| Maverick |
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Since Paizo’s powered armor rules are still to be determined it seems, I took a stab at producing some of my own for Starfinder 2. This will probably get some playtesting in my group over the course of the playtest campaign I’m running, but I figured I would share in case other people are interested. These powered exoskeletons take advantage of the streamlined equipment system that Paizo introduced in Starfinder 2e, and are designed to require the use of existing armor to operate (in keeping with Starfinder 1’s ability to wear light armor along with your powered armor). My version allows the use of any upgrades built into the armor in addition to those built into the exoskeleton (assuming your armor’s level is high enough to offer multiple upgrade slots), hence the use of an upgrade slot itself, to reflect the engineering that went into designing it so that it is modular enough to allow the use of various upgrades. Other capabilities can be added by offering new upgrades, or whole new frames that are more specialized than these general-use models.
My initial thought was that the “powered armor slots” could use any armor upgrade, but I didn’t want them to negate the need for upgrading your armor through the improvement tiers (tactical, advanced, etc). I thought this might be a solid compromise. Additionally, while recon exoskeletons can be mounted to any armor with an available upgrade slot, battle and assault exoskeletons require medium or better and heavy, respectively. These exoskeletons (or exoframes, another cool name that comes from a ‘90s toy and cartoon series I enjoyed) are the “baseline”, uncommon models. Rarer models, or even just other uncommon ones, could introduce all kinds of cool abilities, just like the different versions of powered armor that Paizo had in SF1e – flight, underwater operations, burrowing, magical teleportation, etc.
Prices are all open for testing, but I took a stab at what I thought might work for an initial baseline. Feel free to discuss, critique, or offer suggestions.
On the Bounce Feat 3
Uncommon, General, Skill
Prerequisites expert in Athletics
Whether you were an armored soldier or a blue-collar dock- or warehouse worker, you have trained in the operation of enhanced capability exoskeletons. You become proficient in the use of Powered Exoskeletons.
Powered Exoskeletons (level 3)
Powered Exoskeletons have long been used in logistics, but recently they have also been adapted to warfare. These exoskeletons mount to conventional armor in the same way as any other armor upgrade, providing improved capabilities to those trained to operate them. All exoskeletons require one upgrade slot in the armor to install, and they provide a number of powered armor slots that accept upgrades designed specifically for them. They also provide a boost to the wearer’s Strength score.
Recon Exoskeleton Item 3 Capable of mounting to any armor with an available upgrade slot, recon exoskeletons are the most widely fielded. Providing 2 upgrade slots and an item bonus to Strength of +1, they mass L bulk and cost 200 credits.
Battle Exoskeleton Item 3 The middle ground of enhanced capability exoskeletons, the Battle-series are designed to integrate with medium armor, but can also be mounted on heavy armor should the user so desire. Providing 3 upgrade slots and an item bonus to Strength of +2, they mass 1 bulk and cost 300 credits.
Assault Exoskeleton Item 3 The ultimate expression of exoskeleton capability, the assault exoskeleton can only be mounted to heavy armor due to the strain it places upon the armored suit. Providing 4 upgrade slots and an item bonus to strength of +3, they mass 2 bulk and cost 400 credits to purchase.
Powered Exoskeleton Upgrades (all require 1 PA Upgrade Slot)
Improved Mobility Module Upgrade 3 This upgrade allows the exoskeleton to convert into a single-person enercycle. Cost is 50 credits plus the cost of the enercyle (which I assume will change from the 700 credits of Starfinder 1e with the change in economic scale).
Integrated Weapon Module Upgrade 3 This upgrade allows the integration of a ranged or melee weapon into the exoskeleton itself, freeing up the user’s hand for wielding other items or weapons. Cost is 50 credits. A dual-weapon module is available for twice the cost but still requires only one slot, although the mounted weapons must be identical. Multiple integrated weapon modules can be mounted on an exoskeleton with sufficient available slots, each supporting a different weapon. Integrated weapons are usable in cycle mode if the Improved Mobility Module is also installed.
Enhanced Protection Upgrade 5+ The first exoskeleton upgrade that comes in the multiple flavors of Paizo’s new design paradigm, this upgrade allows the improvement of the user’s AC, though at an increasing cost.
- EP, Commercial Upgrade 5 The commercial version of enhanced protection masses L bulk, costs 800 credits, and improves the armor’s item bonus to AC by 1. Note that it does NOT provide resilient 1 as a Tactical upgrade would.
- EP, Tactical Upgrade 10 The second level of improved protection masses 1 bulk, improves the armor’s item bonus to AC by 2, but also increases the armor’s penalty to movement speed by -5 feet. So if you mount it in a recon exoskeleton on a suit of light armor that did not have a penalty to speed, you have improved your AC by 2 but slowed yourself down by 5 feet per movement. The tactical upgrade costs 6,000 credits.
- EP, Advanced Upgrade 15 The final level of improved protection masses 2 bulk and improves the armor’s item bonus to AC by 3, but also increases the speed penalty imposed by -10 feet. The advanced upgrade costs 150,000 credits.
| Maverick |
Update after some additional consideration and revisiting the existing armor upgrades:
On the Bounce Feat 3
Uncommon, General, Skill
Prerequisites expert in Athletics
Whether you were an armored soldier or a blue-collar dock- or warehouse worker, you have trained in the operation of enhanced capability exoskeletons. You become proficient in the use of Powered Exoskeletons.
Powered Exoskeletons
Powered Exoskeletons have long been used in logistics, but recently they have also been adapted to warfare. These exoskeletons mount to conventional armor in the same way as any other armor upgrade, providing improved capabilities to those trained to operate them. All exoskeletons require one upgrade slot in the armor to install, and they provide a number of powered armor slots that accept upgrades designed specifically for them. They also provide a boost to the wearer’s Strength score. All exoskeletons are built from polymer materials, and offer a Hardness of 3, 12 Hit Points, and a Break Threshold of 6, and mass 4 Bulk (which is considered to be – when attached to an EAM). In order to damage a user’s armor, the exoskeleton’s break threshold must be met or exceeded, which also eliminates its hardness until the exoskeleton is repaired.
Exoskeleton Attachment Module Upgrade 3+
Tech
Usage installed in armor; Bulk L
The EAM is installed into a suit of armor like any other attachment. In order to operate a powered exoskeleton and not prevent access to other upgrades installed in the armor, the user’s armor must have an EAM installed. This attachment allows the user’s exoskeleton to support itself and boost the user’s abilities according to the capabilities of the exoskeleton while still allowing access to the armor’s other upgrades, as well as integrating the exoskeleton’s electronics with the armor’s.
Type commercial; Level 3; Price 50 credits
Allows armor to connect to and control Recluse-class powered exoskeletons.
Type tactical; Level 5; Price 200 credits
Allows armor to connect to and control Recluse or Tarantula-class powered exoskeletons.
Type advanced; Level 7; Price 500 credits
Allows armor to connect to and control Recluse, Tarantula, or Widow-class powered exoskeletons.
Recluse Exoskeleton Exoskeleton 3
Uncommon, Tech, Polymer, Drow, Recon
Usage installed in armor; Level 3; Price 750 credits; Bulk 4/-
Capable of mounting to any armor with an available EAM, Wolf Spider exoskeletons are the most widely fielded. Provides 2 upgrade slots and functions as commercial load lifters.
Tarantula Exoskeleton Exoskeleton 5
Uncommon, Tech, Polymer, Drow, Battle
Usage installed in armor; Level 5; Price 1,000 credits; Bulk 4/-
The middle ground of enhanced capability exoskeletons, the Brown Recluse-series are designed to integrate with medium armor, but can also be equipped to heavy armor should the user so desire. Provides 3 upgrade slots and functions as tactical load lifters.
Widow Exoskeleton Exoskeleton 7
Uncommon, Tech, Polymer, Drow, Assault
Usage installed in armor; Level 7; Price 2,500 credits; Bulk 4/-
The ultimate expression of exoskeleton capability, the Black Widow exoskeleton can only be mounted to heavy armor due to the strain it places upon the armored suit. Provides 4 upgrade slots and functions as advanced load lifters.
Powered Exoskeleton Upgrades (all require 1 PA Upgrade Slot)
Improved Mobility Module Upgrade 3
Tech
Usage attached to exoskeleton; Price 50 credits + cost of vehicle; Bulk 2
This upgrade allows the exoskeleton to convert into a single-person enercycle.
Integrated Weapon Module Upgrade 3+
Tech
Usage attached to exoskeleton; Bulk L
This upgrade allows the integration of a one-handed ranged or melee weapon into the exoskeleton itself, freeing up the user’s hand for wielding other items or weapons. A dual-weapon model is available for twice the standard price, though it still only requires one upgrade slot – the dual-weapon model is also required to mount a 2-handed weapon to the exoskeleton. Note: Unlike most upgrades, multiple integrated weapon module attachments may be added to an exoskeleton as long as upgrade slots are available.
Type commercial; Level 3; Price 25 credits
Allows Simple weapons to be mounted to the exoskeleton’s forearm plates.
Type tactical; Level 4; Price 100 credits
Allows Simple or Martial weapons to be mounted to the exoskeleton’s forearm plates.
Type advanced; Level 5; Price 250 credits
Allows Simple, Martial, or Advanced weapons to be mounted to the exoskeleton’s forearm or shoulder/backplates.
Deflection Enhancement Upgrade 3+
Tech
Usage attached to exoskeleton; Bulk 1
Deflection Enhancement upgrades modify the exoskeleton’s armored frame to more effectively deflect incoming fire, causing attacks against the wearer to be more likely to miss.
Type commercial; Level 3; Price 800 credits
Improves the attached armor’s item bonus to AC by 1. Note that it does NOT provide resilient 1 as a Tactical armor upgrade would.
Type tactical; Level 10; Price 6,000 credits; Bulk 2
Improves the attached armor’s item bonus to AC by 2, but also increases the armor’s penalty to movement speed by -5 feet. So if you mount it in a recon exoskeleton on a suit of light armor that did not have a penalty to speed, you have improved your AC by 2 but slowed yourself down by 5 feet per movement.
Type advanced; Level 16; Price 150,000 credits; Bulk 3
The final level of improved protection improves the armor’s item bonus to AC by 3, but also increases the speed penalty imposed by -10 feet.
Durability Enhancement Upgrade 8+
Tech
Usage attached to exoskeleton; Bulk 1
Rather than increasing a user’s defenses, this upgrade improves the exoskeleton’s ability to take and prevent damage, providing the user with Resistance to physical damage as well as boosting the exoskeleton’s hardness.
Type commercial; Level 8; Price 4,200 credits
Grants user Resistance 2 to physical damage, Upgrades exoskeleton’s material to Ceramic (Hd 5, 20 HP, 10 BT).
Type tactical; Level 12; Price 16,200 credits; Bulk 2
Grants user Resistance 4 to physical damage, Upgrades exoskeleton’s material to Composite (Hd 7, 28 HP, 14 BT).
Type advanced; Level 18; Price 202,200 credits; Bulk 3
Grants user Resistance 6 to physical damage, Upgrades exoskeleton’s material to Plate (Hd 9, 36 HP and 18 BT).