
Vexies |

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

Mimski |

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.)

Vonyar |

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?

David knott 242 |

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.

Vonyar |

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.

Vexies |

David knott 242 wrote: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: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.
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.

Vonyar |

Dear Proof readers / editors,
Please do simple maths.
EAGLE EYES
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.
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.

Vonyar |

An Auto-CPR Unit costs 850 cr
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.
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.
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.

Vonyar |

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.
This upgrade can be installed only in light armor.
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.

draica |
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

cachorro8urubu |

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

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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.

cachorro8urubu |

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.

Dark Midian |

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.

Ravingdork |

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

BigNorseWolf |
5 people marked this as a favorite. |

Do your meatshields run into combat without you?
Are you looking to mow down a room full of hostile ravening hoards but actually LIKE the people that run in first?
Well them your options are either to get a bigger gun so they couldn't complain about afterwards it OR...
BUY ABADAR CORPS NEW SMART FIRE WEAPONS
With Abadarcorps selective fire system all you do is point and click
*there's an image of a ysoki pointing a gun at a smiling vesk. Theres a test beep, a different Ysoki is pointing a gun at a leering vesk with a bandaid on his head*
THE RED BUTTON and our proprietary facial, gluteous, tail and tentacle recognition system will prevent the weapon from firing when your friend is in the way.
Prevent misunderstandings
A female vesk stands in front of a door and cocks a shotgun, the door is kicked in to reveal... a male vesk standing there with sugar fried mice and flowers. There's a click and they both laugh
Fire around your friends!
Vesk stand in a circle fighting. A ksatha with a blindfold fires off a pair of fully automatic fire in both directions. As the barrel cools the vesk open their eyes and look over a field of corpses and cheer.
Be slightly less scary to law enforcement officials with our marshal friendly presets...
"Excuse me" a ksatha police office addresses the knees of some alien monster standing mostly off camera " we don't allow automatic starship weapons within city limits.
"NOT SHOOT COPS...." a whirring, sparking, multibarreled gun with a radioactive symbol is lowered to the ground with a thud, showing off the abadar corp logo
"Oh well then go right ahead ma'm"
So for your next self defense option don't just get more Dakka, get SMARTER dakka. Your friends will thank you!

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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.

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1 person marked this as a favorite. |

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.

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xidoraven wrote: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.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.
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.

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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. :-(

The Penecontemporaneous One |

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)

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Gamerskum wrote:This was already clarified. It was a mistake.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?
Do you have a link?

Luna Protege |

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.