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| #1cromagMar 04, 2008 16:00:17 | So I was looking at co-ordinate on the noble talent list and thinking, how often would I be able to use that and have it be better than my standard action. almost no one ever uses the aid another action in combat anyways and it would be minor at best outside for skill. Then I looked at how batteries works (via bonuses from aid another) and El' Capitán was Born A standard ISD looks like this Imperial Star Destroyer ref 18 (16 from armor) threshold 256 Skilled Attack crew +2 attack HP=2100 SR=125 DR=20 (to hit) weapons (+15) 5 heavy turbolasers 11d10x5 (+15) 5 turbolasers 8d10x5 (+15) 4 Ion cannons 3d10x5 avg damage against another ISD ref 18 assuming rolling a 10 for a total of 25 (each has +2 dice) 5 for 357.5 each (1787 total) 5 for 275 each (1375 total) 4 for 137.5 each (550 total) ************************** ************************** One controlled by El Capitán looks like this ref 29 (20 from lev 8 from armor 1 from fools luck) expert crew +5 to attack HP=2100 SR=125 DR=20 (to hit) weapons (+40)5 heavy turbolasers (11d10+1d6+10)x5 (+40)5 turbolasers (8d10x5+1d6+10)x5 (+40)4 Ion cannons (3d10+1d6+10)x5 Assuming the gunners roll a 10 each time vs a standard ISD (18ref) the gunners will roll a 50 which wins by 32 (adding 16 dice each) 5 for 810 each shot (4050 total) 5 for 727.5 each shot (3637 total) 4 for 590 (ion) each shot (2360 total) (yes, each shot easily beats an ISD damage threshold) -more than enough to take out any ISD in one round, or anything else you may run into. El Capitán Race Droid (to reprogram talents) level 7 noble/10 crimelord/ 2 officer/1 scoundrel skills: deception, persuasion, knowledge tactics, use computer anything else feats: Skill focus (Knowledge tactics), Skill focus (use computer) anything else equipment: a Bevy of astromechs (for repair checks) and 1 ISD (standard issue) This gives us 16 talents over 20 levels Noble talents (8) ______________ Coordinate x5 Born leader +1 to hit inspire confidence +1 to hit inspire haste (to let the system operator aid another on a second shot) Officer talents (7) __________ -Deployment tactics *pre-req -Field tactics *pre-req -outmaneuver *cancel opponent bonuses -combined fire *+1 die every 2 that you beat the enemy ref by -legendary commander *raises defense and base to hit by 3 -Assault tactics *+1d6 damage -tactical edge Scoundrel Talent (1) _________________ -fools luck *+1 ref def *prereq for crimelord calculation for "to hit" value +1 inspire confidence +1 born leader +5 crew quality +5 ship intelligence +8 for the normal aid another x4 +20 coordinate talent (5 for each gunner past the first) =to hit +40 |
| #2MERC_1Apr 06, 2008 8:30:05 | This Is a Imperial II Star Destroyer, not the one from SECR. Thus, it is not standard is it? A standard ISD looks like this This far I'm with you! One controlled by El Capitán looks like this I'm sorry to rain on your parade, but as each batery contain 5 guns you can add a maximum of 4 dice. One dice for each extra gun. El Capitán Born Leader and Inspire Confidence Both require line of sight, something that you dont have. If you assemble all gunners in the begining of the encounter you could still use these two talents. Coordinate also require line of sight, every round! This is worse, but if you could use Share Talent on Coordinate with your officers they could take command of one battery each. Problem is that Share Talent doesn't work with talents from the Leadership Talent Tree... So unless you can see all the gunners at once this will not work! |