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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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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Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Metaphysician wrote:

. . . how are either of those "mistakes and ambiguity"?

This is not the place to have this discussion, there's a lot of threads on the forums. But the question comes up a LOT. So I'm going to get into it briefly.

A lot of people say exactly what you just said. Which would not be an unreasonable response... in an faq. But if there is that much confusion, it should have a response in there. Yes even if the response is "Did I stutter?"

As it is there are a lot of reasons to suspect that rule wasn't thinking of the drone as a class feature. There are already a handful of exceptions to the rule that class features can not be used in space, and there's a lot of reasons the drone might be one of them - chief among them that the drone is classified as a Creature, and is almost a character unto itself with its own skills and levels and the ability to take independent action on command - even if not a full round action until you hit a higher level.

If a generic NPC that you bring aboard your ship can participate in ship combat (which they can - otherwise you wouldn't be able to crew larger ships or you know... fight other ships), it is not unreasonable to assume that a drone could also participate. You can also argue that the Drone is a partner character whom you gain access to through a class feature, but that for purposes of this rule the fact that it was spawned from that feature is irrelevant and it is just a creature like any other who might board a ship and take actions if able (obviously it could not take any action at all if the mechanic was disabled and could not issue commands).

In a rulebook where there are FAQ responses like "No, death and dying (a core part of the combat system of this game) doesn't work the way we said it does here. The rules in this other section which contradict that are correct." and "Many of the DCs for crew actions aboard a starship (a core mechanic of our game) are incorrect. Please use this table instead" it a takes a whole ton of stones to say "Listen the rules as written are very clear, and I don't see why your misgivings would warrant an FAQ, just trust that what it says is always correct".

The rule in question is intended to prevent a player from using various class features designed for ground combat in space. If a dog NPC that was trained in the Engineering skill but took a severe penalty to their rolls due to poor intelligence could take an action as part of the crew of a starship, then it seems pretty damn reasonable a robot could as well. When you think about what you actually gain, it may be significant at early levels but it rapidly becomes completely insignificant as you get into bigger and bigger ships. So it's not like it's some huge exploit. I think that gives enough reason to doubt.

If you don't agree that there's even a slight ambiguity there to justify an interest in an FAQ, I'm fine with you thinking I'm an idiot. Let's not argue here. Find one of the threads I posted in on the forums and we'll pick this up. This day is supposed to be about the Armory, and the glory of the prophecy that was foretold. Bask in the glow of the PDF, my friend.


2 people marked this as a favorite.
VoodooSpecter wrote:

A lot of people say exactly what you just said. Which would not be an unreasonable response... in an faq. But if there is that much confusion, it should have a response in there. Yes even if the response is "Did I stutter?"

I don't see how there is any confusion on this. I am sorry but I feel a lot of these questions people overcomplicate and really are common sense. I mean why would you be able to shoot a weapon that normally deal damage with a healing serum and not have it do damage. Seriously? I need not say more.

VoodooSpecter wrote:

As it is there are a lot of reasons to suspect that rule wasn't thinking of the drone as a class feature.

There are none because it is a class feature end of statement.

VoodooSpecter wrote:

There are already a handful of exceptions to the rule that class features can not be used in space, and there's a lot of reasons the drone might be one of them - chief among them that the drone is classified as a Creature, and is almost a character unto itself with its own skills and levels and the ability to take independent action on command - even if not a full round action until you hit a higher level.

If a generic NPC that you bring aboard your ship can participate in ship combat (which they can - otherwise you wouldn't be able to crew larger ships or you know... fight other ships), it is not unreasonable to assume that a drone could also participate. You can also argue that the Drone is a partner character whom you gain access to through a class feature, but that for purposes of this rule the fact that it was spawned from that feature is irrelevant and it is just a creature like any other who might board a ship and take actions if able (obviously it could not take any action at all if the mechanic was disabled and could not issue commands).

It is unreasonable to think otherwise because it apparently spells this out. A drone is a class feature that does not state it can be used in combat. I fail to see how this is an issue. Comparing a drone to an NPC is an absurd idea. One is gained by a class and one isn't. And the keyword is "almost" a creature. When it states, "if the class feature states it can't participate in starship combat" then it can't. This is pretty simple. People trying to twist the rules to accommodate their needs because that's what they to read. This is pretty cut and dry.

VoodooSpecter wrote:


In a rulebook where there are FAQ responses like "No, death and dying (a core part of the combat system of this game) doesn't work the way we said it does here. The rules in this other section which contradict that are correct." and "Many of the DCs for crew actions aboard a starship (a core mechanic of our game) are incorrect. Please use this table instead" it a takes a whole ton of stones to say "Listen the rules as written are very clear, and I don't see why your misgivings would warrant an FAQ, just trust that what it says is always correct".

The problem is questioning something that needs to be question vs something people want it to say. So far the 2 examples you gave do not need an FAQ. Don't bloat the FAQ with things that don't need to be, like the two items you stated, especially when they are pretty clear.

There isn't any ambiguity in either of these incidents. Again if the class feature doesn't say you can use it in starship combat then you can't. Please explain the ambiguity in this rule. Don't have the rulebook in front of me for the exact wording. Stop bringing in NPC's and dogs because those aren't relevant. Those aren't class features. Also in home campaigns what is to stop a GM to allow this? If thats how you want it then do that in a home campaign.

Grand Lodge Contributor

4 people marked this as a favorite.
Hmm wrote:
My favorite so far is the Gadgeteer Operative with a toolbelt exploit.

Thanks Hmm, those are some of the things I wrote for the book. :)


Bah.. at this rate Ill get my book after the 2nd. Guess I should of ticked that Pick up at GenCon option lol. Hope to see it ship before the con though so I can peruse the PDF.

I do find it weird that though there as been some discussion, not nearly as much for a book that is likely to change they way a lot of classes play and open up a LOT of options equipment wise. Granted Im kinda appreciative as I'll still have a lot to discover on my own but figured it would have been dissected pretty thoroughly on the forums by this point already.


The Imperator wrote:
What's the new Technomancer ability Summon Cache do? Is it to do with summoning or with storing spells?

Spoiler:
Basically what it says on the tin. If your spellcache is a physical item (like a computer or a hackers toolkit), you can teleport it to you as a standard action from anywhere on the same plane, as long as neither you nor it are in an area that cant be teleported into/out of.

1 person marked this as a favorite.
Dark Midian wrote:
Out of curiosity, how many hand cannons are there, and do they have any neat effects?

Spoiler:
There are 5 of them. They're basically just small arms that use shotgun shells as ammo (but no blast) and therefore do more damage than normal projectile weapons. They all have the Knockdown crit effect, and the unwieldy/analog properties. However, they also have a new property called 'Free Hands' which basically if you use it two-handed means it loses the unwieldy property (and can therefore trick attack/full attack with it).

The Masked Ferret wrote:
Any Bows?

Spoiler:
No new bows that I see. But there are new arrows. 'explosive', diamond edge, and molecular rift. The explosives don't actually explode, they have a new property (Fiery), that makes it so if they crit the extra damage is fire damage.

Maverick wrote:
Are there any ship options in the book? New frames, new bay options, etc?

No. And I'm not putting this in a spoiler tag because it's been known that it wouldn't have any of this for a while. The book also doesn't contain anything about computers.


1 person marked this as a favorite.
Mikko Kallio wrote:
Hmm wrote:
My favorite so far is the Gadgeteer Operative with a toolbelt exploit.
Thanks Hmm, those are some of the things I wrote for the book. :)

That ish is da bomb. It's kung fu that you do. :)

Wayfinders

The opacity and shifting around of the shipment schedule for this book (as a subscriber) has convinced me to not subscribe next time. I'll just sit tight and order the PDF on release day instead of hoping that I arbitrarily get chosen to have my book shipped first. I understand why they are unable to drop all the Subscriber PDFs at once, but it doesn't make it any better seeing others already with their PDFs while I just twiddle my thumbs, having committed to paying the same amount of money as them.

Wayfinders

Also @Pithica, that note about Free Hands allowing you to Trick/Full attack with handcannons blew my mind and made me much more excited than I originally was. Seeing the Unwieldy tag seemed to doom my operative to not being able to using the hand cannons.


pithica42 wrote:
Dark Midian wrote:
Out of curiosity, how many hand cannons are there, and do they have any neat effects?
** spoiler omitted **

How many new kinetic side arms are there overall? What are their niches/gimmicks?


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Thanks for the tidbits Pithica42! Hand Cannons are just as I hoped :). Also as to the shipment schedule, not much to be grumpy about really. IF you want a free PDF you sub if not and you have a local game store then support them. For me I use the PDFs in my online games so it makes financial sense for me even with paying shipping but everyone's mileage may vary. This month is always a hectic one for them with GenCon and especially so with making sure the play test stuff gets out the door. Some months you get it early some months not so much. This time Im at the back of the Que. I may lightheartedly complain but I understand. No process is perfect.


Charabdos, The Tidal King wrote:
pithica42 wrote:
Dark Midian wrote:
Out of curiosity, how many hand cannons are there, and do they have any neat effects?
** spoiler omitted **
How many new kinetic side arms are there overall? What are their niches/gimmicks?

Spoiler:
I count 13 projectile sidearms including the 5 handcannons mentioned earlier. In addition to the handcannon line, there's a line of 5 new injector pistols (exactly what they sound like) and a line of 3 'Rotating' pistols that have the new Conceal property. This property makes them easier to hide (+4) with sleight of hand.

In addition to the ones under projectile, though, there are a few other sidearms that also do kinetic or some blend of energy and kinetic. 4 of the new cryo pistols do Cold + Peircing, 4 new uncategorized pistols do Acid + Piercing, and 3 of the new uncategorized pistols do bludgeoning (using Force).


pithica42 wrote:
Charabdos, The Tidal King wrote:
pithica42 wrote:
Dark Midian wrote:
Out of curiosity, how many hand cannons are there, and do they have any neat effects?
** spoiler omitted **
How many new kinetic side arms are there overall? What are their niches/gimmicks?
** spoiler omitted **

Huh, interesting.

Spoiler:
Do the "rotating" pisols have any mechanics related to them being rotating or is that just fluff?

Scarab Sages Starfinder Design Lead

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James Krolak wrote:
Why does this book reference "sneak attack" when there is no such ability in Starfinder?

It's an error. Replace the term with trick attack.

Scarab Sages Starfinder Design Lead

3 people marked this as a favorite.
Aunders wrote:
Any cool lore things that you're seeing?

I personally like the list of Manufacturers, beginning on page 55.


Charabdos, The Tidal King wrote:
pithica42 wrote:
Charabdos, The Tidal King wrote:
pithica42 wrote:
Dark Midian wrote:
Out of curiosity, how many hand cannons are there, and do they have any neat effects?
** spoiler omitted **
How many new kinetic side arms are there overall? What are their niches/gimmicks?
** spoiler omitted **

Huh, interesting.

** spoiler omitted **

I think it's just fluff. I mean, it says some stuff about it in the description, but I don't see any game mechanic effect.


4 people marked this as a favorite.
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:
There's an interesting list of food choices for some of the core races that helps flesh out what certain neighborhoods/restaurants might smell like for your PCs


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.

This excites me to an unreasonable degree.


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 pithica42, can you give more details on mechanic tricks and drone mods?

Exo-Guardians

Oh yeah, in addition to the Unyielding and Unarmed Mauler gear boosts, I wanted to know if there are any good EAC-attacking Reach weapons like the cryo pike in the CRB. Preferably Unwieldy in the level 7-9 range.

I'm looking for something that I can hit big with, and then use Improved Unarmed Strike to make Attacks of Opportunity if needed.

I've been saving a SFS boon for 20% off a weapon purchase for this book to come out.


pithica42 wrote:
Dark Midian wrote:
Out of curiosity, how many hand cannons are there, and do they have any neat effects?
** spoiler omitted **

Handcannons question:
Weird. I'm having a hard time wrapping my mind around this. They deal more damage than typical projectile small arms, but are unwieldy... except that if you hold them in two hands they deal more damage, aren't unwieldy and are still small arms? If I'm understanding right this is just a big damage buff for ranged operatives (making me think I'm not understanding it right).

Operative Melee Weapons:
For the advanced melee weapons with the operative property, do they qualify for trick attack? Because this seems like a gigantic buff for melee operatives. Maybe even too much of one!

Recode Gem:
I'm assuming this lets you change the spell stored in a spell gem. Does this cost you anything other than time?


Pathfinder Starfinder Society Subscriber

One of my players will be very happy that bayonets are now a thing.


Cellion wrote:
Handcannons question

Spoiler:
I think the idea was to boost side-arms in general so that Envoys and casters don't feel they need to get Longarm proficiency.
Cellion wrote:
Operative Melee Weapons

Spoiler:
Okay, maybe they really are just boosting operative damage, IDK.

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Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

F5 F5 F5 F5 F5........


zergtitan wrote:
F5 F5 F5 F5 F5........

Hah, tell me about it!


Gamerskum wrote:
Is it usually to wait over the 1-7 business days or is it just that nothing matters but Gencon at this time of year?

They were delayed in sending things out by a few days.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Well the customer service blog says shipping should be finished around tomorrow, so subscribers like me should have it by tomorrow night.


zergtitan wrote:
Well the customer service blog says shipping should be finished around tomorrow, so subscribers like me should have it by tomorrow night.

Here's hoping...


There is always variance at the moment I do not have this months PDF order, in other months I have got it on the first day of shipping. Patience is a virtue.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

ok question does the continuous weapon fusion work with the wide line weapons

Contributor

1 person marked this as a favorite.
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.)


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. :)


cachorro8urubu 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 pithica42, can you give more details on mechanic tricks and drone mods?

I can't, like, quote the whole section. But...

Spoiler:
There are 9 new mechanic tricks, and 4 new drone mods. The mechanic trick that most excites me is Mobile Armory, which lets you (temporarily, I think) change any one weapon or armor upgrade into any other (with limitations, I think). The drone mod that most excites me is the Cybernetic Bridge one, that lets you add a cyber augment to your drone (potentially for free).


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Zoggy Grav wrote:

Oh yeah, in addition to the Unyielding and Unarmed Mauler gear boosts, I wanted to know if there are any good EAC-attacking Reach weapons like the cryo pike in the CRB. Preferably Unwieldy in the level 7-9 range.

I'm looking for something that I can hit big with, and then use Improved Unarmed Strike to make Attacks of Opportunity if needed.

I've been saving a SFS boon for 20% off a weapon purchase for this book to come out.

Okay, looking at 2h-advanced melee weapons...

Spoiler:
Shadow Chains is a line of cryo weapons with reach that has two in that 7-9 range, neither are unwieldy but both have trip and disarm properties. The only Flame weapon in that range has reach, trip, and disarm, but not unwieldy. All the flame weapons with unwieldy seem to have the 'Free Hands (2)' property, so if you use 3-hands, they aren't unwieldy. Plasma has a level 7 reach weapon, but not unwieldy.

There might be a 1h or a basic that's closer to what you want, I'm not sure.


1 person marked this as a favorite.
Cellion wrote:
pithica42 wrote:
Dark Midian wrote:
Out of curiosity, how many hand cannons are there, and do they have any neat effects?
** spoiler omitted **

** spoiler omitted **

** spoiler omitted **
** spoiler omitted **

Recode Gem:
Once per 10 minute rest, you can spend 1 minute to change a spell stored in a spell gem to any spell you know of the same level or lower as long as the spell you know doesn't have a resolve or expensive material component cost. It basically lets you turn any mystic (or otherwise useless) spellgem you find along your way into a TM gem you can use.

serithal wrote:
ok question does the continuous weapon fusion work with the wide line weapons

Spoiler:
By RAW, I don't think so, unless the weapon in question has both the line and the wide line property. The continuous fusion only mentions it working on weapons with the 'line property'. It never mentions wide-line at all. I imagine that some DM's may take the permissive route and let it work, or there may be a FAQ clarifying, but I don't think it works as written for wide line weapons.

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
pithica42 wrote:
Maverick wrote:
Are there any ship options in the book? New frames, new bay options, etc?
No. And I'm not putting this in a spoiler tag because it's been known that it wouldn't have any of this for a while. The book also doesn't contain anything about computers.

Thank you very much for your answers. I wasn't aware of the lack of ship options (hence the question), so I appreciate the information. Hopefully my own PDF will be available soon.

Exo-Guardians

pithica42 wrote:
Zoggy Grav wrote:

Oh yeah, in addition to the Unyielding and Unarmed Mauler gear boosts, I wanted to know if there are any good EAC-attacking Reach weapons like the cryo pike in the CRB. Preferably Unwieldy in the level 7-9 range.

I'm looking for something that I can hit big with, and then use Improved Unarmed Strike to make Attacks of Opportunity if needed.

I've been saving a SFS boon for 20% off a weapon purchase for this book to come out.

Okay, looking at 2h-advanced melee weapons...

** spoiler omitted **

There might be a 1h or a basic that's closer to what you want, I'm not sure.

Unwieldy isn't a requirement, I would just not mind the extra damage with an EAC-striking weapon. Non-unwieldy might actually be better overall, so I can make a wider radius of attacks of opportunity (though I will have Step Up & Strike by then...).

Some of those sound fun, though I can't see Zoggy using "shadow chains"...seems a bit sinister for him.

Thanks!

Contributor

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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!


5 people marked this as a favorite.
Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Brothers and sisters

We have gathered here today to see the fulfillment of the promise that was made in the sacred prophecies!

For today IS the day that was foretold and if you have faith as I do in the divine oracle Su'Scrib Shun then you shall join me and all our brothers and sisters around the world in the shangri la of shipping, the nirvana of new content, the Valhalla of this beautiful brand new Volume sent directly to your hallowed place of residence for the low low price of 39.99 plus shipping and handling.

FEAR NOT the darkness of despair for Su'Scrib Shun whose eyes see the future has heard your prayers and the desire in your heart and if your faith is strong then YOU SHALL RECEIVE AN EMAIL.

And then... there will be peace.


I assume there are more vehicles, and if so, what are they? What is the level range of these vehicles? I haven't heard a peep about any of the vehicles.


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Sauce987654321 wrote:
I assume there are more vehicles, and if so, what are they? What is the level range of these vehicles? I haven't heard a peep about any of the vehicles.

This is strictly a gear book. There are no vehicles in it that I am aware of.

*Prays to the all mighty Su'Scrib Shun that they may be merciful and grant this humble servants fervent prayers that he may yet too receive his email.

Scarab Sages Starfinder Design Lead

Vexies wrote:
Sauce987654321 wrote:
I assume there are more vehicles, and if so, what are they? What is the level range of these vehicles? I haven't heard a peep about any of the vehicles.
This is strictly a gear book. There are no vehicles in it that I am aware of.

There is a small section on vehicles, to round out the selection of vehicles a bit. There are 21 vehicles, from the item level 2 motorcycle to the item level 20 ultimatum hover carrier.


Owen K. C. Stephens wrote:
Vexies wrote:
Sauce987654321 wrote:
I assume there are more vehicles, and if so, what are they? What is the level range of these vehicles? I haven't heard a peep about any of the vehicles.
This is strictly a gear book. There are no vehicles in it that I am aware of.
There is a small section on vehicles, to round out the selection of vehicles a bit. There are 21 vehicles, from the item level 2 motorcycle to the item level 20 ultimatum hover carrier.

Woot! well color me surprised. I was under the impression there was only gear and equipment in the book. Definitely going to be my favorite book so far sounds like.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Owen K. C. Stephens wrote:

There is a small section on vehicles, to round out the selection of vehicles a bit. There are 21 vehicles, from the item level 2 motorcycle to the item level 20 ultimatum hover carrier.

Haha. Great minds think alike; I also named my "really big vehicle" the "Ultimatum."


The 2nd cannot arrive soon enough.


3 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!

Wait whaaaat? We CAN get more food related content?! Show me were to sign! Let's take to streets!


1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
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 also love the idea of more food content. I'm in a campaign with a custom setting and the players have been inventing content like this for the GM. We made up a fast food chain called the Gastronaut, a line of soft drinks called "Mozty Cola" which comes in flavors like "Spiced Flash", "Orange Enigma" and "Cranberry Six". There's also a special "Holiday Blend" available only in rare holiday cases.

I haven't read the new content yet (my faith has not yet been strong enough to grant me the boon I seek) but I can't wait. It sounds so interesting! I want to incorporate it into my roleplay. Would love to see more.

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