
Troodos |

The Archaic property is listed for armor, shields, and weapons, but its description seems weirdly incomplete with no clarification later in the playtest document.
This armor is crafted using traditional methods
and materials but is susceptible to modern weapons. All
armors from Pathfinder have the archaic trait. Armor runes
(GM Core 226) function normally with archaic armor.
This shield is crafted using traditional methods
and materials but is not suitable for withstanding attacks
from modern weapons. All shields from Pathfinder have the
archaic trait. Shield runes (GM Core 232) function normally
with archaic shields.
This weapon is crafted using traditional methods
and materials but is not suitable for striking modern armor.
All weapons from the Pathfinder Roleplaying Game have the
archaic trait. Weapon runes (GM Core 236) function normally
with archaic weapons.
Nowhere are these bolded sections explained or given any rules significance. As far as I can tell, archaic weapons have no actual drawbacks. What's going on here?

moosher12 |
Archaic does not do anything in the base Starfinder game. It does indicate that an armor would automatically gain the Exposed trait. Archaic items can also readily receive runes.
But it is meant to interact with an optional rule in the upcoming Starfinder GM Core that would state that armor gets Resistance 10 against all archaic weapons. This was originally gonna be a base rule, but they decided to make it an optional rule instead. (And for some reason, unarmed attacks from monsters don't count as archaic?)
Plus the Operative interacts with the Archaic/Analog/Tech system by stating that it only gets expert proficiency with ranged analog and tech weapons, but not ranged archaic weapons.

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Archaic confuses me because "a knife" counts as archaic, even if it's a very well-made knife and modern combat knives are essentially the same thing as knives from centuries ago, but "I punch you with my regular human fist" does not.
I guess futuristic combat weapons are made of carbon fiber and other high tech stuff, though I agree I personally tend to not love the setup or archaic and tracking/runes.

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In early drafts, targets with modern armor had like, DR/5 against archaic weapons, but they got rid of that because it hurt backwards comparability (it was in the Soldier Field test)
Practically speaking, archaic weapons cannot be hacked, but do not have the 'analog' property meaning that they cannot be counted as 'guns' for the operative, even if they are firearms.

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Honestly hoping Operative gets Ranged Weapon Expertise and Advanced Ranged Weapon Training instead of just Analog and Tech Ranged Weapon Expertise and Training.
I'll especially be calling shenanigans if they add an Analog bow to Starfinder.
Oh, uh, don't look up the Crossbolter, which is in the PDF right now.

moosher12 |
moosher12 wrote:Oh, uh, don't look up the Crossbolter, which is in the PDF right now.Honestly hoping Operative gets Ranged Weapon Expertise and Advanced Ranged Weapon Training instead of just Analog and Tech Ranged Weapon Expertise and Training.
I'll especially be calling shenanigans if they add an Analog bow to Starfinder.
I'm aware of and can make an exception for the crossbolter, which is generally firearm-like in shape, so the logic remains consistent enough. Though that alone is enough reason I've already been heavily considering granting Operative what I said above as a home rule (using the logic that if it's good enough for a crossbolter, it's good enough for any crossbow, at the very least for all crossbow and firearm weapons). Adding an analog bow would switch me from "heavily considered" to "nothing can convince me to not implement it"