Starfinder 2e Tech Core Review
Tech Ancestries
Tech Classes
Tech Feats
Tech Gear
Armor, Shields, Weapons, Grenades, Upgrades, Augmentations, Tech Gear, Magic Items, Vehicles
Aeon Guard armor flexible configuration
Aquavarius Armor for underwater
Archon Armor looks like a Magical Girl anime,
Bonecowl traditional Eox armor
Carapace is grown alive, then attached to the owner
Carvesong sacred bark armor
Clandestine suit its a displacer beast suit
Drifter’s Jacket localized Drift device? So Hyperspacer’s Jacket?
Evolutionary armor made from Jellyfish symbiotic. That’s two living armors so far.
Hellknight plate it gets free spikes.
Lucidity shawl it glows if you put an aeon stone in it. So two very aesrhetic armors so far.
Mageplate made for casters
MED-Shell for medics and healers
Myrmidon Siegebreaker you’re a slow tank, and shock troops are often just dropped close to their targets.
Rocketeer Armor is exactly what you think it is.
Spells
Tactical Starship Conbat
There are 3 starship chassis for PC starships this cuts down on variety compared to the old system, but it looks like they want combat to be as reliable as PC vs monsters. Each chassis comes with 20 level progression the very slight difference in Hull and Shields between the bulky Bulwark and the Explorer at first level are quite noticeable by 20th. Neither is as fast as the Skirmisher which has the shortest range sensors. All ships stsrt with 4 expansion bays and 4 configurable battlestations.
So fewer ship types for me to play with, they encourage the players to make a map of their starship layout and battle stations. We make maps so of course im all for this.
You can reconfigure stations in port, but not in combat like the old station. You need to move between stations to do different jobs. Upgrades aren’t tied to the ship, thry are tied to a particular station and those enable extra action types.
I am not certain about building NPC ships as monsters, but as the PC ships level as characters and mimic character scale stats, I do see how it should lead to more predictable starship encounters.
I think i’m going to try building my Pirate Fighter and the Terran Scout under the new rules and see what happens.
For the NPC ships like the Pirate Fighter I had kind of always wanted to be able to change the level of a starship in a predictable way like Pathfinder monster templates.
The flavor and balance of the starship weapons are different, with no costs for weapons, all the balance has to be in the abilities, damage, and ranges. I am trying to revisit the Pirate Fighter and the Gyrolaser is gone, the Light Laser Cannon upholds the honor of laser weapons everwhere. The classic pew pew has a good long range and does good damage.
Looking over 4 of the starfighter examples, some of them have one off weapons not on the table in the book. The raider has a scrap thrower that is like the fragment thrower with no cone effect and no concussive property it also does 1d6 instead of 1d8. This is the same as inbetween level weapons Monsters had in Starfinder 1e. Some of these fighters have better skills, saves, AC, speed than the starship and monster building advice, I expect variation, and might have to writeup an explanation of my findings for myself before I start rewriting all of ERGs ships. I’d like tyo have a more informed opinion than “it’s just based on vibes” which older generations would say “it’s more art than science”. Those notes will be here for everyone else to see.
The Light Laser Cannon on the level 0 Necrofighter only has 4 zones range increment, but still does the whole 1d8 Fire damage of the Light Laser Cannon in the Ranged Weapons table. It has lower speed AND sensor range than a Tiny ship should have. The level -1 Raider also has lower speed AND sensors than it should have for a Tiny ship. So maybe the Speed and Sensor table should say for ships at least level 1 and if you want 0th or -1st level ships take one off each?
I’m taking the Raider’s 1d6 scrap thrower for some of my degenerate salvage fighter type builds.
I’m also “look what they did to my boy” about the coilgun, but it might have just been too good in SF1e, ditto the Gyrolaser, we hardly knew ye.
Reading further, the Surestrike -1 uses the Shock Lizard arcing ability when it has more of its kind in range.
The gold space truck -1 has another nerfed light laser cannon, only 1d4+1 damage and 3 zones range.
The Xenowardens UC POD 1 has a lightning cannon, 3 zones 1d4+2
