person marked this as a favorite.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I have had no shipping notice yet either. But it is only 4PM on the west coast right now so there still is more time.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
zergtitan wrote:
I have had no shipping notice yet either. But it is only 4PM on the west coast right now so there still is more time.

For me it's pretty reliably "order notice on Thursday, shipping notice next Tuesday" give or take a bit. This month's an exception (and, coincidentally but unfortunately, the first time in years I've actually been eagerly awaiting that shipping confirmation).


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If I may be permitted to call dibs on one thing

Spoiler:
Eye lasers!


What do they do. It would be nice to actually read the pdf sometime.


Micheal Smith wrote:
John Mangrum wrote:
Big Lemon wrote:
Is it possible for the shipping/pdf unlocking to happen on a Saturday? It's not past 6pm on Friday EST and I doubt it's going to happen for me tonight.

I don't believe so. On the other hand, I did once get a shipment notice at 9:30 ET/6:30 PT, so there's a few more hours dangling before us yet.

(At this point, I'm just eyeing the approach of that street date and hoping, dubiously, that the PDF will unlock then even if the book hasn't shipped...)

Even then it won’t unlock, It will ONLY be available when your pay for it. Which is when your copy ships.

So it looks like it never fails. 1.5+ weeks before mine ships.

Granted, this is only the second item I've gotten through a subscription at this address, but the last one took only 8 days. This one has now exceeded 15.


Micheal Smith wrote:
What do they do. It would be nice to actually read the pdf sometime.

I imagine something painful.


Maybe something painfully fun.


1 person marked this as a favorite.

I've always had the worst luck with subscription shipping. Warehouse isn't closed yet, but it looks like I might not have the PDF more than a day or two before the street date.


Brew Bird wrote:
I've always had the worst luck with subscription shipping. Warehouse isn't closed yet, but it looks like I might not have the PDF more than a day or two before the street date.

I'm in the same boat my friend. Customer service told me they were hoping to finish up today but things happen. Might be delayed or they got a s$!% ton more orders than they were expecting. They also have to contend with figuring out who is picking them up at Gencon vs who is needing them shipped. I maintain sympathy.


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Honestly I am not worried about the physical copy shipping. I just want the PDF. I just want them to charge me ASAP and then give me the PDF. They can ship my book on the 2nd for all I care. I hate having to sit and here everyone else talk about what is in the book and I just sit here like what is this or this.


pithica42 wrote:

** spoiler omitted **

Spoiler:
Sounds like a major damage boost to 4-armed races?

When mine was shipped, it was several hours before Paizo normally opens. I've gotten other orders several hours after Paizo normally closes. I don't know if it's that the warehouse is still packing boxes or it automatically charges with the post office scans it or what. But based on past experiences, there is still time today.

Contributor

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cachorro8urubu wrote:
Alexander Augunas wrote:
pithica42 wrote:
Alexander Augunas wrote:
pithica42 wrote:
Owen K. C. Stephens wrote:
Aunders wrote:
Any cool lore things that you're seeing?
I personally like the list of Manufacturers, beginning on page 55.

I agree, also...

** spoiler omitted **

Hey! I wrote that section! (The second one you quoted.)
It's kung fu that you do, too. My only complaint is that I wanted it to be longer. I was hoping for 2-3 pages of that. :)
Maybe if enough people ask, Keeley and Robert will let me do an expanded article about food and dietary requirements as backmatter in an AP or something. If you want more food lore, be sure to let the team know!
Wait whaaaat? We CAN get more food related content?! Show me were to sign! Let's take to streets!

I mean, I have no influence whatsoever on the schedule, but I know a bunch of the developers pretty well. If an idea is popular with the fans, they'll expand on it.

Evidence: Skitter Shot exists. ;)


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?

Grand Lodge

2 people marked this as a favorite.
Alexander Augunas wrote:
pithica42 wrote:
Alexander Augunas wrote:
pithica42 wrote:
Owen K. C. Stephens wrote:
Aunders wrote:
Any cool lore things that you're seeing?
I personally like the list of Manufacturers, beginning on page 55.

I agree, also...

** spoiler omitted **

Hey! I wrote that section! (The second one you quoted.)
It's kung fu that you do, too. My only complaint is that I wanted it to be longer. I was hoping for 2-3 pages of that. :)
Maybe if enough people ask, Keeley and Robert will let me do an expanded article about food and dietary requirements as backmatter in an AP or something. If you want more food lore, be sure to let the team know!

I want more food lore... Not only that, I would love to assist with the writing a restaurant guide for the Pact Worlds and beyond. I wonder if this is something I should consider submitting to Wayfinder?


Is it possible to get some examples of the magitech augmentations that are going to be available for us? Also, do they count as part your 2 worn magic items limit?


Are there any rules for Building and Modifying Constructs/Robots?


If we pre-order the book or subscribe this late, is there a chance to get the PDF before the 2nd, we got a game coming up before that and it'd be nice to put some of the new content to use.


2 2-part questions:

1) What's the lowest 2 item levels for handcannons as printed in the book? What are their prices?

2) Are their enhancements to weapons that add to item level for weapons so you can upgrade the whole assembly with a fusion? If so, what's the cheapest you can get one for a small arm?


Corvo Spiritwind wrote:
If we pre-order the book or subscribe this late, is there a chance to get the PDF before the 2nd, we got a game coming up before that and it'd be nice to put some of the new content to use.

Long-time subscribers might not be getting it before the 2nd this time. I wouldn't hold my breath.


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.


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I can see using the food descriptions to flesh out some NPC personalities. I have an NPC Lashunta mad scientist on Akiton (she is no longer welcome on Castrovel, for reasons never to be explained to the players) who I have now decided can be seen absentmindedly eating Ysoki fast food while monitoring her latest experiment.

Sovereign Court

I think one of the debs had been playing Hitman recently with the number of garrotte wires and sniper rifles that can be broken up and hidden in a briefcase.


Ollie Springheel wrote:
Is it possible to get some examples of the magitech augmentations that are going to be available for us? Also, do they count as part your 2 worn magic items limit?

It says they work like other augmentations (using the same slot system), so I don't believe they count against your 2 item limit. Nothing explicit in the text disagrees with that, that I can find.

Spoiler:
My favorite magitech augment is the skin slot 'Charged Skin' level 5. You're skin generates 10 battery charges that refresh every day. You can use them to charge tech gear as normal if you touch it. It's not super powerful or anything, I just think it's cool.
My second favorite is the foot slot 'Force Souls' which comes in both level 4 and level 8 models. These let you intentionally step into thin air and walk as if on solid ground (even in zero-g). Unfortunately only the mk2 ones let you end your movement in mid-air, but still, much better than dealing with zero-g rules.
There's a grand total of 41 magitech augements if you include the different Mark 1/2/3 as separate items. Every item level has at least 1, some have 2 or 3.


Charabdos, The Tidal King wrote:
Are there any rules for Building and Modifying Constructs/Robots?

The drones in the book work like gear (with item levels and prices and what-not), so I assume they can be crafted using the normal craft rules from the CRB page 235. There isn't anything about crafting constructs/robots from like out of the AA books, though.


Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yeah, I feel like I probably shot myself in the foot by ordering things in my sidecart. Last time I didn't and it shipped super fast, this time I did and it is going to be the street date by the time the content unlocks on my downloads. My faith was not strong enough.


pithica42 wrote:
Ollie Springheel wrote:
Is it possible to get some examples of the magitech augmentations that are going to be available for us? Also, do they count as part your 2 worn magic items limit?

It says they work like other augmentations (using the same slot system), so I don't believe they count against your 2 item limit. Nothing explicit in the text disagrees with that, that I can find.

** spoiler omitted **

Oh man this makes me so excited. One of the main reasons I play exocortex mechanic is so I can have backup generators installed as armor mods on my person, so I pretty much always have charged batteries. Added with this I'll be set!


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Got It!


pithica42 wrote:
Charabdos, The Tidal King wrote:
Are there any rules for Building and Modifying Constructs/Robots?
The drones in the book work like gear (with item levels and prices and what-not), so I assume they can be crafted using the normal craft rules from the CRB page 235. There isn't anything about crafting constructs/robots from like out of the AA books, though.

Damn, alright.

Do any of the new armor types have anything that makes them worth it compared to CRB armors?


Yes. But I've yet to see anything that wasn't a tradeoff.

Spoiler:
For example, I just got a regimental dress I armor for a level 3 character. It's level 3, light armor.
Regimental dress I 3 1,450 +2 +3 +5 — — 1 L

It compares, to me, pretty favorably to Graphite Carbon Skin, also level 3 and light:
Carbon skin, graphite 3 1220 +3 +4 +4 -1 — 1 1

As you can see, it's more expensive and the base AC isn't as high, but the max dex is higher, it has light bulk, and it doesn't have ACP. Most of the Armors I'd take over the ones in the CRB are either like that or they're ones that have RP connotations.


Now that I've had a bit of a sneak peek myself:

Some teasers:
  • Vesk operatives will be happy that they never have to buy an operative melee weapon again, while still keeping pace with any dagger they would have bought before.
  • "Battle Ribbon" (the slashing damage version is incredibly good for melee operatives, which got a number of goodies in the book)
  • "Vibrogarrote" (one of many huge flavor wins)
  • "Singing Disk" (A sonic damage thrown weapon!)
  • Not to try to make too much hype, but think of what a 1st level version of the linked spell might look like... Technomancers are going to have an easy time with humanoids going forward ;>

  • Spoiler:
    HOLY HAND GRENADES


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    Thoughts on the Geneturge Connection:

    I was really excited about the new mystic connection, since I've been wanting to build a biotech-focused character for a while. Overall the connection looks interesting, definitely some cool things that can be done with Instant Evolution, but the 18th level power is incredibly lackluster. Disease resistance, at 18th level when most magic and medicine has rendered disease harmless? Why? It's even worse when compared to some of the things other Mystics get, like Interplanetary Teleport, the ability to create a permanent thrall, or immunity to death effects.


    Cellion wrote:

    Now that I've had a bit of a sneak peek myself:

    ** spoiler omitted **

    Can you clarify the Vesk bit?

    On a first glance, it seem like nothing really competes with the 1st level weapons from Core. Am I just missing something?


    LankyOgre wrote:
    Cellion wrote:

    Now that I've had a bit of a sneak peek myself:

    ** spoiler omitted **

    Can you clarify the Vesk bit?

    On a first glance, it seem like nothing really competes with the 1st level weapons from Core. Am I just missing something?

    The vesk bit was referring to the new operative trick pistol whip I'd guess.


    Aklerion wrote:
    LankyOgre wrote:
    Cellion wrote:

    Now that I've had a bit of a sneak peek myself:

    ** spoiler omitted **

    Can you clarify the Vesk bit?

    On a first glance, it seem like nothing really competes with the 1st level weapons from Core. Am I just missing something?

    The vesk bit was referring to the new operative trick pistol whip I'd guess.

    Yep, that's pistol whip. Not going to make a difference at 1st and 2nd level, but from 3rd level onwards, it ends up being equal or better damage than any of the CRB melee operative weapons.

    Dataphiles

    So the levels for power armors on the table and in the descriptions vary wildly, which should be assumed to be correct? The Asorbptive Shell and Brawler Frame specifically are both level 6 in descriptions but level 5 and 9 on the table.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

    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!

    It would appear that the costs for upgrading powered armor are multiplicative and have to be done in sequence so even minor upgrades to its base stats quickly skyrockets the price out of reach.

    Why write up an exciting new feature in such a way that characters are not likely able to really take advantage of it?


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

    A lot of cool things in this book.

    The armor upgrades in particular look very nice; I suspect people will start caring about the number of upgrade slots their armor has.

    And some of the new class options are pretty nice. I especially like the new options for the Mechanic, like the Mechanic's Trick: Tech Tinkerer which looks like a really handy and versatile ability, and the new Mechanic abilities which have both "normal" and starship combat applications. A great idea that I'd love to see more of. Kudos to whoever wrote that section!

    One thing I am wondering about is whether there's a typo or mistake somewhere in the Shock Fist (biotech augmentation) and Optical Laser (cybernetic augmentations) entries. To focus on the former, it reads like you can use them once per short rest. So if you compare a level 20 Shock Fist to a level 20 weapon, we find that the Shock Fist is more expensive than pretty much any level 20 weapon (over a million credits), and does less damage than most level 20 weapons. And Shock Fist can only be used once in an encounter, and takes up an augmentation slot.

    (You might think a perk of the Shock Fist and Optical Laser is that they can't be taken away from you and are hard to detect. But the Weaponized Prothesis (cybernetic augmentation) allows you to incorporate certain weapons, and those weapons look much more attractive...)

    Am I missing something?...

    But, to end on a positive note: most of this book is pretty nice. Not a lot of mind-blowing options, but a lot of "interesting, maybe..." options, which speaks to a careful eye to balance.


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    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!

    Thats their wealth by level not their income by level. If you're leveling up organically you should have signifigantly more pumped into your armor.


    Rei "V Flower" Paige wrote:
    So the levels for power armors on the table and in the descriptions vary wildly, which should be assumed to be correct? The Asorbptive Shell and Brawler Frame specifically are both level 6 in descriptions but level 5 and 9 on the table.

    Based on the stats and prices, I'm pretty sure the table is correct. A frustrating editing oversight, though.


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    Finally got mine! Loving what I see so far. Couple of critiques though. Wishing there were far more projectile ammo types and surprised to see no new Battle gloves to fill out the holes for Armorstorm Soldiers.

    Lastly.. no shields ah well the universe must of forgotten the usefulness of them in the Gap


    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


    A little confused about Explosive Ammunition. The description of the item is clear enough, but it seems to be contradicted by the description of its "Fiery" property. Fiery says it doesn't change the damage type of the weapon, only causes it to be treated as such for specific purposes. The actual Explosive Ammunition description says that explosive ammo does change the damage type. I assume specific trumps general here (and the Fiery property does call out what happens when used with weapons that already deal fire damage), but the fact that the Fiery property is only on items that do the thing the first sentence of the property's description says they don't probably warrants clarification.


    Is there anything for mechanic class? new drone chassis, etc.?
    how many pages?
    Art is good?


    Vanzer wrote:
    Is there anything for mechanic class? new drone chassis, etc.?

    There no new chasis but there's some drone love, they can pick up a cybernetic augment (and there's dozens of new ones here), learn the barricade feat, spit out grease or get a skill reroll.

    Quote:
    how many pages?

    164. But there is a LOT of crunch in those pages.

    Quote:
    Art is good?

    Some of it looks oddly blurry and not as defined and the faces look a little flat but most of it is on part with the core rulebook (love the rat gadgateer operative)

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