I have been reading the Peacekeeper series by Tanya Huff recently. They have what they called 'anchors', sounds like a Lt Freighter.
A large ship would have these ins shuttle bays, and they made one way trips to the surface. The building materials for the colony were taken out and the 3 bays were available for use. Maybe medical, science, and tech. The engine runs the power for settlement and if there was trouble, the colony runs back to the armored, shielded location.
I wouldn't as that damage is for personal weapons, and we are supposed to treat ship based weapons as hazards. (or X10 the listed damage. Like going from MDC to SDC in the Palladium system. So the +5 damage bonus scales down to 0.5 at 20th lvl. Rounds down to nothing.)
Everyone else is using insight bonuses on computer and engineering checks. What is a non-scalable insight bonus on the attack role?
Not optimal, but just something that I think might be interesting.
Mystic 9 / Technomancer 11. You are considered at lvl 20 for casting purposes. (Important for the Dispel Magic)
Use readied actions for the Eternal spell (magic missile) on other casters. Auto hit for force damage. Have not seen any force resistance, and it causes the loss of the spell.
Spellshot just says spell, not technomage spell like Eternal Spell does. Fear (maybe 3rd lvl), Deep Slumber, Force blast (get them back out of cover?), Synaptic Pulse. These are more end of campaign things as they are fairly high spells.
I don't know about this. It mentions transferring a single item between hand and cheek as a swift action. Once you start having multiple items it should take longer.
If you have 5 identical grenades, pulling any of them doesn't matter. But if there is frag, smoke, fire, cold, shock it should take a moment longer.
And would there be a difference between hand and cheek, and cheek and hand? Is it more like a rodent version of sleight of hand? Make sure you get food before it is taken by the others. Stuff your face and digest it later.
The Ysoki Mouthpouch. The flagship of the pirate fleet Cheeky Bastards. A lvl 20 Dreadnaught carrier to vomit 32 fighters and a pair of Assault Shuttles of 48 Marines to board their prey.
A little tongue-in-cheek, but after reading about the grenades in the mouth, this has been percolating for days.
Colossal Dreadnought Tier 20
Speed 8 Maneuverability Clumsy (turn 4) Drift 1
AC 30 TL 29
HP 650 DT 15 CT 130
Shields superior shields 600 (forward 150, port 150, starboard 150, aft 150)
Attack (Forward) mass driver (2d6 x 10), supergraser (2d8 x 10), x-laser cannon (8d6), heavy laser net (5d6)
Attack (Port) mass driver (2d6 x 10), heavy laser array (6d4), empty heavy mount, heavy laser net (5d6)
Attack (Starboard) mass driver (2d6 x 10), heavy laser array (6d4), empty heavy mount, heavy laser net (5d6)
Attack (Aft) heavy laser net (5d6), heavy laser array (6d4), empty heavy mount
Attack (Turret) gravity gun (6d6), heavy emp cannon (Special), tactical nuclear missile launcher (5d8), tactical nuclear missile launcher (5d8)
Power Cores Gateway Ultra (500 PCU); Gateway Light (300 PCU); Gateway Light (300 PCU)
Drift Engine Signal Basic (75 PCU min.)
Systems basic long-range sensors (+2), Crew Quarters (Good), Mk 8 armor, Mk 8 defenses, mk 4 trinode (tier 10 computer), security (biometric locks), countermeasures (fake shell, firewall)
Expansion Bays hangar bay (4), shuttle bay , power core housing (2)
Modifiers +4 to any 3 checks per round', +2 Computers, -2 Piloting
Tiny Fighter Tier 1
Speed 14 Maneuverability Good (turn 1) Drift None. Win or die
AC 16 TL 17
HP 35 DT - CT 7
Shields basic shields 30 (forward 8, port 7, starboard 7, aft 8)
Attack (Forward) gyrolaser (1d8), tactical nuclear missile launcher (5d8)
Attack (Aft) flak thrower (3d4)
Power Cores Pulse Gray (100 PCU)
Drift Engine None
Systems budget medium-range sensors (+0), Mk 3 armor, Mk 4 defenses, mk 1 mononode (tier 1 computer)
Modifiers +1 to any 1 check per round, +0 Computers, -1 Piloting
Assault Shuttle (Lt Freighter) Tier 2
Speed 12 Maneuverability Good (turn 1) Drift None. Win or die
AC 17 TL 17
HP 40 DT - CT 8
Shields light shields 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) gyrolaser (1d8), tactical nuclear missile launcher (5d8)
Attack (Port) flak thrower (3d4)
Attack (Starboard) flak thrower (3d4)
Power Cores Pulse White (140 PCU)
Drift Engine None
Systems budget short-range sensors (+0), Crew Quarters (Common), Mk 4 armor, Mk 4 defenses, mk 1 mononode (tier 1 computer)
Expansion Bays passenger seating (3)
Modifiers +1 to any 1 check per round, +0 Computers, -0 Piloting
I needed 1100 Power on the Mouthpiece, but did not want to use 3 Ultras. The other 2 are RAW, too small for a C sized ship, but these are for auxiliary systems. Figured a pirate ship needed Tractor Beam and EMP for sure. The Heavy Array on all sides helps against opposing swarms (energy version of Death Blossom). Laser nets for defense, and then just filled up the rest.
Probably gets waxed against a military capital ship.
The Ysoki are now, in my mind, similar to the Orions from the David Weber series Starfire. Maybe not as honorable. But as a carrier based, swarm mentality.
First, I have to give big credit to Nickela for his wonderful spreadsheet. Been up way too long for too many nights playing around making ships.
Wanted to make a blockade runner. Pure speed, and the best shields I can get. Started with the Medium Transport and ended up with this.
Tier 12 Transport:
Speed 12 Maneuverability Average (turn 2) Drift 3
AC 26 TL 30 HP 115 DT - CT 23
But I did not like the way that I could still be targeted by Capital Weapons. I may be able to outrun most big ships, but one or two hits could wreck me. So I decided to try a smaller version. This is more for getting operatives behind enemy lines or getting critical supplies where needed.
Tier 12 Lt Freighter:
Speed 12 Maneuverability Good (turn 1) Drift 5
AC 31 TL 31 HP 70 DT - CT 14
Shields heavy shields 480 (forward 120, port 120, starboard 120, aft 120)
Attack (Forward)coilgun (4d4), laser net (2d6)
Attack (Port) laser net (2d6), gyrolaser (1d8)
Attack (Starboard)laser net (2d6), gyrolaser (1d8)
Attack (Aft) laser net (2d6)
Attack (Turret) linked coilguns (8d4 (linked))
Power Core Pulse Prismatic (300 PCU)
Drift Engine Signal Ultra (200 PCU min.)
Systems advanced long-range sensors (+4), Crew Quarters (Luxurious), Mk 8 armor, Mk 9 defenses, mk 3 tetranode (tier 6 computer), security (anti-hacking x4, biometric locks)
Expansion Bays cargo hold , life boats , recreation suite (hac)
Modifiers +3 to any 4 checks per round, +4 Computers, 0 Piloting
There is still 22 BP and 1 PCU to do more on the computer (not sure how to make those yet)
gustavo iglesias wrote:
Dipping into soldier is going to be great for everyone who is not a caster.
I am working on an Android Soldier/Technomage that would beg to differ.
With a decent Int and high Dex, one level of soldier for the Guard style for the heavy armor seems worth it. Seriously looking to burning a feat for power armor.
Irradiate, Explosive Blast or Corrosive Haze through my Sniper rifle with Spellshot is nice.
At 11th level Seeking Shot with a IMDS missile launcher with a tactical missle.
At 14th level Rain of Fire with X-gen gun, elite or Reaction cannon, advanced is looking really good. I might have to use the NIL grenade launcher, squad with some sweet grenades for that special occasion.
Depending on how the general vs specific rules work, if you can use Unwieldy weapons with Rain of Fire it gets nuts. But that is just me wanting to do this with Plasma cannon, yellow star.
"You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round," vs "to shoot a ranged weapon at multiple targets within range; the maximum number of targets is equal to half your technomancer level or the number of shots in your weapon,whichever is lower."
What I find is strange is that sorcerer's bloodline adds a spell. They still need to have components and worry about arcane spell failure.
But specialist wizards get spell-like.
Perhaps change the bonus spells of sorcerer's bloodline to spell-like also, but have it count against their daily limit of spells.
Not sure if Limited wish for 14th level and Wish for 18th level generalist wizards is a great idea. The part about no verbal, somatic, or material component just ups this a little too good for me.
Sounds like a daily inherent ability increase on the cheap. (Which could be the reason they have it a +1 for a -1 in another ability to balance this out.)
Of course healing all physical damage to me and 17 friends for a standard action is nice too.
I love the new staffs, but there are two things I would change.
First, the highest spell held on the staff could be hard on some casters. If a 6th level caster gets a staff that has one 4th level spell in it, even if it takes 3 charges to activate, he cannot recharge the staff. If it is changed to requires a total spell level equal to the highest level spell in the staff. If this seems too easy, then maybe a penalty for using more than one spell. If two spell used then it is highest level of staff +1, if 3 spells then highest level+2, and continue the series.
Secondly, there used to be a way for spell casters that memorize to keep some slots "open" and later in the day spend 15 minutes to memorize what they need. This gets away from the "each morning" requirement to something more like "unused spell slots." Your caster has open spells that are not being used, but can't use them in combat or to recharge the staff without the 15 minute prep time.