
Deetee-Senpai |
MECHS. I want a combination of starship and power armor rules for oversized titans with multiple drivers to duke it out and wreck entire planets, and then fly away Ultraman style. Honestly, adapting power armor rules for oversized suits wouldn't be terribly hard, nor would it be to ramp up the price and damage for their appropriately larger weapons. The next step, imo, is combining that with the multiple rounds and tactical minutia of a starship team. You can single pilot a robot all you want, and that's well and good, but dual-piloted Jaegers or friendship-powered Megazord battles are almost always more exciting.
STARSHIP STEALTH. Because there is no greater dread than being below a destroyer as it uncloaks, and no greater pleasure than being the pilot of that destroyer. I'm sure there are plenty of ways to apply existing stealth rules for creatures to starships, but there are two things yet to be fully added/explained that I'm interested in: sensor jamming and cloaking. Using a signal jammer to disable a ship's sensors is probably debatable on it's own, but at least it's plausible given the way the item is describes. But I want more. I want different levels of invisibility to hide from sight and from radar, both magical and mundane, and I want it to cause surprise rounds and the destruction of entire fleets for their lack of investment in decent sensors.
BOARDING. Pirates. Duh.
Okay, in all seriousness, I've seen some people explain that it's already possible with the systems we have. I mean, there's nothing stopping you from using standard space movement rules to fly out of your ship into a hull breech in a disabled enemy, right?
Well, a few things are missing: first of all, what the heck happens when if you steal someone else's ship? Does it replace the party's current one? Does your BP change? Are you forced to use ships and parts exclusively at your level? etc, etc.
Furthermore, I want more meaningful ship-to-ship teleportation. If you've played FTL, you know what I mean. I understand that the rules are written specifically as to make it difficult/impossible, but I don't see why it shouldn't be a thing, even if it's incredibly difficult to pull off. Aside from wanting to raid other people's ships, I think fights would be about 1000x more intense if there were intruders running amok and blowing up your crap.
GUNSLINGERS. If this isn't set to be one of the first new Base Classes, I don't know what is. The prowess and wit of an envoy with the daring and damage of a soldier. Now that we're in the future, gunslingers belong more than they ever had. I want to ricochet bullets and lasers off of surfaces, use a Gunsmithing equivalent to rig together blissfully dangerous toys, and take down an escaping shuttle by hitting just... the right... spot. And watching it crash and burn, baby.
Thoughts?

martinaj |

Your gunslinger idea makes me want to take a crack at building an arvhtype that someone might actually want to take. How does this look for an archtype focused on getting the most out of your small arms?
Gunslinger
2nd level. You get multiweapon fighting and quick draw as bonus feats.
4th level: When using a small arm that does NOT have the unwieldly property, you add your full level to your bonus damage from weapon specialization (instead of half damage)
6th level: Pistol Whip: You are considered armed with a melee weapon when wielding any pistol. It counts as a basic melee weapon, and deals 2d6 b damage. This damage increases by 1d6 for every 2 levels you gain beyond 6th.
9th level: Hail of Lead: You gain Fusillade as a bonus feat, and only need 2 pistols in order to use it. You can now use your quick draw feat to draw 2 small arms as a swift action.
12th level: Ricochet: When you miss with an attack using a pistol, you can spend one Resolve Point to roll a new attack at the same bonus agaisnt a different target. That target is flat footed against this attack.
14th: Close-Quarters gunplay. You get a +3 bonus on attacks of opportunity provoked by attacks of opportunity you provoke by firing a small arm in melee combat, and your allies no longer grant cover to enemies from your attacks when using small arms.
18th: Rattling Salvo: As a move action, you. Can use all remaining amunition to or charges in a single small arm to target a piece of partial or improved cover. Make an intimidate check to demoralize all enemies currently making use of this cover. If successfull, those enemies, in addition to being demoralized, must immediately leave cover if able (this movement happens outside their normal action).

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As one that hates Space combat because the idea of a bad round making the whole party suck vacuum for their last few moments of life is horrible. I second the stealth options. I want to be able to jack the engines to ludicrous speed and run under the radar only actually fighting if there is literally no other option in the universe.
Boarding would be a fun mechanic though. Breech Pods and the like could add a whole other depth to crazy stuff that could happen to the party or the party can do to opponents

Deetee-Senpai |
12th level: Ricochet: When you miss with an attack using a pistol, you can spend one Resolve Point to roll a new attack at the same bonus agaisnt a different target. That target is flat footed against this attack.
LOVE this. Resolve points should let you do more cool stuff, sorta like grit. I wonder if a gunslinger, as their own class, could have heightened resolve points in exchange for lacking proficiencies, forcing them to be creative with small arms and use their RP to stay in the fight longer.
As one that hates Space combat because the idea of a bad round making the whole party suck vacuum for their last few moments of life is horrible. I second the stealth options. I want to be able to jack the engines to ludicrous speed and run under the radar only actually fighting if there is literally no other option in the universe.
In a universe populated by impossibly well-equipped and terrifying enemies, it only makes sense.

Claxon |

Starship Stealth and how to handle being boarded instead of doing ship to ship combat are two system that I'm really looking for.
Specifically I'm looking at ships like Mass Effect's Normandy and it's stealth system (which basically just hid thermal and other radiation sources). It made you difficult to detect from anywhere in space, but you could still be physically scene, it's just that space is so vast identifying there was a ship there by sight alone made it basically impossible for anyone to find you.
However, the ship had to store all it's thermal load inside and it could fry everyone inside with heat if you didn't vent it. For balance, I would basically have any offensive actions betray your presence to anyone around.

Rothlis |
I have been theory crafting a mech type thing now the mechs im making go from huge size to colossal and i plan to use a hex grid for vehicles where a hex is 30' across in a vein of the starship rules crossed with the tactical rules i plan to make tanks and things too where the heavy weapons on colossal mechs or tanks are spaceship size and the weapons in the huge and gargantuan sizes are like human size weapons only their dmg is like x5 or something to show they are between personal weapons and ship weapons

Lane_S |
14th: Close-Quarters gunplay. You get a +3 bonus on attacks of opportunity provoked by attacks of opportunity you provoke by firing a small arm in melee combat, and your allies no longer grant cover to enemies from your attacks when using small arms.
Operative can get a trick at 6th level where they no longer provoke AoO for shooting. As a 14th level ability this is far weaker.

Deetee-Senpai |
Specifically I'm looking at ships like Mass Effect's Normandy and it's stealth system (which basically just hid thermal and other radiation sources). It made you difficult to detect from anywhere in space, but you could still be physically scene, it's just that space is so vast identifying there was a ship there by sight alone made it basically impossible for anyone to find you.
However, the ship had to store all it's thermal load inside and it could fry everyone inside with heat if you didn't vent it. For balance, I would basically have any offensive actions betray your presence to anyone around.
Dude, thermal technology in general is also missing from the Core book. I'm sure it'll added in the inevitable "Elements" book that every system has, but it'd add a whole new dimension to the way you fight.
Imagine using a thermal optic system to assess danger, find hidden enemies, and assess starship damage. I bet androids and other construct hybrids would be too cool to detect, but I'm sure there could be some armor upgrade or spell to help hide/alter temperature or apparent temperature.
Install a thermal sensor in your starship to not only detect enemies but spy on their power usage, predicting their strategies and crew numbers. Imagine needing a science officer to analyze the data and get 3 steps ahead of your enemies.
I can think of a billion more uses but thermal technology seems rad now that I'm thinking about it.

Claxon |

I would think androids or other (at least partially) biological entity would show up on thermal imaging. They generate heat, which can be detected. Anyone could in theory develop some sort of magic or tech device that would conceal your heat signature from observation, causing you to blend in.
But you're absolutely right that sensors or all sorts should be available for both starships and characters to use (and have used against them).