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Nova's starship skill fixes (alpha version)

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Aug 20th, 2017
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  1. Go into Orbit and Land: 1d2*G*10 Minutes
  2. Reach Satellite Orbit: 1d8*G*10 Minutes
  3. It only takes a short amount of time for a Large or smaller starship to safely lift off from a planetoid or planet's surface and enter orbit, though longer for such multipurpose-craft than is required by a dedicated, highly aerodynamic launch-vehicle such as a lifter rocket. This amount of time can also be used to represent traveling between two vessels in different orbits around the planet.
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  6. Shooting Starships:
  7. Starships are Sturdy Objects for hardness but use regular ship damage considerations such as arc and critical conditions. Damage dealt to shields by personal scale weaponry is halved, but does not apply hardness against the hit unlike hull strikes. Unless the starship is somehow also dealing with space-combat at the same time, shield regeneration functions at its normal rates.
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  9. Starship weapons without the 'Point' or 'Array' quality cannot target individuals in personal scale. Point weapons are fired using the gunner's normal bonuses against ground targets and generally lack the required intervening space to use their anti-missile functions against personal weapons in personal scale.
  10. In personal scale, starship weapons deal x10 their starship-scale damage. However any additional damage sources such as weapon specialization are not multiplied in this fashion.
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  12. Starship weapons without the 'Point' quality create extensive deadly hazards: apply the weapon's full effect as an explosion based on the weapon's category and size to a target point on the map. The Reflex DC of the explosion is equal to 10 + the ship's tier. However starship weapons cause fatal energies to linger momentarily: Evasion and similar abilities or effects require the victim to move outside of the affected area before the end of their next turn; failure to do so for any reason will apply the partial-effect they had avoided. Quantum weapons force the target to roll and use the lower of two saving throws.
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  14. Array weapons target all detected hostiles within their firing arc, rolling and hitting against KAC using the gunnery check, with no saving throws but only an x5 damage multiplier.
  15. Explosion radius: Light Weapon 5ft, Heavy weapon 10ft, Capital Weapon 15ft. +10ft for TL weapons. "Line" weapons also affect anything in their path between the target point and the firing starship.
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  18. Starship Skills:
  19. Starship Weapons is now a valid Weapon Specialization category but must be taken as a separate feat. Attacks made with starship weapons only gains half the character's level to damage rather than the full level, but applies to all attacks made by that character's gunnery actions (this could, for example, apply to all four hits made by two twin-linked weapons fired as a single gunnery act). Weapons commanded by the ship's computer do not apply the specialization bonus.
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  21. Every class has one ability that can now affect starship crew actions:
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  23. Envoy: Expertise may be applied to Captain role actions as the appropriate skills are chosen. True Expertise also applies at 20th.
  24. [up to 1d8+4]
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  26. Mechanic: Bypass applies to Engineering and Science role actions. At level 10, Exocortex Mechanics add one effective node to the ship's computer. At level 10, Mechanic Drones may spend 2 Resolve points to take up a crew role and perform a crew action requiring no more than 1/2 its level in skill ranks, provided it also has the appropriate skill module. Drones cannot be directly controlled in starship combat.
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  28. Mystic: Channel Skill applies to Crew Actions, provided of course the chosen connection improves the appropriate used skills.
  29. [there's some getting up to +7 pilot, or +7 diplomacy+intimidate]
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  31. Operative: Operative's Edge applies to Science and Piloting role actions. Quick Disguise and Master of Disguise, if taken, can be used on your ship with a 10 minute EVA to produce the disguise. You may only disguise as a ship of the same size. Time spent with no action or scrutiny whatsoever does not count against the duration (such as if drifting listlessly in the void awaiting a mark) of the ship's disguise.
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  33. Solarian: You may apply Graviton Attunement's insight bonus as a bonus to the ship's AC or TL against a single attack per round. In a Gunner position, the weapons you fire may instead benefit from your Photon Mode's damage bonus. These bonuses are doubled if you have the Ultimate revelations
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  35. Soldier: You automatically obtain Starship weapon specialization with your other specializations. You also add the number of Gear Boosts you have obtained from class levels to the DC of Crew Abilities based on (Enemy Tier) such as Taunt, certain piloting stunts or Improved Countermeasures targeting a ship you are acting in a role on.
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  37. Technomancer: Techlore's bonuses applies to checks of the appropriate skills made for starship crew actions. In addition, during the engineering phase, you may expend a spell slot as if casting a spell of the appropriate level to temporarily negate critical damage effects in a single system type for a single round: a level 2 spell for glitched, 4 for malfunction, 6 for wrecked. This is in addition to regular engineering actions such as 'hold it together', and may be performed from any role position.
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  40. THE DC CHANGES
  41. Every action is being modified, because unified multipliers based on tier didn't feel right. Most hardware could not be considered an improvement or upgrade if it made everything more difficult. This way an ace pilot learns to go in reverse in a rubber dinghy but eventually can do so with a Star Destroyer as easily as he could do it in the plastic boat when he first learned to fly.
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  43. An attempt has been made to roughly unify individual types of action however to keep a semblance of simplicity.
  44. Piloting actions are primarily affected by how much armor is weighing you down and how large your ship is.
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  47. Size, when noted in DCs, is as per the multiplier found in many upgrade sections: 1 = Tiny, 2 = Small, 3 = Medium, 4= Large, etc
  48. Armor: Armor upgrade Bonus to AC
  49. ETier: Enemy Tier for single targets, or the encounter's highest tier in case of generalized effects or self-buffs like Evade
  50. HP: Maximum Hull Points. Usually divided by a lot.
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  52. CREW ACTIONS:
  53. STUNT/PILOT New DC Other Changes/Notes
  54. Back Off 10+Armor+3*Size Reduce the DC by 5 if the previous piloting action was Back Off
  55. Barrel Roll 15+Armor+3*Size
  56. Evade 10+ETier+3*Size How effective jinking is, is based on if enemy telemetry can compensate for it
  57. Flip and Burn 10+Armor+3*Size
  58. Flyby 15+ETier+3*Size Uses target's tier: easier on faceless mooks even with their admiral halfway up the map
  59. Slide 10+Armor+3*Size Armor 4 Interceptor: DC 17. Armor 15 Colossal Dreadnought (315bp of armor!) = DC 46
  60. Maneuver 10+2*Armor+3*Size Reduce the turn-radius of the death star by 1 with DC 61. Just 36 for armor 10 shuttle.
  61. Gambit 10+2*Armor+3*Size Special: +ETier (encounter) if also using the fly-through-enemy-squares effect.
  62. Max Armor Dreadnought should really just *plow* into the enemies I mean come on.
  63. Out of Combat
  64. SP Recharge x2 15+SP/20 Rounded up: Getting 128/minute out of a 600 is DC 45.
  65. Repair Hull 15+HP/20 Rounded up: An expert can do a LOT of work on a fighter with one UPB, but a 600HP dreadnought?
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  67. CAPTAIN New DC Other Changes/Notes
  68. Demand 5+2*CrewLv Easier, based on how elite the crew is instead of what they're on. Still a dick.
  69. Encourage 15+CrewLv Includes party-member levels. DC15 with same skill if you have it. You're calling from a chair.
  70. Taunt 10+2*ETier Players in the phase resist separately if need be, as DC 10 + their sense motive bonus
  71. Orders *SPECIAL* Check is the same one the targeted character will be making (order specific action)
  72. So 10+Armor+3*Size for a Slide, and so on. Easier than before but you gotta be well-rounded
  73. Moving Speech 20+CrewLv It's already costing you a resolve point, so just don't *dump* the bloody skill
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  75. ENGINEER New DC Other Changes/Notes
  76. Divert 10+PCU/10 Uses PCU of highest onboard reactor; having a second core to play with does not make things harder
  77. Overpower 15+PCU/10 DC=30 for a Pulse Green. Breaks down on Gateway Ultras, but two Gateway-Lights would just be DC 45
  78. Hold Together 15+HP/20+2*Size Easy if the bucket of bolts doesn't need you running up two decks for every weld
  79. Patch X+HP/20+2*Size X is 10/15/20 as per the table, as are actions required. +5DCs for action reductions remain.
  80. Quick Fix 15+HP/20+2*Size
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  82. SCIENCE GUY New DC Other Changes/Notes
  83. Balance 15+SP/20 45 at 600 shields, easier otherwise.
  84. Scan Unchanged Hey this one kinda makes sense.
  85. Target System Unchanged I bet the playtesters thought everything was this sensible
  86. Lock-On Unchanged It wasn't the same author at all I bet who wrote these three
  87. Imp. Counters 10+ETier+2*DCM If they put that much in their DCMs, they deserve a chance
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