A Truly Legendary Commander

Post/Author/DateTimePost
#1

cromag

Mar 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
#2

MERC_1

Apr 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

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)

This far I'm with you!

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.

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

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

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!