Witness (Vehicle Class)

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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:

The following modules require 2 upgrade slots in a Witness-class vehicle:

The following modules require 3 upgrade slots in a Witness-class vehicle: