Armory 2 Wishlist


General Discussion

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Is there even a need for more equipment? At least for weapons and armor everything is imo already covered.


Ascalaphus wrote:

You can just put a light bayonet bracket on a small arm, so the free hands thing doesn't really balance all that much.

In fact, using bayonets is already good because it reduces the number of actions you need to draw all your weapons.

Yeah but you eat a -2 penalty on attacks if the weapon deals slashing or bludgeoning damage and that's most of the basic operative melee weapons. So you either need to spend a feat on advanced melee weapon proficiency or invest in a sword cane.

Sovereign Court

Master Han Del of the Web wrote:
Ascalaphus wrote:

You can just put a light bayonet bracket on a small arm, so the free hands thing doesn't really balance all that much.

In fact, using bayonets is already good because it reduces the number of actions you need to draw all your weapons.

Yeah but you eat a -2 penalty on attacks if the weapon deals slashing or bludgeoning damage and that's most of the basic operative melee weapons. So you either need to spend a feat on advanced melee weapon proficiency or invest in a sword cane.

So then just get the swordcane, why not? It's not like the slashing or bludgeoning operative melee weapons are significantly better.


Ixal wrote:
Is there even a need for more equipment? At least for weapons and armor everything is imo already covered.

Life should not be lived based on necessity alone.


Ascalaphus wrote:
So then just get the swordcane, why not? It's not like the slashing or bludgeoning operative melee weapons are significantly better.

In this economy? (wakka wakka)

Really, I was thinking this was more a back-up weapon anyway and I usually loot those instead of buying them to budget for better armor and guns so what I'd hypothetically be using is more determined by what my enemies were using.


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FormerFiend wrote:
Ixal wrote:
Is there even a need for more equipment? At least for weapons and armor everything is imo already covered.
Life should not be lived based on necessity alone.

You've convinced me, I'm going to eat an entire sleeve of cookies now.


Some thoughts

- more items drawn from the Pact Worlds and their cultures
- more manufacturers and adventure hooks involved with those companies
- more popular culture drawn from the Pact Worlds & Vesk Empire, and propaganda from the Azlanti Empire
- more magic items (legacy PF item conversions upgraded to SF)
- options for GMs that want to include methods of gun control, magic control, anti-hacking, etc, in their campaigns. This could range from the peacebond spell updated to SF from PF, introduction of licenses, and methods on how to make a fake license (digital or material), or even technology that is the equivalent of a wheel lock clamp for your Starship/Vehicle or firearms.
- rules for different economics not based on the credit system, but can easily be adapted (barter culture, Star Trek money-free society, status system based on likes and dislikes from social media, etc)
- a katana


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FormerFiend wrote:
Ixal wrote:
Is there even a need for more equipment? At least for weapons and armor everything is imo already covered.
Life should not be lived based on necessity alone.

Yes, but sometimes life is more interesting because of limitations.

If you have weapons and armor for everything then the differences and specialities between them get reduced.

Its also a balance and power creep issue when there are constantly better operative weapons.


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With mechs coming soon, I'd like to see a companion robot (using the creature companion rules), robot building rules (with parts) or the option to get a Large drone.

I've... kinda gotten hooked to Netflix's Lost in Space :P


There is already companion robots, the Domestic Drone. But more Domestic Drones would be pretty cool.


Toxicsyn wrote:
There is already companion robots, the Domestic Drone. But more Domestic Drones would be pretty cool.

I... don't think that Domestic Drones follow the companion rules though or even the Mecanic's Drone rules for that matter.

I'd like a humanoid drone (or robot, whatever you call it :P) that follow the companion rules.


JiCi wrote:
Toxicsyn wrote:
There is already companion robots, the Domestic Drone. But more Domestic Drones would be pretty cool.

I... don't think that Domestic Drones follow the companion rules though or even the Mecanic's Drone rules for that matter.

I'd like a humanoid drone (or robot, whatever you call it :P) that follow the companion rules.

I doubt that Paizo will let you simply buy the mechanics class feature. Things like the domestic or spy drone will be all you can get.


Well, I'm glad to see I managed to kickstart the idea of adding smgs to this game. Feels good.


It would also be nice to have rules for weight of vehicles.

We already got length and weight for starships in the Core Rulebook.

For example, how much bulk is a Basic Enercycle?


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Toxicsyn wrote:
For example, how much bulk is a Basic Enercycle?

More importantly, how strong do I need to be to pick one up and club someone with it?


Master Han Del of the Web wrote:
Toxicsyn wrote:
For example, how much bulk is a Basic Enercycle?
More importantly, how strong do I need to be to pick one up and club someone with it?

Reminds me of an old radio sketch.

Firesign Theatre wrote:
The car stopped on a dime... Unfortunately, the dime was in Mr. Rococo's pocket."

I would love rules for picking up vehicles and thowing them.


Dracomicron wrote:
I would love rules for picking up vehicles and thowing them.

Funny enough, the giantblood theme got a special ability that allows you to throw things called hurl debris. But you're limited to a maximum bulk of your Strength modifier +2 and the item must be unattended or readily torn from the environment (at the GM’s discretion).

A standard car's weight according to google search is 2,871 lbs (round it down to 2,870).

To estimate bulk, as a general rule, an item that weighs around 5 to 10 pounds is 1 bulk (and every multiple of 10 is an additional bulk).

So a standard urban cruiser would be 287 bulk (GM's discretion).

So you would be able to maybe lift and hurl pieces of a vehicle.


I am hoping for some interesting Injection weapons. There are some really neat ones lately. but I would like one in other weapon categories too.. A sniper one that does damage. I'd a lso love a shorter range higher damage injection weapon. Kind of a slug shotgun injection for lack of a better idea. But I"m a biohacker lover (also they're the most restricted class in terms of weapon choices. So more is good-and making them better in general lets none biohackers consider using them. Like the short range injection slug could be a small arm side arm a soldier might pick up to pump an enemy w ith a poison before switching to their melee weapon)

I want more grenade launchers of unique styles. Love the min layer, a nd the multi shot one. I'd actually like some sort of weird Injection one that can shoot a big damaging dart, or a grenade that has a smaller AOE in exchange for injection on one target within the explosion radius.

I'd love a reprint/redo on Shield Generators.

More weird weapons l ike the Incinerators would be neat.

Weird shurikens would be neat too. Or some sort of shuriken adding system (or adding onto thrown in general). or rules for making 'grenade shurikens' kind of like how there are grenade arrows.

I'd love a shield upgrade that lets you mount a holder for a long arm or sniper on it. Sort of like the real world combat shields that have a slot to lay your rifle on to help hold/aim it in conjunction with your shield.

I'd love Weapon Feats! Stuff like. Quick Aligning a shield as a swift action. Reloading as a swift (if that isnt' already one. I forget). I feel like making various move actions into swift would be a good feat niche. Since Full Attack Actions don't work with Swift Action uses in starfinder, it becomes its own playstyle full attacks vs the moving attack type.

Mastery Feats for weapon properties. Lik an INjection Mastery feat that helps you stretch out your injectables. Eventually getting two injections for 1 item.
Boost that lets you over boost to gain more of a boost with the one move action. Or lets you do it as a Swift Action. I like the latter more-since Swift Actions prevent Full Attacks already, all it would do is allow combination with things like Scopes, and movement. (may need to consider the trick attack situation though)
A Blast one that lets you create a focused blast for extra ammo cost to do more damage or perhaps to add a 'shove' effect. probably the pushing effect (since Burst and Blast are already separate properties.

Feats would be a neat niche way to bring in weapon tricks. and if its focused more on weapon properties, its still pretty wide open and not as restricted to allow with working with st arfinders' equipement methodology.


Toxicsyn wrote:
Dracomicron wrote:
I would love rules for picking up vehicles and thowing them.

Funny enough, the giantblood theme got a special ability that allows you to throw things called hurl debris. But you're limited to a maximum bulk of your Strength modifier +2 and the item must be unattended or readily torn from the environment (at the GM’s discretion).

A standard car's weight according to google search is 2,871 lbs (round it down to 2,870).

To estimate bulk, as a general rule, an item that weighs around 5 to 10 pounds is 1 bulk (and every multiple of 10 is an additional bulk).

So a standard urban cruiser would be 287 bulk (GM's discretion).

So you would be able to maybe lift and hurl pieces of a vehicle.

Not that it matters too much, since vehicles will never be given an official bulk value, but I wouldn't be surprised if its bulk was far less than that.

Paizo doesn't seem to translate stuff from IRL to in game accurately at all, which seems intentional. Like a car is only 10ft long, drives a max of 50mph, and I would assume it wouldn't weigh as much as you would think, similar to starship weight. Even the Warmaster's Harness is only 110 bulk, and that sucker is gargantuan.

Verdant Wheel

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More civilisation-specific tech would be nice. I've got a weirdly specific craving to play a Kasatha firefighter, a noble defender of the oxygen-rich peace on the distinctly flammable Idari. That, to me, just screams "Bombard Commando Soldier", 'cos fire resist and foam grenades and heavy sustained 'shooting'... Obviously, I could just use that to explain the background skills, but it'd be nice to get some cool Extinguish weapons with Profession(Firefighter), sort of like a counterpart to the Welder but a Heavy weapon with area nonlethal cold damage? Or something to that effect. Obviously, getting something that specific is unlikely, but it's exactly this sort of thing that's why I'd love to get some sort of weapon builder.

Less wishfully, I'd really just like anything that shows off the design traditions and lived realities of the various races, planets and cultures.
A Spathinae Concealed Scatter-Smallarm that's actually a bajillion tiny lasers held by a bajillion tiny insects, or a powerful Heavy weapon designed for an entire swarm to operate instead of developing individual limbs?
A Skittermander Spring-Staff developed by the Vesk in an attempt to train and exploit the octapods' bizarre ability to launch fully-grown soldiers across the room with even the slightest Leverage training?
Powered Armor designed to utilise or even weaponize a Stellifera's Water Body rather than nullifying it, perchance with ice-construct weaponry?
Biotech designed for SROs to give them the reverse-cyborg experience?
Something designed explicitly for badass Bantrids?
AndRoIDS ArE The CooLeST MOAr AnDroiD StUFFS!?

Really, the options are endless.


Nitro~Nina wrote:
Biotech designed for SROs to give them the reverse-cyborg experience?

Or, as scholars know it, 'The Centennial Man'

Liberty's Edge

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I would like Solarian armor and shield crystals. Maybe they could duplicate certain armor upgrades.


Stargate's Jaffa Staff could be a fun design somewhere. Either a Adv Melee weapon with Charges that can fire Unwiedly blast. Or a long Arm that comes with an effective bayonet like thing for meleee attack.

Can already make something similiar with the bayonets of course (I like the "poin tand set them on fire" flaming long arm with a baton on it)


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I've dabbled at building a ship with mid-level stuff... and I often either ran out of PCU and ran close to a limit.

At this point, there should be more power cores with way more PCUs. I mean, both the game and the rules encourage players to upgrade your ship with heavier weapons and better systems, but there aren't that many power cores with a lot of PCUs. Yes, you can convert expansion bays into core housing, but... it would far less troublesome to get a power core with a variable PCU output.

Give me a core that can have 50 PCUs x the ship's tier level, so you can upgrade only the core with a bigger output.


Zwordsman wrote:

Stargate's Jaffa Staff could be a fun design somewhere. Either a Adv Melee weapon with Charges that can fire Unwiedly blast. Or a long Arm that comes with an effective bayonet like thing for meleee attack.

Can already make something similiar with the bayonets of course (I like the "poin tand set them on fire" flaming long arm with a baton on it)

levaloch trident my friend.


Steven "Troll" O'Neal wrote:
Zwordsman wrote:

Stargate's Jaffa Staff could be a fun design somewhere. Either a Adv Melee weapon with Charges that can fire Unwiedly blast. Or a long Arm that comes with an effective bayonet like thing for meleee attack.

Can already make something similiar with the bayonets of course (I like the "poin tand set them on fire" flaming long arm with a baton on it)

levaloch trident my friend.

I would go more with the Shadowstaff from AA1.


Pathfinder Starfinder Roleplaying Game Subscriber

DRUGS there are not enough drugs to mess around with. plus either an archetype or series of feats that makes taking drugs more appealing/effective.

and speaking of feats, more feats to support dual wielding sidearms to better support the John Woo fantasy.


Skabb wrote:

DRUGS there are not enough drugs to mess around with. plus either an archetype or series of feats that makes taking drugs more appealing/effective.

and speaking of feats, more feats to support dual wielding sidearms to better support the John Woo fantasy.

I'll second this, not necessarily in the armory, possibly in the current AP about average Joes scraping by, FFoD, but some drug centric things would be a good call. A feat or 2 to reduce the penalties and some more drug choices would be cool.


I'd love to see a lot more of the obscure and barely used weapon properties get some more limelight. Like wide line, subtle, extinguish, fiery, gravitation, mire, necrotic, more than 1 recall weapon, underwater, etc.
Especially like some useful shield projectors. As is they're just mind boggling. Fun at a glance, but the second you try to use them they're pretty much useless. Have to hit AC, provide very little actual shield, no way to increase the shielding like weapon spec, etc. Just making them an auto hit would be far more useful, then I won't have to risk failing to hit, presumably the tankiest character in my group, to provide a tiny shield that deflects on average very little damage. You could then hook it up to a computer interface even and actually make them great lol.

Certainly not power creep slapping everything together though lol. But some more of these in action would be nice. Even a ruleset for adding them on, either fusions for them or manufacturer mods, or even DIY weapon property add on rules like the starship ones for adding array and whatnot.


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More solarian fusions would be nice.


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We need more arm systems augmentations.

Second Seekers (Luwazi Elsbo)

Pathfinder Starfinder Society Subscriber

Speaking of augments: I still think there's a gap that needs to be filled in augments that recreate various species' native senses/physiology.

I was surprised that these sorts of things weren't included in AA4's Species Grafts. Want to have your spine (or similar) replaced to allow you to roll into a defensive ball like a bolida, or have extra blood-sacs implated into your eyes to squirt blood at an enemy like an ikeshti, or even weirder stuff? Sure, no problem. But there aren't rules for putting plain ol' "Mk 1 Human Eyeballs" into a Vlaka that wants to see, or a voice box into a stellifera that wants to speak with sound instead of telepathy? Bah.

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