Armory 2 Wishlist


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Since there are almost always Alien Archive/Bestiary wishlists, I figured we should have a thread for gear people would like to see in the next item-focused book (Whether it's "Armory 2" or not).

There are still a few sci-fi staples I'm sorely missing. Like:
- A proper skyscraper-leveling power fist. A lot of the Overwatch cast is doable with the existing rules, but no weapon does the job of the mighty Doomfist Gauntlet. Maybe a gauntlet style weapon with the unwieldy property, allowing it to be a pseudo two-handed weapon?

- Cybernetic razor claws, for Molly Millions/Sally Shears fans.

- New bows/arrows

- A handheld shield, either a solid barrier, or some sort of force-barrier like the titan shield.

Those are a few off the top of my head. Anyone else?


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More hovercarriers, maybe.

Jet fighters.

Colossal sized power armor.

Gundam style power armor that can fight in starship combat.

Might add more later, this is off the top of my head.


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An adaptation of tracking weapons to personal scales

rules for recoil boosting and/or rocket jumps

Weapons with deliberate and controllable ricochets or reflections.

Yes, these are all pretty silly


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Proton Packs, ala Ghostbusters. We already have the containment tesseract, now we need proton packs, too!


Explosives at a level above grenades, on the order of demolition charges. Or at least some way to knock a hole in a wall besides making a house rule for taping 6 frag grenades together.

Special ammo that’s actually useful if you don’t manage to roll critical hits all the time. Particularly in the way that we have multiple kinds of shotgun rounds in real life, I’d like to see flechette rounds, tiny grenade rounds, tiny emp/taser rounds, etc.

SPACESHIP STUFF.

Some kind of weapon crystal analog for armor Solarians.


The Sideromancer wrote:

An adaptation of tracking weapons to personal scales

Weapons with deliberate and controllable ricochets or reflections.

These kind of exist with the guided sniper rifles and rebounding weapon fusion in Armory.

The Goat Lord wrote:
Proton Packs, ala Ghostbusters. We already have the containment tesseract, now we need proton packs, too!

This is a line weapon with the Continuous weapon fusion.


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Id like to see a set of rules for explosives, charges, and demolitions in general. Expanded ammunition beyond the very basics of what we have now for projectile weapons. Shields of some kind other than the meager ones we have now. Fist Weapons, specifically battlegloves. Why these were not expanded upon in the first book seems very odd to me seeing as a whole specialization of a class is built around them. Expanded gun play rules in general to allow for more options. For example 3 round bursts, better rules for full auto spray and the like.

Lastly however and most importantly rules for converting, upgrading / building firearms for the true gunsmiths & gun enthusiast.

One of the things I loved the most about Shadowruns gun books was how they improved and expanded upon the gun play aspect of the game.


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Xenocrat wrote:
The Sideromancer wrote:

An adaptation of tracking weapons to personal scales

Weapons with deliberate and controllable ricochets or reflections.

These kind of exist with the guided sniper rifles and rebounding weapon fusion in Armory.

The Goat Lord wrote:
Proton Packs, ala Ghostbusters. We already have the containment tesseract, now we need proton packs, too!
This is a line weapon with the Continuous weapon fusion.

Sort of. What I'm talking about is an energy weapon that is continuous, is a line weapon, and entangles ghosts/incorporeal creatures for capture instead of outright destruction. Maybe we can already do this with a series of weapon fusions and weapon qualities?


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In addition to specialty ammo with non-crit based effects, I would like to see the rules for magical ammunition finished, addressing all those unanswered questions like:

Is the fusion price per round or per lot?

Are batteries able to take fusions in the way that ammunition and grenades are (questionable as they aren't really consumable items)? And if so, do they retain magic after recharging?

How does a lot of ammunition interact with a fusion that has a once per day use? Is it once per lot per day? Once per weapon per day?


I'd love to see more weapons with multiple modes of fire.

Take the under barrel weapons. Grenade launchers are a good start, but lets be creative. I want my scaterguns (Starship Trooper style), my Flame Throwers (Valkyria Chronicles style), my foe grabbing grappling hooks (Doom Eternal or Roadhog style). Heck, if we want to go the whole way, I want my all in one gun like in the Fith Element.

Or even special ammunition. Incendiary rounds, emp rounds, explode before hitting target rounds, High Penetration rounds, White Phosphorous... sort of like the Deathwatch weaponry.

Or really, anything which would qualify as Alt-Fire in games like Doom or Wolfenstein.


Midboss57 wrote:

I'd love to see more weapons with multiple modes of fire.

Or even special ammunition. Incendiary rounds, emp rounds, explode before hitting target rounds, High Penetration rounds, White Phosphorous... sort of like the Deathwatch weaponry.

THIS OMG THIS more tasty caliber bullets to give the standered projectile weapons some love that be amazing

That KAC Bullet feels good when you know that they have to save vs will or be stuned vs contstruct emp rounds


How about a new class of weapons, somewhere less big than a crew served piece, but bigger than a heavy weapon?

Also, something like Pathfinder's weapon sheens, for when I want my gun to be good aligned for a fight, but don't feel like putting a fusion on it?


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My wishlist also includes solarian armor mote crystals that provide utility benefits while the armor is active. Little stuff like your armor providing an addition bonus to saves vs radiation, or lowering your personal gravity a bit to increase carrying capacity.


Pantshandshake wrote:
How about a new class of weapons, somewhere less big than a crew served piece, but bigger than a heavy weapon?

While I'm totally on board with a new weapon type, heavy weapons are actually crew served among the more massive vehicles, such as the ultimatum hovercarrier in the armory.


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- More weapons with the integrated quality... or at least some rules to add whatever qualities we like to another weapon.

- Softwares; I'm pretty sure that softwares can grant skill bonuses, increase hacking DC or such.

- More powered armors... such as low-level Large, more Huge and more Gargantuan armors. Not asking for many, but at least a few that fill the gaps.

- More options for starships, such as weapons which can shoot in a different arc, or swapping 2 light weapon slots for a heavy weapon.

- Vehicle-focused archetypes; I know that there's the Ace Pilot, but... come on, how about more?

- Solarian armor crystals; ok, listen, the Solar Armor downright suuuuuuuuuuuuuuuucks, when compared to the Solar Weapon. Many of the Solarian's abilities are more beneficial to the weapon than they are for the armor, so can we please have SOMETHING that buffs the armor to the same level as the weapon?


JiCi wrote:
- Solarian armor crystals; ok, listen, the Solar Armor downright suuuuuuuuuuuuuuuucks, when compared to the Solar Weapon. Many of the Solarian's abilities are more beneficial to the weapon than they are for the armor, so can we please have SOMETHING that buffs the armor to the same level as the weapon?

Yes having tailor-made light armor that has specified armor slots that are intended for solarian crystals would be the greatest thing to happen to armor route solarians.

They could even implement the dent system to the crystal where you would use mysticism to mend it after a beating.


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I don't even think special armor would be needed, just a single crystal going into the mote would do the trick, probably. Also, that would keep it consistent with how weapon crystals work.


HammerJack wrote:
I don't even think special armor would be needed, just a single crystal going into the mote would do the trick, probably. Also, that would keep it consistent with how weapon crystals work.

Yes I guess that would make it less restrictive on the solarian to have to always use that one specific type of armor. I'm curious what benefit would you want to see the crystal grant?

A simple flat AC/DR buff seems boring to me since the class feature already does that.

How about if the crystal does a damage type whenever you are attuned and a foe is near you, you deal that damage type and dice, and a reflex save for half so it would be like an aura effect. If the crystal has a critical effect it would proc if someone rolled a nat 1 to hit you.


I was thinking that the crystals could serve as modifiers for the Solarain revelations, actually.

Perhaps by raising the effective charisma or character level to influence DCs, or maybe a set of photon crystals for various photon revelations, and the same for graviton.

Maybe one that allows an extra revelation in one side or the other before you become unbalanced.

Or how about a crystal that grants weapon prof and specialization with longarms, so you can make a ranged light armor Solarian without dipping or burning feats just to be competent?


HammerJack wrote:
My wishlist also includes solarian armor mote crystals that provide utility benefits while the armor is active. Little stuff like your armor providing an addition bonus to saves vs radiation, or lowering your personal gravity a bit to increase carrying capacity.

Oh answers my question earlier.


Pseudodult wrote:
HammerJack wrote:
I don't even think special armor would be needed, just a single crystal going into the mote would do the trick, probably. Also, that would keep it consistent with how weapon crystals work.

Yes I guess that would make it less restrictive on the solarian to have to always use that one specific type of armor. I'm curious what benefit would you want to see the crystal grant?

A simple flat AC/DR buff seems boring to me since the class feature already does that.

How about if the crystal does a damage type whenever you are attuned and a foe is near you, you deal that damage type and dice, and a reflex save for half so it would be like an aura effect. If the crystal has a critical effect it would proc if someone rolled a nat 1 to hit you.

The lack of armor crystals were my only complaint in the last armory

Shadow Lodge

An unwieldy EAC heavy weapon without the blast or line properties.

Armor with lower defenses but more slots

Sovereign Court

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Troll pistols. Or rather: heavy weapons/longarms that can be used one-handed by large PCs. And even bigger weapons that they have to use two-handed and that medium-sized PCs can't even handle without extra scaffolding.


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BigNorseWolf wrote:
An unwieldy EAC heavy weapon without the blast or line properties.

Like a plasma conqueror? Yeah, more of those would be handy.


BigNorseWolf wrote:


Armor with lower defenses but more slots

How is that distinguishable from the armor with the most slots at a given AC value?

Shadow Lodge

HammerJack wrote:
BigNorseWolf wrote:
An unwieldy EAC heavy weapon without the blast or line properties.
Like a plasma conqueror? Yeah, more of those would be handy.

Oo thanks for pointing those out

How to justify it as gym equipment...


BigNorseWolf wrote:
HammerJack wrote:
BigNorseWolf wrote:
An unwieldy EAC heavy weapon without the blast or line properties.
Like a plasma conqueror? Yeah, more of those would be handy.

Oo thanks for pointing those out

How to justify it as gym equipment...

A very elaborate laser pointer.


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Isn't level 1 plasma cannon the tiefling version of paintball?

Shadow Lodge

She usually uses a merciful infusion so Plasma dodgeball isn't out of the question...


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Pseudodult wrote:
JiCi wrote:
- Solarian armor crystals; ok, listen, the Solar Armor downright suuuuuuuuuuuuuuuucks, when compared to the Solar Weapon. Many of the Solarian's abilities are more beneficial to the weapon than they are for the armor, so can we please have SOMETHING that buffs the armor to the same level as the weapon?

Yes having tailor-made light armor that has specified armor slots that are intended for solarian crystals would be the greatest thing to happen to armor route solarians.

They could even implement the dent system to the crystal where you would use mysticism to mend it after a beating.

Pseudodult wrote:
HammerJack wrote:
I don't even think special armor would be needed, just a single crystal going into the mote would do the trick, probably. Also, that would keep it consistent with how weapon crystals work.

Yes I guess that would make it less restrictive on the solarian to have to always use that one specific type of armor. I'm curious what benefit would you want to see the crystal grant?

A simple flat AC/DR buff seems boring to me since the class feature already does that.

How about if the crystal does a damage type whenever you are attuned and a foe is near you, you deal that damage type and dice, and a reflex save for half so it would be like an aura effect. If the crystal has a critical effect it would proc if someone rolled a nat 1 to hit you.

Pantshandshake wrote:

I was thinking that the crystals could serve as modifiers for the Solarain revelations, actually.

Perhaps by raising the effective charisma or character level to influence DCs, or maybe a set of photon crystals for various photon revelations, and the same for graviton.

Maybe one that allows an extra revelation in one side or the other before you become unbalanced.

Or how about a crystal that grants weapon prof and specialization with longarms, so you can make a ranged light armor Solarian without dipping or burning feats just to be competent?

Here's my major gripe with Solar Armor: it doesn't scale as much as the Solar Weapon. A Solar Weapon is roughly equivalent to a regular melee weapon in terms of damage. Furthermore, crystals INCREASE damage output to a Solar Weapon and there are a lot of these.

A Solar Armor doesn't equates to a suit of armor of the same level. It grants a very small bonus to both ACs and energy resistance, but it doesn't work with heavy or powered armors. I get that armors in Starfinder have a wider range of protection than in Pathfinder, but you still have to rely on your regular armor.

The Solar Armor doesn't have a +1 AC/2 levels advancement and the Solarian itself barely receives abilities that enhance the Armor. I feel like it's awkward that you receive extra melee attacks... when you probably do not want to focus on this if you have selected the Armor. You don't receive fortification or such instead.

Personally, I would have loved to get Solar [Melee] Weapon and Solar [Ranged] Weapon as a choice and have the Armor being a revelation. Speaking of these, I've looked really hard and I have yet to see specialized revelations (weapon or armor exclusive).

As of right now, the Armor could use Solarian "Armor" Crystals that increase the AC bonuses and energy resistances, add more resistances (electricity, acid, force and sonic), add armor slots (item attunement basically) or add more fusion slots.

You're "wearing" two armors... can we please have something that emphasize on this feature?


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More art! I was really disappointed with the lack of art. There could’ve been at least another 40 pages to even the book out at 200. I only bought the PDF because I didn’t think the price for the hard copy was worth it.


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Armor crystals that gave significant plusses to the AC bonus of the solar armor might seem like an obvious addition, but they would probably be much too strong, especially if they were nywhere near 1/2 level, both pushing the ranged solarian's potential AC significantly out of the bounds of the math the game is balanced around, and also making a solarian dip too strong for any high DEX character with light armor. Increasing a resistance, or giving enhanced benefit to specific revelation while solar armor is active would, I think, be a more usable design space without breaking game balance.

There are a few armor specific revelations, in Constructive Interference, Stellar Equilibrium and Solar Fortification.


HammerJack wrote:

Armor crystals that gave significant plusses to the AC bonus of the solar armor might seem like an obvious addition, but they would probably be much too strong, especially if they were nywhere near 1/2 level, both pushing the ranged solarian's potential AC significantly out of the bounds of the math the game is balanced around, and also making a solarian dip too strong for any high DEX character with light armor. Increasing a resistance, or giving enhanced benefit to specific revelation while solar armor is active would, I think, be a more usable design space without breaking game balance.

There are a few armor specific revelations, in Constructive Interference, Stellar Equilibrium and Solar Fortification.

Of course balancing would have to be done :)

I'm just saying that Solar Armor need sto catch up to teh Weapon in terms of getting buffed ;)


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I want submachine guns and gun shields, shields with ports that you can put an smg or small arm through riot cop style
Want actual rpgs and bazookas and better rules for vehicles vs troopers and more/better drone options for mechanics , hell I'd be happy if you could buy mods with credits rather than being limited to what you get by leveling up


JiCi wrote:
HammerJack wrote:

Armor crystals that gave significant plusses to the AC bonus of the solar armor might seem like an obvious addition, but they would probably be much too strong, especially if they were nywhere near 1/2 level, both pushing the ranged solarian's potential AC significantly out of the bounds of the math the game is balanced around, and also making a solarian dip too strong for any high DEX character with light armor. Increasing a resistance, or giving enhanced benefit to specific revelation while solar armor is active would, I think, be a more usable design space without breaking game balance.

There are a few armor specific revelations, in Constructive Interference, Stellar Equilibrium and Solar Fortification.

Of course balancing would have to be done :)

I'm just saying that Solar Armor need sto catch up to teh Weapon in terms of getting buffed ;)

I think the balance would be instead of adding to the ac/resistances, modify what is already there. Have a crystal that makes it give all eac bonus instead of kac. Or a crystal that leta you use solar armor on heavy armor. Stuff like that.

Exo-Guardians

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Could we get something like the A/V 8b Harrier? Or the F-35 Lightning II, VTOL Jets are fantastic for Science Fiction and Who wouldn't love to see a VTOL version of something like the A-10

Also, I want colossal sized aircraft, like C-5 or B-52


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I wish they would add some art to the vehicles in any of the books, so I can get an idea of what I'm looking at.


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Garrett Larghi wrote:
JiCi wrote:
HammerJack wrote:

Armor crystals that gave significant plusses to the AC bonus of the solar armor might seem like an obvious addition, but they would probably be much too strong, especially if they were nywhere near 1/2 level, both pushing the ranged solarian's potential AC significantly out of the bounds of the math the game is balanced around, and also making a solarian dip too strong for any high DEX character with light armor. Increasing a resistance, or giving enhanced benefit to specific revelation while solar armor is active would, I think, be a more usable design space without breaking game balance.

There are a few armor specific revelations, in Constructive Interference, Stellar Equilibrium and Solar Fortification.

Of course balancing would have to be done :)

I'm just saying that Solar Armor need sto catch up to teh Weapon in terms of getting buffed ;)

I think the balance would be instead of adding to the ac/resistances, modify what is already there. Have a crystal that makes it give all eac bonus instead of kac. Or a crystal that leta you use solar armor on heavy armor. Stuff like that.

The issue with this idea, and a lot of similar "just balance it out" suggestions, is that a balancing factor only matters if it actually does matter. In practice, I suspect what would happen is that players would only ever use the "all EAC" crystal in a campaign where most attacks are energy based, and otherwise skip it. Its a lot like the old method of "balance" by way of class level caps; a restriction that only matters to some other character in some other campaign is no restriction at all.


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I know it's not much. What I want most from Armory 2.

SMGs. Small Arms with the Automatic quality. Hell, give them Automatic with Unwieldy and Free Hand like the Handcannon.


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Isaac Zephyr wrote:

I know it's not much. What I want most from Armory 2.

SMGs. Small Arms with the Automatic quality. Hell, give them Automatic with Unwieldy and Free Hand like the Handcannon.

Oh yeah, It is pretty weird there are no SMGs in Starfinder. I'm pretty sure there's even art of the Technomancer using a weapon that looks a lot like a real life submachine gun, but no such item anywhere in the rules.


As for me,i want to see:
Light shields that provide armor bonus, heavy shields that can provide cover.
Some sort of caster'r armor that gives ability to cast additional low level spells per turn, but have really low armour.
Spells that can buff pc stats.
Some special magic weapon for casters, that use roll vs eac.
Fusions that will help to do combat maneuvers.
Fusions that can add bonus damage.
Solarion armour crystals.
Some weapon or fusions that will have additional benefits from rune of eldritch knight.
Weapons for ground vehicles.


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Magical bullets (caster rounds)

Solar Armor options — probably a combination of equipment and revelations

Ranged Solarian options — perhaps a new option for the mote, or equipment that gives ranged options

Shaped charges and rules for using them

Landing pods like in Starship Troopers, personal flyers for HALO insertion or other interesting vehicle options for entry

Breaching PODS for Starship combat

More personal vehicles of all types, some of them may be power armor

Drone upgrades for mechanics

Smart mines

Deployable power generators and equipment that needs that sort of power to run, such as powered protective barriers or fences


Different ammo types.

Like offensive darts, or prebought healing darts. More so with the biohacker coming in.

Like how there is a needler pistol at lv 1 but in long arms they have that acid dart gun line. I wish I could do that with the needlers.
I guess i could put a fusion on it for it though

Derringer sorta things. With unique traits
Shellgun almost fulfilled this. Shellgun-with a burst cone effect. Would fulfil this.

Handcannon kind of fills this, its one shot with a fair big of damage (for a small arm)

A better, more usable, version of the shield projector gun. THe current one is really cool sounding... but really doesn't work well at all in actual attempts


Missed my editing hour but.

How about a lower ammo count, Special proficient mine layer?
I like the idea of those, but for characters I would want to use them, they will not have heavy weapon proficiency, much less that much spare bulk.

I can't think of many situations where a heavy weapon user would want to use a mine layer instead of an actual weapon.. they just don't last very long to preset things.

Having a smaller ligher bulk one, with 1-3 ammo that lasted 1d6mins would have a nitch. Or if it had to be rounds, then if it was one handed 1 bulk. That way support folks could go in for it and use it to funnel enemies or block off areas.


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I will note for all the people asking for shields, those are apparently coming in the Ops Manual, judging by the playtest for it.

Personally, a few items on my wishlist:

- Rules for upgrading a weapon, so you can stay true to your favored weapon while respecting those effects that care about item level.
- A Maze Core that can work with Analog weapons to satisfy the RWBY kick I've been on lately.
- A Rapier line would be kinda cool. Kinda like a Dueling Sword, but Piercing, to better fit the still canon Core deities that always favored the Rapier.
- Non-Magical Weapon Mods, because why are Fusions the only way to really toy with what your weapon can do?


Shinigami02 wrote:


- Non-Magical Weapon Mods, because why are Fusions the only way to really toy with what your weapon can do?

The armory(1) has attachments for weapons. But I do agree, more would be really fun.


Huh, must've missed those, there was a lot of stuff in that book. But yeah, more is always fun.


Ah. Another thing I would like..

Varied ammo.
I know its more book keeping.. but I would love weird ammo.

Mostly for injection sorta weapons admittedly. Like those no damage snipers? It would be cool to be able to shoot a shot that entangles, or blinds, basically switching damage for some debuff. It would be hard to balance the costs for those though.. just looking at explosive ammo vs normal, the cost is a fair bit more.

but I played Exalted al ong time ago, first Table Top actually. in it I basically made a Caster Rifle (Outlaw Star) but I mostly ended up opting for shooting some weird stuff.. such as a duct tape shot (it was made of magical super strong duct tape) that basically entangled things. They often could break out (unless I used my own buffing skills basically) but it would cost them an action. Which with my team mates was usually a high cost.

Though. I suppose that the concept of Caster Firearm would be better in a strange class made for it. Non magical "tinkerer" sorta class that could modify bullets with their ability or something.


Entangle and Blind will never be ammo qualities given that they’re already once per day or save on a crit magical fusion effects. If you want a guaranteed always on entangle weapon get that heavy frost blast weapon that does almost no damage. It’s pretty amazing for the right party build.


BretI wrote:

Magical bullets (caster rounds)

There's another thread on the boards about shellguns not being useful. This could be a cool use for it, caster shells like in Outlaw Star. They'd have to be fairly expensive or rarely in-stock to deter people from loading up scatterguns with them and just firing off spell after spell after spell. Like a spell amp but anyone can use it, it's just dumb expensive.

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