STARFINDER 2E TECH CORE Pt 2 - There are EMOJI Spells...Like What?

STARFINDER 2E TECH CORE Pt 2 - There are EMOJI Spells...Like What?

In Part I of our Starfinder 2e Tech Core review, we covered the new ancestries, the Mechanic, cybernetics, Junkomancers, armed starfish, and hoverboard shields.

Now we get to the Technomancer, emoji magic, weaponized guitars, giant robots, streamer builds, and finally, after a very long wait, actual Starfinder 2e starship combat.

The Technomancer is a prepared caster built around programming languages, Spell Cache, Overclock, and Jailbreak. Its programming language acts like a subclass, with options such as DPS++, FORTRN, Servo Shell, and Viper pushing the class toward weapons, defense, minions, or spell gems. The result feels less like a wizard in space and more like a caster constantly modifying systems, improving gear, and cycling through a very satisfying overclock loop.

Tech Core's new spells are pure Starfinder. There are junk spells, starship spells, Summon Giant Robot, and an entire collection of emoji magic. You can blind enemies with emojis, create slippery pools with a crying face, summon emoji weapons, or spam someone so badly they take mental damage. There's also Kill -9, which turns a Linux command into a devastating high-level spell.

The equipment gets just as weird. Chordpocalypse is an electric guitar that doubles as a weapon. The Magical Mixtape gives you the perfect soundtrack for the moment. Laserdiscs have become weapons because nobody remembers what they were for. And streamer-focused gear can literally let you ask chat for help.

Then we finally arrive at the main event: Starfinder 2e starship combat.

Tech Core introduces full tactical starship rules, including ship construction, sensor maps, headings, shields, hull points, battle stations, system damage, weapons, upgrades, and expansion bays. Starship encounters are designed to involve more than ships trading shots, with boarding actions, hazards, repairs, and internal emergencies all potentially happening at the same time.

Ships come in three main frames: the durable Bulwark, the balanced Explorer, and the fast Skirmisher. They level with the party, and battle stations give individual characters meaningful jobs aboard the ship. Gunnery handles weapons, generators support shields, pilots maneuver, magic conduits give casters access to starship spells, and scanners can identify enemy systems so the crew can target and disable them.

One of the biggest design choices is that starships do not have normal credit costs. The GM introduces them through the story, and the ship improves automatically as the party levels. That keeps the focus on customization and adventure instead of turning the campaign into Space Mortgage Simulator.

Between the Technomancer, new spells and gear, and finally a complete starship system, Part II makes Tech Core feel like the book that fully unlocks the technological side of Starfinder 2e.

And Ash finally has his starship rules.

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