Solarian Weapon Crystal - your favorite?


General Discussion


What's your favorite weapon crystal? And why?

I've had the photon and gluon so far. Like to hear others experience/views on what they like and why. Thank you.


Most of them are just flat damage enhancers. They're nice, but boring.

Personally I like the T-quark line to give your initial stellar rush a bit more oomph, but even then it's not exactly a lot of extra damage when you use the boost.


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I like the Apocalypse Crystals both because they let you bonk ghosts, and because the lore behind them is super wicked.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I like the electron crystals, since they add nonlethal damage with no penalty onto the utility of your main weapon, which is one less thing you need to carry a backup for.

I have a lot less use for the boost ability of the T-quark, since the damage boost is minor and it would only really come up when I meet the conditions of:
1. Can't full attack
2. Have a charge lane to stellar rush and single atrack, so I don't need to use my move action to move up
3. Don't have any revelations I want to activate with a move
4. Don't plan on using a feat to use my charisma to try feinting or intimidating

I do find the apocalypse crystal's property handy, since it saves the trouble of making sure to have a Ghost Killer fusion on something, for that full damage to incorporate enemies.


I didn't even know about the Apocalypse crystal. I have the AA2 on HL but for some reason that crystal isn't showing. That could come it quite useful. I'll have to see why it isn't showing on HL and maybe look into next time we're somewhere we can resupply.

Sovereign Court

I have the apocalypse crystal in Dead Suns since we went to Eox (seems like an appropriate place to get one), and it's been quite helpful since.


HammerJack wrote:

I like the electron crystals, since they add nonlethal damage with no penalty onto the utility of your main weapon, which is one less thing you need to carry a backup for.

I have a lot less use for the boost ability of the T-quark, since the damage boost is minor and it would only really come up when I meet the conditions of:
1. Can't full attack
2. Have a charge lane to stellar rush and single atrack, so I don't need to use my move action to move up
3. Don't have any revelations I want to activate with a move
4. Don't plan on using a feat to use my charisma to try feinting or intimidating

I do find the apocalypse crystal's property handy, since it saves the trouble of making sure to have a Ghost Killer fusion on something, for that full damage to incorporate enemies.

What is the property of the crystal that allows it to hit incorporeal?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

From the item description:

"An apocalypse crystal causes the damage dealt by your solarian weapon to function as a force effect."

Force effects deal full damage to incorporate targets.


Apocalypse pow?


HammerJack wrote:

From the item description:

"An apocalypse crystal causes the damage dealt by your solarian weapon to function as a force effect."

Force effects deal full damage to incorporate targets.

Thank you.

Sovereign Court

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It's important to realize that Starfinder Force is not the same as in Pathfinder.

In Pathfinder, Force was kinda its own weird magical energy type, different from fire/cold/negative etc.

In Starfinder, it seems Force is a descriptor that you add on damage of another type. You can have a bludgeoning weapon with the Force descriptor. It'll still hit KAC and get reduced by DR/slashing. But it'll be effective against ghosts.


Ascalaphus wrote:

It's important to realize that Starfinder Force is not the same as in Pathfinder.

In Pathfinder, Force was kinda its own weird magical energy type, different from fire/cold/negative etc.

In Starfinder, it seems Force is a descriptor that you add on damage of another type. You can have a bludgeoning weapon with the Force descriptor. It'll still hit KAC and get reduced by DR/slashing. But it'll be effective against ghosts.

There is still Pathfinder-style force energy damage in the form of the Magic Missile and Force Blast spells. There are also some aliens who have traditional force damage attacks, like the Frujai.

In addition to that, there are force descriptors on some weapons, which don't change the underlying basic physical damage type, but do allow interaction with incorporeal targets at full damage.


Ascalaphus wrote:

It's important to realize that Starfinder Force is not the same as in Pathfinder.

In Pathfinder, Force was kinda its own weird magical energy type, different from fire/cold/negative etc.

In Starfinder, it seems Force is a descriptor that you add on damage of another type. You can have a bludgeoning weapon with the Force descriptor. It'll still hit KAC and get reduced by DR/slashing. But it'll be effective against ghosts.

While solarion weapons are weird in targeting KAC despite being energy i don't think that applies to force descriptors in general.

Sovereign Court

Xenocrat wrote:
Ascalaphus wrote:

It's important to realize that Starfinder Force is not the same as in Pathfinder.

In Pathfinder, Force was kinda its own weird magical energy type, different from fire/cold/negative etc.

In Starfinder, it seems Force is a descriptor that you add on damage of another type. You can have a bludgeoning weapon with the Force descriptor. It'll still hit KAC and get reduced by DR/slashing. But it'll be effective against ghosts.

There is still Pathfinder-style force energy damage in the form of the Magic Missile and Force Blast spells. There are also some aliens who have traditional force damage attacks, like the Frujai.

In addition to that, there are force descriptors on some weapons, which don't change the underlying basic physical damage type, but do allow interaction with incorporeal targets at full damage.

You might be right, there are "force and nothing else" and "something else but with a force descriptor" things. It's a bit less obvious that I would've liked.


I didn’t have a few products ‘checked’ on HL which is why I couldn’t see the Apocalypse crystals on the menu. Got them checked off so I’m all set. GM is going to allow me to swap the Gluon minor for an Apocalypse minor since we are currently on Eox anyway.


GM allowed the swap. So at lvl 7 I can bring 3d6+21 (+1d6 corrode crit) to the table.

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