Witness (Vehicle Class)
The witness-class vehicle platform plays a support role and serves as a force-multiplier for allies willing to stay close. That is not to say that the witness-class is harmless, however, as many of its support abilities include attacks as well. Pilots of this vehicle class will want to stay in close formation with allies to optimize the benefits they can provide, but they should also try to stay near the front lines. Witness-class vehicles can turn the tide of a losing battle with a clever move at the right time, but they require careful management of focus, and well-timed maneuvering to truly shine.
As with any vehicle class, witness-class vehicles come in all vehicle types (aerial, aethereal, ground, naval, subaquatic, or subterranean) and sizes.
Witness-Class General Attributes
Vehicle Attribute: | WIS |
---|---|
Base Speed: | 4 squares (200 feet) |
Maneuverability: |
Air: poor Sub-surface: poor Land: poor Aquatic (surface): poor
Weapon Ranges: |
---|
Short: 1 - 2 Medium: 3 - 4 Long: 5 - 6
Available Actions: |
---|
Move: - Move
- Sudden Halt (costs 1 focus)
Swift: - Quick Attack
Standard: - Build Focus
- Damage Control
- Second Move
- Evasive Maneuvers
- Standard Attack
- Take Aim
Witness-Class Base Stats
Ship Level | Base Maneuver Offense | Siege Damage | Base Maneuver Defense | Base Durability | Base Vehicle DR | Base Crew DR | Vehicle Features |
---|---|---|---|---|---|---|---|
1 | 1 | 1d2 | 11 | 4 | - | 1 | Mobile Repairs 1 |
2 | 2 | 1d2 | 12 | 5 | - | 1 | Leading Fire 1 |
3 | 3 | 1d3 | 14 | 6 | - | 1 | Controls Feedback 1 |
4 | 4 | 1d3 | 14 | 6 | - | 1 | - |
5 | 5 | 1d3 | 16 | 7 | - | 1 | Staggered Formation 1 |
6 | 6 | 1d4 | 16 | 7 | - | 1 | - |
7 | 7 | 1d4 | 18 | 8 | - | 1 | Jostling Nudge 1 |
8 | 8 | 1d6 | 18 | 8 | - | 1 | - |
9 | 9 | 1d6 | 20 | 9 | - | 1 | Enhanced Controls 1 |
10 | 10 | 1d6+1 | 21 | 9 | - | 1 | - |
11 | 11 | 1d6+2 | 22 | 10 | 1 | 1 | Mobile Repairs 2 |
12 | 12 | 2d6 | 23 | 11 | 1 | 1 | - |
13 | 13 | 2d6+1 | 24 | 11 | 1 | 1 | Controls Feedback 2 |
14 | 14 | 2d6+1 | 25 | 12 | 1 | 1 | - |
15 | 15 | 2d6+2 | 27 | 12 | 1 | 1 | Narrow Profile 1 |
16 | 16 | 3d6 | 27 | 14 | 1 | 1 | - |
17 | 17 | 3d6 | 29 | 15 | 2 | 1 | Leading Fire 2 |
18 | 18 | 3d6+1 | 29 | 16 | 2 | 1 | - |
19 | 19 | 4d6 | 31 | 17 | 2 | 1 | Staggered Formation 2 |
20 | 20 | 4d6+1 | 32 | 19 | 2 | 1 | Auto-Repair 1 |
21 | 21 | 5d6 | 33 | 20 | 2 | 1 | Mobile Repairs 3 |
22 | 22 | 5d6+1 | 34 | 21 | 2 | 1 | - |
23 | 23 | 6d6 | 35 | 22 | 3 | 1 | Jostling Nudge 2 |
24 | 24 | 7d6 | 36 | 23 | 3 | 1 | - |
25 | 25 | 7d6+2 | 38 | 26 | 3 | 1 | Narrow Profile 2 |
26 | 26 | 8d6+1 | 38 | 27 | 3 | 1 | - |
27 | 27 | 9d6 | 40 | 28 | 3 | 1 | Leading Fire 3 |
28 | 28 | 10d6 | 40 | 29 | 3 | 1 | - |
29 | 29 | 10d6+4 | 42 | 33 | 4 | 1 | Staggered Formation 3 |
30 | 30 | 10d6+7 | 43 | 34 | 4 | 1 | Enhanced Controls 2 |
31 | 31 | 10d6+12 | 44 | 35 | 4 | 1 | Auto-Repair 2 |
32 | 32 | 10d6+15 | 45 | 36 | 4 | 1 | - |
33 | 33 | 10d6+20 | 46 | 40 | 4 | 1 | Jostling Nudge 3 |
34 | 34 | 10d6+23 | 47 | 41 | 4 | 1 | - |
35 | 35 | 10d6+26 | 48 | 43 | 5 | 1 | Narrow Profile 3 |
Witness-Class Vehicle Features
Mobile Repairs
Beginning at level 1, as a standard action, you can spend 1 focus to make an attack against one enemy vehicle or creature in close, medium or long range, and also repair the durability to one ally vehicle. If the attack hits the enemy vehicle, it deals your normal siege damage for your vehicle's level. The amount of durability you repair on the targeted ally is based on the range they are at in relation to your own vehicle. If they are at close range, you repair 1d6+2 durability. If they are at medium range, you repair 1d4+1 durability. If they are at long range, you repair 1 durability. You are not required to attack an enemy vehicle in order to repair an ally's durability. You may not use this ability to repair your own vehicle's durability. Repaired durability cannot cause a vehicle's current durability to exceed its maximum durability.
Beginning at level 11, Mobile Repairs operates the same as before, except that a targeted ally is repaired 2d6+3 durability if they are in close range of your vehicle, 1d6+3 if they are at medium range, and 1d6 if they are at long range.
Beginning at level 21, Mobile Repairs operates the same as before, except that a targeted ally is repaired 3d6+3 durability if they are in close range of your vehicle, 2d6+3 if they are at medium range, and 2d6 if they are at long range.
Leading Fire
Beginning at level 2, as a free action, you can spend 1 focus to either grant all allies within the close, medium, or long range of your vehicle weapons a +1 bonus to their maneuver offense, or grant a single ally within your vehicle's close range a +3 bonus to maneuver offense. The bonus granted by Leading Fire persists on affected vehicles until the start of your next turn, even if they leave the initial area of effect. Leading Fire's bonus never applies to your own vehicle. As with most free actions, this feature can only be activated during your turn, though it may be done during any part of your turn (including prior to your mandatory move action).
Beginning at level 17, Leading Fire improves such that, if you grant the bonus to a single ally, that ally can be in either close or medium range (instead of just close range), and receives a +4 bonus to maneuver offense (instead of +3). Otherwise, Leading Fire continues to operate as previously described.
Beginning at level 27, Leading Fire improves such that if you choose to grant its bonus to all allies, the bonus is +2 (instead of +1), or, if you grant the bonus to a single ally, that ally can be in close, medium, or long range (instead of just close or medium range), and receives a +4 bonus to maneuver offense. Otherwise, Leading Fire continues to operate as previously described.
Controls Feedback
Beginning at level 3, once per encounter, you can perform the Build Focus action as a swift action, instead of a standard action.
In addition, beginning at level 13, when you perform the Build Focus action, if your piloting check equals or exceeds a Hard DC, you regain 3 focus instead of 2. (Normally, this would require an Impossible DC.).
Pilot Check DC Achieved Focus Regained Normal Level 13 Easy 1 1 Average 1 1 Challenging 2 2 Hard 2 3 Impossible 3 3
Staggered Formation
Beginning at level 5, as a free action, you can spend 1 focus to either grant all allies within the close, medium, or long range of your vehicle weapons a +1 bonus to their maneuver defense, or grant a single ally within your vehicle's close range a +3 bonus to maneuver defense. The bonus granted by Leading Fire persists on affected vehicles until the start of your next turn, even if they leave the initial area of effect. Leading Fire's bonus never applies to your own vehicle. As with most free actions, this feature can only be activated during your turn.
Beginning at level 19, Leading Fire improves such that, if you grant the bonus to a single ally, that ally can be in either close or medium range (instead of just close range), and receives a +4 bonus to maneuver defense (instead of +3). Otherwise, Leading Fire continues to operate as previously described.
Beginning at level 29, Leading Fire improves such that if you choose to grant its bonus to all allies, the bonus is +2 (instead of +1), or, if you grant the bonus to a single ally, that ally can be in close, medium, or long range (instead of just close or medium range), and receives a +4 bonus to maneuver defense. Otherwise, Leading Fire continues to operate as previously described.
Jostling Nudge
Beginning at level 7, as a swift action, you can select one willing ally within close, medium, or long range of your vehicle, and slide that vehicle 1 square. You may also alter its facing by 45 degrees. You may turn the target vehicle without sliding it, or slide it without turning it, if you wish.
Beginning at level 23, as a swift action, you can select one willing ally within close or medium range of your vehicle, and slide that vehicle up to 2 squares. You may also alter its facing by up to 90 degrees. Alternatively, you can select an ally within long range of your vehicle, and slide that vehicle 1 square, and you may also alter its facing by 45 degrees. You may turn the target vehicle without sliding it, or slide it without turning it, if you wish.
Beginning at level 33, as a swift action, you can select one willing ally within close range of your vehicle, and slide that vehicle up to 3 squares, and you may also alter its facing by up to 180 degrees. Alternatively, you can select an ally within medium range of your vehicle, and slide that vehicle up to 2 squares, and you may also alter its facing by up to 90 degrees. Alternatively, you can select an ally within long range of your vehicle, and slide that vehicle 1 square, and you may also alter its facing by 45 degrees. You may turn the target vehicle without sliding it, or slide it without turning it, if you wish.
Enhanced Controls
Beginning at level 9, during each recovery phase, you gain 2 points of focus instead of 1, up to your maximum focus.
Beginning at level 30, once per encounter during a single recovery phase, if you have no more than 2 points of stress at the time, you instead gain 3 points of focus.
Narrow Profile
Beginning at level 15, once per encounter, you can perform the Evasive Maneuvers action as a swift action, instead of a standard action.
Beginning at level 25, the maneuver defense bonus granted any time you perform the Evasive Maneuvers action is +4 instead of +2.
Beginning at level 35, the maneuver defense bonus granted any time you perform the Evasive Maneuvers action is +6 instead of +2.
Auto-Repair
Beginning at level 20, you automatically repair 1 durability each round during the recovery phase. You cannot exceed your vehicle's maximum durability.
Beginning at level 31, you instead automatically repair 2 durability each round during the recovery phase. You cannot exceed your vehicle's maximum durability.
Witness-Class Cost By Size
The prices below are the gold piece cost for a Witness-class vehicle at the listed level, by size of the ship. You must first purchase the base vehicle (whether it be a aerial, aethereal, ground, naval, subaquatic, or subterranean vehicle), then choose the vehicle class, vehicle size and vehicle level. The total purchase price is the sum of the base vehicle chosen plus the level cost listed below for the desired vehicle size. This table reflects the cost to purchase a Witness-class vehicle. The cost for other vehicle classes varies.
The cost to increase an existing ship's level (without changing its size) is calculated by subtracting the current level's cost from the next level's cost. Note that you cannot skip levels when increasing a ship's level; you must level up the ship one level at a time, paying the cost each time.
Changing the size of a vehicle requires purchasing an entirely new vehicle. An existing vehicle cannot have its size increased.
Refer to the Vehicle Size page for details on required number of crew, information on how large the various ship sizes are, as well as information on sizing a vehicle for crew (and pilots) who are smaller or larger than traditional player characters (i.e. sized-small or sized-medium).
Ship Level | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal | Titanic |
---|---|---|---|---|---|---|---|---|
1 | 600 | 800 | 1,100 | 1,600 | 2,100 | 3,500 | 5,000 | 7,000 |
2 | 1,400 | 1,800 | 2,500 | 3,600 | 4,700 | 7,900 | 11,300 | 15,800 |
3 | 2,300 | 3,000 | 4,100 | 6,000 | 7,900 | 13,100 | 18,800 | 26,300 |
4 | 3,300 | 4,400 | 6,100 | 8,800 | 11,600 | 19,300 | 27,500 | 38,500 |
5 | 4,500 | 6,000 | 8,300 | 12,000 | 15,800 | 26,300 | 37,500 | 52,500 |
6 | 6,000 | 8,000 | 11,000 | 16,000 | 21,000 | 35,000 | 50,000 | 70,000 |
7 | 7,500 | 10,000 | 13,800 | 20,000 | 26,300 | 43,800 | 62,500 | 87,500 |
8 | 9,600 | 12,800 | 17,600 | 25,600 | 33,600 | 56,000 | 80,000 | 112,000 |
9 | 12,000 | 16,000 | 22,000 | 32,000 | 42,000 | 70,000 | 100,000 | 140,000 |
10 | 15,000 | 20,000 | 27,500 | 40,000 | 52,500 | 87,500 | 125,000 | 175,000 |
11 | 18,600 | 24,800 | 34,100 | 49,600 | 65,100 | 108,500 | 155,000 | 217,000 |
12 | 22,500 | 30,000 | 41,300 | 60,000 | 78,800 | 131,300 | 187,500 | 262,500 |
13 | 27,300 | 36,400 | 50,100 | 72,800 | 95,600 | 159,300 | 227,500 | 318,500 |
14 | 33,600 | 44,800 | 61,600 | 89,600 | 117,600 | 196,000 | 280,000 | 392,000 |
15 | 42,600 | 56,800 | 78,100 | 113,600 | 149,100 | 248,500 | 355,000 | 497,000 |
16 | 57,900 | 77,200 | 106,200 | 154,400 | 202,700 | 337,800 | 482,500 | 675,500 |
17 | 78,000 | 104,000 | 143,000 | 208,000 | 273,000 | 455,000 | 650,000 | 910,000 |
18 | 108,000 | 144,000 | 198,000 | 288,000 | 378,000 | 630,000 | 900,000 | 1,260,000 |
19 | 144,000 | 192,000 | 264,000 | 384,000 | 504,000 | 840,000 | 1,200,000 | 1,680,000 |
20 | 192,000 | 256,000 | 352,000 | 512,000 | 672,000 | 1,120,000 | 1,600,000 | 2,240,000 |
21 | 255,000 | 340,000 | 467,500 | 680,000 | 892,500 | 1,487,500 | 2,125,000 | 2,975,000 |
22 | 342,000 | 456,000 | 627,000 | 912,000 | 1,197,000 | 1,995,000 | 2,850,000 | 3,990,000 |
23 | 453,000 | 604,000 | 830,500 | 1,208,000 | 1,585,500 | 2,642,500 | 3,775,000 | 5,285,000 |
24 | 600,000 | 800,000 | 1,100,000 | 1,600,000 | 2,100,000 | 3,500,000 | 5,000,000 | 7,000,000 |
25 | 780,000 | 1,040,000 | 1,430,000 | 2,080,000 | 2,730,000 | 4,550,000 | 6,500,000 | 9,100,000 |
26 | 1,050,000 | 1,400,000 | 1,925,000 | 2,800,000 | 3,675,000 | 6,125,000 | 8,750,000 | 12,250,000 |
27 | 1,380,000 | 1,840,000 | 2,530,000 | 3,680,000 | 4,830,000 | 8,050,000 | 11,500,000 | 16,100,000 |
28 | 1,860,000 | 2,480,000 | 3,410,000 | 4,960,000 | 6,510,000 | 10,850,000 | 15,500,000 | 21,700,000 |
29 | 2,460,000 | 3,280,000 | 4,510,000 | 6,560,000 | 8,610,000 | 14,350,000 | 20,500,000 | 28,700,000 |
30 | 3,270,000 | 4,360,000 | 5,995,000 | 8,720,000 | 11,445,000 | 19,075,000 | 27,250,000 | 38,150,000 |
31 | 4,320,000 | 5,760,000 | 7,920,000 | 11,520,000 | 15,120,000 | 25,200,000 | 36,000,000 | 50,400,000 |
32 | 5,670,000 | 7,560,000 | 10,395,000 | 15,120,000 | 19,845,000 | 33,075,000 | 47,250,000 | 66,150,000 |
33 | 7,500,000 | 10,000,000 | 13,750,000 | 20,000,000 | 26,250,000 | 43,750,000 | 62,500,000 | 87,500,000 |
34 | 9,930,000 | 13,240,000 | 18,205,000 | 26,480,000 | 34,755,000 | 57,925,000 | 82,750,000 | 115,850,000 |
35 | 13,230,000 | 17,640,000 | 24,255,000 | 35,280,000 | 46,305,000 | 77,175,000 | 110,250,000 | 154,350,000 |
Witness-Class Upgrades
The following modules require only 1 upgrade slot in a Witness-class vehicle:
- Adamantine Trim
- Adaptive Coloration
- Articulating Rudder
- Baffled Hull Patterns
- Boarding Axes
- Boarding Hooks
- Cuprium Hull Coating
- Gunnery Module, Minor
- Heat Recycling
- Hot Loads, Greater
- Hot Loads, Major
- Hot Loads, Minor
- Labeled Controls
- Lateral Thrust
- Masterwork Module
- Mothership Module
- Music Box, Greater
- Music Box, Major
- Music Box, Minor
- Oblique Angles
- Pattern Recognition Module
- Raised Quarterdeck
- Ramming Prow, Major
- Ramming Prow, Minor
- Reinforced Hull
- Semaphore Signaling
- Shoulder Bumpers
- Sleek Lines
- Speed Module
The following modules require 2 upgrade slots in a Witness-class vehicle:
The following modules require 3 upgrade slots in a Witness-class vehicle: