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A few spells are mentioned that might allow for the full repair of a mech at no cost but I see a small issue with one of them:

Make Whole: Can target constructs of any size (mechs are not constructs) or objects up to 1 bulk/level. That means even at 20th level the caster could only just affect a medium-sized battle harness power armor from the Core Rulebook and I would think Mechs are bigger than that.
In case someone wanted to use the spell Shrink Object from Character Operations Manual there are still issues with the choice of target. At 6th level the spell does allow up to 160 bulk of object to be affected, there is also a limit of 16 cubic feet and that is again a bit small for a mech.

Optimize technology: This spell can target vehicles of any size so this might actually work.


Take a look at the "Phrenic Adept" Archetype from the Core Rulebook.
Phrenic Awakening will give you limited telepathy.


My understanding of the rules and your question is as follows:

You are the only crew onboard the ship and you would like to move the ship and use the weapons in the same starship combat round.

This can be done in two ways:
1) You take on the role of Pilot and during the Helm Phase you use a pilot action as normal to move and position the ship. Then during the Gunner Phase you use the minor crew action Snap Shot to have the computer fire a weapon.
2) You take on the role of Gunner and during the Helm Phase you use the minor crew action Glide to let the computer fly the ship. Then during the Gunnery Phase you use a normal Gunner Action like Shoot or Fire at Will to fire the weapons.

You have to decide which option to use at the start of the combat round because this is the time where you decide your Role for the round.