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Gear Book: Operative Weapons $2.99
Publisher: Evil Robot Games
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by Thilo G. [Featured Reviewer] Date Added: 11/30/2020 10:04:39

An Endzeitgeist.com review

This supplement clocks in at 8 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 5 pages of content, so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreon supporters.

So, this book is all about filling a mechanical need. Namely, to add in weapons for trick attacking at all levels. Like the first of these gear books, this supplement begins by clearly laying out its design concerns and the issues it tries to fix.

The book begins with a clear analysis of the curve for the weapons, including correctly discerning that the 1st and 7th level weapon perform above their peers, and takes the Starfinder Armory content into account as well – and the design paradigms underlying those, including how they interact with core rules. E.g. switchblades, etc. keep the damage of knives while expanding the utility – design in breadth, if you will. This book, then, provides versions for the weapons to fill the gaps. It should be noted that not every level is truly mechanically distinct: A survival knife and a survival knife 2 and 3 are base-damage-wise identical, but have different levels and increasing costs – which is relevant for seals and fusions. Then again, e.g. the hunting knife 3 (level 6) does get a damage increase to 1d8. The tables provided in this book also clearly designate the weapons from the big Starfinder books in bolded script – very helpful.

And the pdf goes a step further and manages to include some differentiation between these upgrades – at level 14, we have, for example, a power sap! (I don’t know why, but a powered sap is such an outrageous concept, it just made me smile. I can picture the sap with this glowing tech-cylinder striking, then a discharge of steam as it kicks in…it’s weirdly hilarious to me…and yes, there is a level 20 neutron star sap.)

And the book goes one step further with this very transparent approach that lets even GMs not usually interested in the nit and grit of design discern what’s suitable and what isn’t, as the pdf walks the reader through the design concerns by weapon type. I very much enjoy this transparent design approach, as it a) shows the degree of thought that went into this and b) means that I don’t have to explain why the design decisions made are valid.

Anyhow, the pdf features separate tables by weapon type, and the pdf actually provides…drumroll errata for some of the…let’s say…problematic aspects of the Armory book. Like the damage output of e.g. gale batons. Two big thumbs up!

So, is all great? Well, almost. I have checked the entire array of tables herein (and yes, that was some serious work) and consider all components added to the game herein valid; but I also noticed a glitch in the one-handed advanced melee weapons table. EDIT: This glitch has been rectified!

Conclusion:

Editing and formatting are very good on a formal and rules language level; with the glitch purged, this is a precise and well-wrought pdf. Layout adheres to the series’ two-column full-color standard with nice artworks included. The pdf has no bookmarks, but needs none at this length.

Paul Fields and Jim Milligan deliver a really handy booklet that pretty much all operative players will definitely want to take a look. This pdf fills a hole in the game, and does so in a well-reasoned and clever manner. Math-wise, the content herein is well-balanced and performs in line with SFRPG. This is so ridiculously useful for operative players, I do feel comfortable in granting this my EZG Essentials tag; not having to switch weapon category is a big deal for me. EDIT: The glitch has been taken care of, which upgrades this to 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
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Gear Book: Operative Weapons
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