[EDITORS NOTE: If this is your first experience with the Starfinder Roleplaying Game, you may want to consider starting with our previous review of the Core Rulebook. -dc]
I have to admit, I was a bit worried about reviewing this book. Was I about to crack the cover on 160 pages of tables of stats tables? Sure enough, the first 25 or so pages are exactly that. Not exactly a compelling read. But while not thrilling it is an important section, that builds on, and expands, the matching weapons tables in the Core Rulebook. Something small that I noticed, and now can’t un-notice, is that the tables actually do match the core book. Until they don’t. They moved the (greatly expanded) Grenade table to the end, I assume purely for formatting reasons. I’m not sure why something so small and reasonable bugs me, but it does.
Once you get past the required basics, the book gets more fun. The joy of science fiction with a touch of magic tossed in is anything is possible. In fact, with enough technobabble, anything can even start to sound plausible. If you want a really big gun, that can happen. Armor, it’s there. For me, half the fun of RPG is coming across the fantastic, and that’s in here too.
Near the back of the book, there’s a section for buying “stuff”. Clothes, food, medicine, board games, and even MUSICAL INSTRUMENTS. Back in the weapons section, there’s a Battle Ribbon. You’ve seen rhymic gymnastics? Ya, that. But it starts at 1d8 damage. I know I saw more Dancer stuff somewhere in my ever expanding Starfinder library and now I need to find it. These are the moments, folks. All those years of musical theatre training are finally coming to a head. I want… no… I NEED to get an encounter going, and musical episode the $h!† outta that thing. Once more, with FEELING!
Alright. That tangent went WAY longer in my head than it should have. As long as the upcoming Alien Archive 2 doesn’t have an Eoxian vampire puppet, we’re good. If that happens I may need a few days.
I could erase those last few paragraphs but they do an excellent, if unplanned, job at showing how even the smallest things in what could be a dull book of stats snowball into a whole crazy campaign idea. Even if I never write down the stories in my head, they are what makes RPG books great. I will always encourage the free-reading of RPG books, be it a rules manual or just an adventure, even if you don’t know the rules. Back to Armory.
The book is broken down into only two chapters. Equipment and Class Options. The Class Option section is comparatively short and includes a new Archetype that players can use when designing a character, as well as new options for each of the seven main player Classes.
The Equipment Chapter covers, well equipment. It covers everything from weapons, to armor, to magic items, and vehicles. Throughout the different sections, players are often directed back to a previous book for more detailed rules or information. It’s usually the Core Rulebook, but not always. This isn’t a new thing, but one of the nice improvements Starfinder has made over its older Pathfinder cousin is that it is excessively clear, down to the page number, where to find the information it is referring back to. As the game continues to grow, setting up that sort of clarity at the start will benefit everyone in the future. Now if they could just finish the online System Reference Document, everything would be perfect.
You know what? I’m going to end there. The book is great, there are some surprisingly great options in it, and now I’m going to go dream of Les Misérables with an Eoxian vampire puppet, lots of choreographed dancing demons, and someone who keeps lobbing Wonder Grenades into the room. Did I not mention Wonder Grenades? They are pretty wonderful, but you’ll have to pick up Starfinder: Armory for yourself to find out everything they do.