
Pantshandshake |
Howdy all. Long time lurker, first time posting.
We're getting ready to start a homebrew SF game, I believe we have 6 players. So far, nobody is playing a soldier, and aside from our operative, there's no melee at all.
So, a couple questions. Obviously it's not an AP, but in general, would we need a melee soldier? Following that, all alien archive races are available, but with 8 points instead of 10. Is there a race in there that seems like a viable pick with an 8 point buy?

baggageboy |

I know my group started out without a melee and found very quickly that a melee was definitely needed for our campaign. If there's going to be any fighting indoors you will likely want someone to at least be a competent melee. There are a few classes that can do melee competently if you don't want to be a soldier, but the soldier is definitely a very strong melee option.
AS far as the alien archive races go I think that you'd be ok with running one as a general rule so long as you expect your campaign to go to higher levels. The increases given every 5 levels really mitigate a lot of problems you'd have otherwise.

Pantshandshake |
I think the basic theme is that we're going to play until level 20 or too many people don't want to play anymore. Our GM told everyone to play what they wanted, and while I want to play an Android exo mechanic, I also want my party to not get their faces eaten by space dogs or what have you.
Basically just looking for confirmation from people who have played before that an all ranged party might not be best.

baggageboy |

Yeah, it's going to be tough if you don't have anyone who can at least switch hit. Eco Mechanic can make a very good switch hitter. Chtulthu sp? did a nice writeup on the potential in the advice forum. If you are interested you should check that out.
I'd also like to point out that a high strength character can make a pretty competent tanged combatant with starknives. The extra damage you do offsets the reduced range, and then you don't have to have another weapon or spend money on ammo. If you don't mind being a dwarf that can make a multiclass or single non primary combat class a reasonable melee option as well.

avr |

Returning thrown weapons do so just before your next turn. If you move after throwing one, or if you're forced to move by some enemy ability, or if you want to make a full attack you're out of luck. If it's not returning you're even worse off of course; even with a couple of starknives drawing them both for a full attack is a problem.
Throwing your starknife is not ever going to be your primary means of attack.

baggageboy |
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While those things are true, starknives are light bulk and only cost 110 so it's pretty easy to have several on hand. Also since they only require 1 hand you can easily carry another weapon in your other hand for AoOs. At later levels your knives can have returning and called, so that if you have to move after throwing them you can call them back. For comparison let's look at some damage numbers. Assuming 18 Dec heavy weapon and 18 str starknife. This would be that case for the first couple of levels. At level 3 the starlings will probably go up 1 in damage because of the personal upgrade to strength.
Light reaction cannon:
1d10 = 5.5 average
Starknife:
1d4 + 4 = 6.5 average
Specialization will effect both of there the same way so the difference between the two will be the same 1 damage.
Now for a higher level example. Let's assume max stats at level 15, so no 2 personal upgrade, 18 plus to increases for a grand total of 24 in dex and str.
Advanced reaction cannon:
6d10 = 35 average
Sintered starknife:
4d4 + 7 = 17 average
Accelerated Starknife:
4d8 + 7 = 25 average
Here I've shown 2 different possible option for the starknife both of which a lower level than the reaction cannon as you will need to be buying multiples. One thing to remember however is that you don't have to buy a melee weapon so some costs may be offset.
Now a level 20 example. So in line with our previous assumptions assume max stats of 28 for str and dex.
Paragon reaction cannon:
12d10 = 55 average
Lightspeed starknife:
8d8 + 9 = 45 average
Dimentional slice starknife:
8d12 + 9 = 61 average
Now there are a lot of other factors to consider and I don't intend to do an exhastive analysis. If you were to do so I'm sure you'll see that a full ranged character using a ranged weapon is better at ranged combat than a melee character with a thrown weapon. My point however is that a high strength character can be a compitant ranged combatant and I think this illustrates that it is possible and reasonable.

Pantshandshake |
That's really good starknife analytics, thank you for taking the time. I also looked over the mechanic switch hitter build.
Given that at least 2 of my fellow players don't really think tactically, I don't want to go to fancy in our first game. I'll probably just do up a relatively simple melee soldier and see where it takes me.

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It's really, really, easy:
-Max out Str, make sure to have decent Dex
-Use a two-handed Advanced Melee Weapon of appropriate level
-At 3rd level, take the Melee Striker gear boost
-Upgrade Str, Dex, and two of Wis, Con, and Int every 5 levels
Beyond that, you probably want a Feat progression something like this:
1: Weapon Focus
2: Step Up
3: Iron Will (or Skill Focus to be really good at one skill for starship combat)
4: Step Up And Strike
5: Enhanced Resistance
6: Nimble Moves (You might well want this earlier...if you have Dex 15 earlier, which is a maybe).
And then going on from there taking Combat Feats at even levels and General Feats at odd levels.

![]() |

It's really, really, easy:
-Max out Str, make sure to have decent Dex
-Use a two-handed Advanced Melee Weapon of appropriate level
-At 3rd level, take the Melee Striker gear boost
-Upgrade Str, Dex, and two of Wis, Con, and Int every 5 levels
This is certainly an option, I have also been exploring Ring of Fangs + Improved Unarmed Strike, you'll do about as much damage as with a two handed weapon and you'll only be hurt against a few things which you then have the credits to manage (it does take one extra feat (instead of your iron will) and a worn slot though) and you have both hands free to do things like taclash for disarm or the ability to pull starknives and be mobile, etc.

Patryn- |
Yeah I was thinking STR 18, DEX 14 for max to hit, damage, and AC.
Advanced Melee / Unarmed Strike with Ring of Fangs
Gear Boost: Melee Striker
Feats:
1: Weapon Focus (Advanced Melee or Basic Melee if you want to go all in on Ring of Fangs)
2: Step Up
3: Coordinated Shot
4: Improved Unarmed Strike
5: Enhanced Resistance
6: Step Up and Strike
Ring of Fangs starts out damaging every advanced melee option at level 4 and continues for awhile. You can't add fusions to it though so that might be a consideration. Step Up and Strike requires BAB of 6 so can't get it until level 6.