Artillery Mechanic


Advice

The Exchange

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So I'm thinking of doing a military style mechanic. One who focuses only on heavy weapons. It'll be society legal, and I'm only building out to 5 as I expect more material will be out before too long and that always has the chance of altering plans.

Ysoki 11,14,12,16,10,10, drone mechanic, theme mercenary
Lvl 1 mechanic 1, baracade feat
Lvl 2 mechanic 2, over charge
Lvl 3 mechanic 3, versatile specialization(useless at this point but I have another use for the lvl 5 feat.
Lvl 4 mechanic 4, quick repair
Lvl 5 soldier 1, sharpshooter style(yes blitz is great and front loaded, but my style will be to hunker down in place so not as good for me.) and technomantic dabbler(I want some way to transfer charges and if there a way to do it through pure tech I've missed it. Plus there are other handy spells.

Lvl 5 attribute bumps up to 13,16,14,18,10,10

The drone will be a combat drone of course with heavy weapons proficiency and specialty at lvl 5. The plan is for the mechanic and drone to go to a place with good lines of fire, and then fire unwieldy weapons like the AOE shock caster while the mechanic uses baracade to build them their own bunker.

Any suggestions for how to improve it, or thoughts on why it won't work? I haven't seen any penalties for firing from prone, so I may drop prone once in position since Ysoki have kip up built in, extra AC is always helpful.

Grand Lodge

So both the Mechanic and the Drone are getting Heavy Weapons? Just one? I'm confused on the goal.

The Exchange

The goal is both, the drone can only fire once normally, and the mechanic has a lot of things they can do with a move action. So why not go for guns that aren't meant to fire twice a round, with two of them I can fire twice for good effect and still do all the other things I'd like as a mechanic.

Grand Lodge

Do you plan to also use Longarms? If not, you could take your dip at level 2, start using Heavy Weapons earlier, pick Weapon Specialization: Heavy Weapons feat at character level 3 and not have it be a dead feat for 2 levels.

The only thing you'd give up is you wouldn't have Weapon Specialization: Longarms (since you'd be taking the Weapon Specialization feat rather than qualifying for Versatile Spec), but if your vision is to use Heavy Weapons, I'd much rather be able to start doing the cool thing I want to do with my character at level 2 than waiting 5 levels shooting with a pistol before I can use my big gun.

The Exchange

That would mean I wouldn't have specialization with advanced melee, sniper, or long arms. I'd rather just eat the loss for two levels and have the options open if I need them than have the three weapon groups short. I could also do a retrain right as I hit level five, the first is cheap enough and I don't often really find I need to in games. Doing as you suggest and then changing up. But really a pistol with overcharge doesn't do that much less damage than the heavy weapon, and there's a limit to which ones I can buy before level five anyway. At least that's what I'm thinking. Do you think it would be better to take soldier earlier, and put off the repair improvements until five?

Grand Lodge

I do, but that's me.

I would say that having options "if you need them" sounds nice on paper but, in Organized Play especially, you're going to be dumping almost all your WBL into a couple of really nice pieces of gear. You're not going to have a huge arsenal of relevant gear to select from.

The number of times I would put away my Level 5 Heavy Weapon, pull out a Level 2 Advanced Melee weapon, and take advantage of that 5 extra points of damage from versatile specialization (versus just taking a step back and blasting with my Heavy Weapon) would pale in comparison to having to use a weapon that didn't match my character concept/build for 5 levels (which means months and months of gameplay).

Your mileage may vary.

The Exchange

Extremely valid. My plan was to have my main offense be the drone, with my mechanic providing bonuses to it and others. But if I can start taking real attacks of my own sooner I probably should.

Grand Lodge

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I did want to add that the idea of providing cover/overcharge for your drone is an awesome one that makes me want to try that vuildntoo :D


As an old artilleryman, I really want to see this build work.

The Exchange

Thank you, I think it'll work well, I doubt I'll have the damage of a pure soldier but theres also a solid batch of skills here. And I like the idea of a one man artillery squad who can drop his own little fort in the midst of any fight. And -6 to be hit(prone and partial cover) will leave me some decent defense.

Thanks again for the advice, unless my drone regularly ends up taking large chunks of damage I'll wait on the mechanic 4. now onto the role play like names. I considered Mike and Don, complete with duck style drone, but then I slapped myself and kept looking ;)

The Exchange

Starfinder Charter Superscriber

You get a feat a character level 5, why not just take versatile specialisation then? That way it's not dead for 2 levels and you can take something else at 3.

I don't really think technomancer dabbled is a good deal for transfer charge when you can just buy the charging armor mod and call it a day (if this will even be a problem in society play.)


Shaudius wrote:

You get a feat a character level 5, why not just take versatile specialisation then? That way it's not dead for 2 levels and you can take something else at 3.

I don't really think technomancer dabbled is a good deal for transfer charge when you can just buy the charging armor mod and call it a day (if this will even be a problem in society play.)

Transfer charge is for consolidating charges across the party and ensuring you don't quickly have a bunch of batteries that are half or a quarter full and force you into wasteful reload actions early in your third or fourth fight. One free charge every 10 minutes doesn't solve that problem unless your fights are spaced out with 1-2 hours between.

The Exchange

I'll have to see how the first few sessions of play go. My plans were to get transfer charge, because firing weapons at triple cost all the time means I'll go through my batteries like candy, mend, and supercharge weapon. But we shall see how organized play goes. My worry is that the backup generator mod won't be enough. It'll take me around 3 rounds of fire to empty most batteries, I'll empty two in that time, and 6.6 hours each to refill them. but I also don't know how common the proper sized batteries will be.

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