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Monday, July 13, 2020

And Now for Another Mechanic...


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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