And Now for Another Mechanic...
Third in my series adding more vehicle options
to starfinder, after soldier and solarian options, I'm diving into the mechanic
class. Personally, I think it's been a grave injustice that mechanics of all people
didn't have this already, but here goes:
Mechanic Alternate Class Feature - Vehicle
(Replaces Artificial Intelligence)
You begin play with a customized vehicle you built
and maintain with your own hands. As you gain levels, the vehicle improves in
sophistication and becomes more powerful.
Chassis – Pick the type of vehicle you want to use:
- Cycle – a quick, maneuverable vehicle
with a minimum of cargo or passenger capacity.
- Cruiser – a midsized vehicle large
enough to transport the party and fast enough to get where ever you need to go.
- Hauler – a lumbering juggernaut of a
vehicle tough, dependable, and can carry massive amounts of cargo or
passengers.
This choice is permanent and cannot be changed
later.
Once you have chosen your chassis, consult the rules
in that chassis’s section to determine the statistics of your vehicle.
As directed, also consult this Size Chart:
Dimensions
|
Damage
|
DC
|
AC
|
Control
Modifier
|
Attack
Modifier
|
Payload
|
|
Diminutive
|
/4
|
-4
dice
|
+8
|
+4
|
+8
|
-8
|
/4
|
Tiny
|
/3
|
-3
dice
|
+6
|
+3
|
+6
|
-6
|
/3
|
Small
|
/2
|
-2
dice
|
+4
|
+2
|
+4
|
-4
|
/2
|
Medium
|
x.75
|
-1
dice
|
+2
|
+1
|
+2
|
-2
|
-
|
Large
|
x1
|
0
|
+0
|
+0
|
+0
|
+0
|
-
|
Huge
|
x2
|
+1
dice
|
-2
|
-1
|
-2
|
+2
|
x2
|
Gargantuan
|
x3
|
+2
dice
|
-4
|
-2
|
-4
|
+4
|
x3
|
Colossal
|
x4
|
+3
dice
|
-6
|
-3
|
-6
|
+6
|
x4
|
Cycle
Size – The Cycle’s
size is one step larger than the mechanic’s size.
Dimensions
– The base dimensions of the cycle are 5 ft. wide, 10 ft. long, 3 ft. high.
This is modified by the number in the dimension’s column of the Size Chart,
based on the cycle’s actual size.
Type – Cruisers are
land vehicles. Mods may be used to change or add-to this. At certain levels it
upgrades to hover, then antigrav, and eventually you get a free modification to
it beyond even that.
Base Modifiers
– the base modifiers of the cycle are +2 Piloting for the control roll, and -1
attack (–3 at full speed). These are modified by the Control modifier and
Attack modifier on the Size Chart, based on the cycle’s size. Larger vehicles
have better attack modifiers and worse control modifiers.
Cover – Cruisers
provide no cover to the driver or passengers.
Damage - All vehicles
have a collision attack. It’s damage and DC are decided by the rules in the
Core rulebook. The Size Chart shows the correct modifiers for that damage and
DC based on size.
Each cycle’s speed, HP, Hardness,
EAC and KAC are shown on the Cycle Chart, and are based on level.
EAC and KAC are further modified by the Size Chart.
Systems
– Each cycle gains the indicated systems at the appropriate level on the Cycle
Chart.
Payload*
– Cargo, Passengers, and Weapon Mounts are purchased with the Payload points. The
number of points of payload you have available to spend is equal to the amount
indicated on the Cycle Chart, modified by the number indicated on the Size
Chart.
- 1 Bulk of Cargo is 1 Point.
- 1 Passenger is 3 points for an exposed,
no-cover seat for a medium passenger (a cycle may have no more than 1 exposed
passenger), modify this by the payload number on the size chart for larger
passengers (use size of passenger rather than size of vehicle).
- 5 points for a side-car that provides ½
cover to that passenger (a cycle may have no more than one side-car) , modify
this by the payload number on the size chart for larger passengers (use size of
passenger rather than size of vehicle).
- The cost of a driver-controlled weapon
mount is equal to the weapon’s bulk+1, and must have a fixed forward or
backward fire arc.
- A passenger controlled weapon must be
designated as either a rear turret (360 degree fire arc) or a side-car turret,
which can fire in any direction except towards the driver at their side.
Passenger controlled weapon mounts cost points equal to the weapon’s bulk+2.
Mods* – this is the
number of vehicle mods that can be purchased and applied to the vehicle.
*You can change these choices by
spending 24 hours rebuilding the vehicle, or when you level up.
Lvl
|
Drive Speed
|
Full Speed
|
Travel Speed
|
HP
|
Hardness
|
AC E/K
|
System
|
Payload
|
Mods
|
1
|
20
|
500
|
57
|
7
|
5
|
10/12
|
Autocontrol, Master
Control
|
10
|
1
|
2
|
20
|
500
|
57
|
14
|
5
|
11/13
|
10
|
1
|
|
3
|
25
|
625
|
71
|
21
|
5
|
13/15
|
Autopilot
|
10
|
2
|
4
|
25
|
625
|
71
|
28
|
5
|
14/16
|
10
|
2
|
|
5
|
25
|
625
|
71
|
35
|
5
|
16/18
|
10
|
3
|
|
6
|
30
|
750
|
85
|
42
|
7
|
17/19
|
Hover
|
15
|
3
|
7
|
30
|
750
|
85
|
49
|
7
|
18/20
|
15
|
4
|
|
8
|
30
|
750
|
85
|
56
|
7
|
19/21
|
15
|
4
|
|
9
|
30
|
750
|
85
|
63
|
7
|
20/22
|
15
|
5
|
|
10
|
35
|
875
|
99
|
70
|
7
|
22/24
|
15
|
5
|
|
11
|
35
|
875
|
99
|
77
|
10
|
23/25
|
20
|
6
|
|
12
|
35
|
875
|
99
|
84
|
10
|
24/26
|
Antigrav
|
20
|
6
|
13
|
35
|
875
|
99
|
91
|
10
|
26/28
|
20
|
7
|
|
14
|
35
|
875
|
99
|
98
|
10
|
27/29
|
20
|
7
|
|
15
|
40
|
1000
|
114
|
105
|
10
|
28/30
|
20
|
8
|
|
16
|
40
|
1000
|
114
|
112
|
15
|
29/31
|
25
|
8
|
|
17
|
40
|
1000
|
114
|
119
|
15
|
30/32
|
25
|
9
|
|
18
|
40
|
1000
|
114
|
126
|
15
|
31/33
|
Bonus Motive
|
25
|
9
|
19
|
40
|
1000
|
114
|
133
|
15
|
32/34
|
25
|
10
|
|
20
|
40
|
1000
|
114
|
140
|
15
|
33/35
|
25
|
10
|
Cruiser
Size – The Cruiser’s
size is one step larger than the mechanic’s size.
Dimensions
– The base dimensions of the cruiser are 10 ft. wide, 10 ft. long, 5 ft. high.
This is modified by the number in the dimension’s column of the Size Chart,
based on the cruiser’s actual size.
Type – Cruisers are
land vehicles. Mods may be used to change or add-to this. At certain levels it
upgrades to hover, then antigrav, and eventually you get a free modification to
it beyond even that.
Base Modifiers
– the base modifiers of the cruiser are +0 Piloting for the control roll, and -3
attack (–5 at full speed). These are modified by the Control modifier and
Attack modifier on the Size Chart, based on the cruiser’s size. Larger vehicles
have better attack modifiers and worse control modifiers.
Cover – Cruisers
provide improved cover to the driver and/or passengers. This can be increased
to full with mods.
Damage - All vehicles
have a collision attack. It’s damage and DC are decided by the rules in the
Core rulebook. The Size Chart shows the correct modifiers for that damage and
DC based on size.
Each cruiser’s speed, HP, Hardness,
EAC and KAC are shown on the Cruiser Chart, and are based on
level. EAC and KAC are further modified by the Size Chart.
Systems
– Each cruiser gains the indicated systems at the appropriate level on the
Cruiser Chart.
Payload*
– Cargo, Passengers, and Weapon Mounts are purchased with the Payload points. The
number of points of payload you have available to spend is equal to the amount
indicated on the Cruiser Chart, modified by the number indicated on the Size
Chart.1 Bulk of Cargo is 1 Point.
- 1 Passenger is 3 points for an exposed, half-cover
seat. This may be upgraded to improved cover for an additional point, modify
this by the payload number on the size chart for larger passengers (use size of
passenger rather than size of vehicle).
- 5 points for a normal interior passenger
seat, modify this by the payload number on the size chart for larger passengers
(use size of passenger rather than size of vehicle).
- The cost of a driver-controlled weapon
mount is equal to the weapon’s bulk+1, and must have a fixed forward or
backward fire arc.
- A passenger-controlled weapon must be
designated as either a turret (360 degree fire arc) controlled by an exposed
passenger, or a sponson turret, which can fire in a 180 degree fire arc on the
side it is mounted controlled by an internal passenger. Passenger controlled weapon
mounts cost points equal to the weapon’s bulk+2. You cannot have more
passenger-controlled weapon mounts than you do passengers.
Mods* – this is the
number of vehicle mods that can be purchased and applied to the vehicle.
*You can change these choices by
spending 24 hours rebuilding the vehicle, or when you level up.
Lvl
|
Drive Speed
|
Full Speed
|
Travel Speed
|
HP
|
Hardness
|
AC E/K
|
System
|
Payload
|
Mods
|
1
|
15
|
450
|
51
|
10
|
5
|
13/15
|
Autocontrol, Master
Control
|
30
|
1
|
2
|
15
|
450
|
51
|
20
|
5
|
14/16
|
30
|
1
|
|
3
|
15
|
450
|
51
|
30
|
5
|
16/18
|
30
|
2
|
|
4
|
20
|
600
|
68
|
40
|
5
|
17/19
|
Autopilot
|
30
|
2
|
5
|
20
|
600
|
68
|
50
|
7
|
18/20
|
30
|
3
|
|
6
|
20
|
600
|
68
|
60
|
7
|
19/21
|
40
|
3
|
|
7
|
20
|
600
|
68
|
70
|
7
|
20/22
|
40
|
4
|
|
8
|
25
|
750
|
85
|
80
|
7
|
22/24
|
Hover
|
40
|
4
|
9
|
25
|
750
|
85
|
90
|
10
|
23/25
|
40
|
5
|
|
10
|
25
|
750
|
85
|
100
|
10
|
24/26
|
40
|
5
|
|
11
|
25
|
750
|
85
|
110
|
10
|
26/28
|
50
|
6
|
|
12
|
30
|
900
|
102
|
120
|
10
|
27/29
|
50
|
6
|
|
13
|
30
|
900
|
102
|
130
|
15
|
28/30
|
50
|
7
|
|
14
|
30
|
900
|
102
|
140
|
15
|
29/31
|
50
|
7
|
|
15
|
30
|
900
|
102
|
150
|
15
|
30/32
|
50
|
8
|
|
16
|
30
|
900
|
102
|
160
|
15
|
31/33
|
Antigrav
|
60
|
8
|
17
|
35
|
1050
|
119
|
170
|
20
|
32/34
|
60
|
9
|
|
18
|
35
|
1050
|
119
|
180
|
20
|
33/35
|
60
|
9
|
|
19
|
35
|
1050
|
119
|
190
|
20
|
35/37
|
60
|
10
|
|
20
|
35
|
1050
|
119
|
200
|
20
|
36/38
|
60
|
10
|
Hauler
Size – The Hauler’s
size is two steps larger than the mechanic’s size. Haulers may increase their
size with
Dimensions
– The base dimensions of the Hauler are 5 ft. wide, 10 ft. long, 7.5 ft. high.
This is modified by the number in the dimension’s column of the Size Chart,
based on the Hauler’s actual size.
Type – Haulers are
land vehicles. Mods may be used to change or add-to this. At certain levels it
upgrades to hover, then antigrav, and eventually you get a free modification to
it beyond even that.
Base Modifiers
– the base modifiers of the Hauler are -2 Piloting for the control roll, and -4
attack (–6 at full speed). These are modified by the Control modifier and
Attack modifier on the Size Chart, based on the Hauler’s size. Larger vehicles
have better attack modifiers and worse control modifiers.
Cover – Haulers
provide improved cover to the driver and/or passengers. This can be increased
to full with mods.
Damage - All vehicles
have a collision attack. Its damage and DC are decided by the rules in the Core
rulebook. The Size Chart shows the correct modifiers for that damage and DC
based on size.
Each Hauler’s speed, HP, Hardness,
EAC and KAC are shown on the Hauler Chart, and are based on
level. EAC and KAC are further modified by the Size Chart.
Systems
– Each Hauler gains the indicated systems at the appropriate level on the Hauler
Chart.
Payload*
– Cargo, Passengers, and Weapon Mounts and even Expansion Bays are purchased
with Payload points. The number of points of payload you have available to
spend is equal to the amount indicated on the Hauler Chart, modified by the
number indicated on the Size Chart.
- 1 Bulk of Cargo is 1 Point.
- 1 Passenger is 3 points for an exposed,
half-cover seat, modify this by the payload number on the size chart for larger
passengers (use size of passenger rather than size of vehicle). This may be
upgraded to improved cover for an additional point.
- 5 points for a internal passenger seat,
modify this by the payload number on the size chart for larger passengers (use
size of passenger rather than size of vehicle).
- The cost of a driver-controlled weapon
mount is equal to the weapon’s bulk+1, and must have a fixed forward or
backward fire arc.
- A passenger-controlled weapon must be
designated as either a turret (360 degree fire arc) controlled by an exposed
passenger, or a sponson turret, which can fire in a 180 degree fire arc on the
side it is mounted controlled by an internal passenger. Passenger controlled
weapon mounts cost points equal to the weapon’s bulk+2. You cannot have more
passenger-controlled weapon mounts than you do passengers.
- Haulers may also purchase starship
expansion bays at a cost of 25 points per expansion bay slot it takes up. They
may not purchase any expansion bay that has size requirements.
- They may also purchase a Hangar Bay that
can carry 1 vehicle 1 size category smaller than it, or 2 that are 2 size
categories smaller, or 4 that are 3 size categories smaller, etc. This costs 25
payload.
Mods* – this is the
number of vehicle mods that can be purchased and applied to the vehicle.
*You can change these choices by
spending 24 hours rebuilding the vehicle, or when you level up.
Lvl
|
Drive Speed
|
Full Speed
|
Travel Speed
|
HP
|
Hard
|
AC E/K
|
System
|
Payload
|
Mods
|
1
|
10
|
300
|
34
|
20
|
5
|
16/18
|
Autocontrol, Master
Control
|
50
|
1
|
2
|
10
|
300
|
34
|
40
|
5
|
17/19
|
50
|
1
|
|
3
|
10
|
300
|
34
|
60
|
5
|
18/20
|
50
|
2
|
|
4
|
10
|
300
|
34
|
80
|
7
|
19/21
|
50
|
2
|
|
5
|
15
|
450
|
51
|
100
|
7
|
20/22
|
50
|
3
|
|
6
|
15
|
450
|
51
|
120
|
7
|
22/24
|
Autopilot
|
75
|
3
|
7
|
15
|
450
|
51
|
140
|
10
|
23/25
|
75
|
4
|
|
8
|
15
|
450
|
51
|
160
|
10
|
24/26
|
75
|
4
|
|
9
|
15
|
450
|
51
|
180
|
10
|
26/28
|
Hover
|
75
|
5
|
10
|
20
|
600
|
68
|
200
|
15
|
27/29
|
75
|
5
|
|
11
|
20
|
600
|
68
|
220
|
15
|
28/30
|
100
|
6
|
|
12
|
20
|
600
|
68
|
240
|
15
|
29/31
|
100
|
6
|
|
13
|
20
|
600
|
68
|
260
|
20
|
30/32
|
100
|
7
|
|
14
|
20
|
600
|
68
|
280
|
20
|
31/33
|
100
|
7
|
|
15
|
20
|
600
|
68
|
300
|
20
|
32/34
|
100
|
8
|
|
16
|
25
|
750
|
85
|
320
|
25
|
33/35
|
150
|
8
|
|
17
|
25
|
750
|
85
|
340
|
25
|
35/37
|
150
|
9
|
|
18
|
25
|
750
|
85
|
360
|
25
|
36/38
|
Antigrav
|
150
|
9
|
19
|
25
|
750
|
85
|
380
|
30
|
38/40
|
150
|
10
|
|
20
|
25
|
750
|
85
|
400
|
30
|
39/41
|
150
|
10
|
Vehicle Mods
Motive System Replacement
– You may replace your vehicle’s motive system with another type, replacing it’s
land speed with either a Water (surface) speed, or replace it’s land speed with
a swim or flight speed at half its original land speed.
Motive System Addition
– At a cost of 2 mod slots you may add an additional motive system. You may add
a swim speed at half your primary motive system speed, or you may add a burrow
speed at 1/10 your primary motive system speed. You must have the enclosed mod
before you can select this one.
Enclosed
– Your cruiser or hauler becomes fully enclosed, giving the driver and all
interior passengers full cover.
Oil Slick – As
a standard action you pay activate this oil slick and trail grease behind your vehicle.
This fills all spaces your vehicle leaves until the end of your next turn with
a grease that functions like the grease spell. Any vehicles that move into a space
filled with grease must make a piloting check or lose control. The DC of this
check is equal to the DC for your mechanic’s tricks. This may be used once
before needing to be refilled. This mod may be taken multiple times. It gains an
additional use before needing to be refilled for each additional time it is
taken.
Smoke Screen -
As a standard action you pay activate this smoke screen and trail smoke behind
your vehicle. This fills all spaces your vehicle leaves until the end of your next
turn with a smoke that functions like the fog cloud spell. Any vehicles that take
a race action inside the smoke screen must make a piloting check or lose
control and crash. The DC of this check is equal to the DC for your mechanic’s
tricks. The smoke also covers the vehicle deploying it, and its passengers. This
may be used once before needing to be refilled. This mod may be taken multiple
times. It gains an additional use before needing to be refilled for each additional
time it is taken.
Missile
Rack – A concealed rack designed to carry and launch independent
missiles targeted at another vehicle’s motive system. It can be filled by up to
4 of any missile ammunition a personal weapon might use. Once per turn as a
standard action the driver may trigger one of these missiles to fire at a
target within sight making a normal ranged attack. Any damage dealt to another
vehicle with one of these forces it to make a piloting check DC 15+(1.5 x Level)+the
amount of damage dealt to the vehicle. Failing this check causes the vehicle to
go out of control.
Towing Hitch and Reinforcements – This
hardpoint is sufficient to allow the cruiser or hauler to tow another vehicle
up to one size category larger than itself. This mod may be taken multiple
times, each one increasing the size of vehicle you may tow by one size
category. If you go past colossal size, you may tow grounded starships.
Comm System –
This is a planet-wide comm system on a huge or smaller vehicle. Or a
system-wide comm system on a gargantuan or larger vehicle.
Junk – When a nearby
technomancer tries to cast a junk spell they may deal 1d10 damage to this
vehicle to provide the necessary bulk of junk material for the spell. If this
vehicle gains the broken condition, its driver must make a piloting check DC 15+Level
or the vehicle will explode dealing 1d10 damage per level to everything and
everyone within 5 ft. plus 5 ft per size category larger than large. While the
broken condition remains, this check must be passed each time the vehicle takes
damage. Gain your level in extra payload.
Enhanced Sensors
– The cruiser or hauler gains a sensor suite that can allow the crew to make
perception checks using its senses. The range is 100 ft per size category. This
mod may be selected multiple times. Each time it is selected choose from one of
the following senses: Darkvision, Blindsense (Vibration), Blindsense (Heat).
Sense Through
– You must have selected enhanced sensors before selecting this. The vehicle’s
enhanced sensors gain the sense through ability an can penetrate barriers.
Breach – After the
pilot makes a successful ram action against an object with a hull or wall, if
the rammed object has the broken condition, the breacher’s pilot can use a
swift action to activate cutting lasers, drills, claws, or other devices
mounted on the front of this vehicle. These devices create a hole in the rammed
object up to 8 feet in diameter, allowing creatures to pass freely from the
breacher into the breached object.
Reinforced Ramming Frame
– A specially designed frame, kinetic dampeners, or other technology prevents
this vehicle from taking damage when its pilot performs a successful ram
action.
Autopilot Proficiency Module – Your Autopilot becomes proficient with one weapon type and can spend a standard action operating that weapon if it is not currently operating the vehicle.
Autopilot Skill Module – Your Autopilot becomes trained in one skill, with a bonus equal to the skill bonus equal to the skill bonus an AI would have. The vehicle's computer tier is considered 1/2 of it's level for this purpose.
Manipulator – Install an armature on your cruiser or hauler with some form of gripping mechanism. It is capable of holding and lifting items equal to two steps lower than the vehicles size. It can be used for a variety of purposes from working with salvage to loading cargo.
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