Foment (Vehicle Class)

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Foment-class vehicles are unique in their ability to spread damage across a their entire forward firing arc, instead of targeting single opponents. They deal remarkable damage, though allies are advised to stay clear, lest they get caught up in this inferno of destructive power. Foment-class vehicles are very delicate, and require a great deal of focus to operate optimally, but those pilots who can assuage the needs of this demanding vehicle class will be true champions on any battlefield.

As with any vehicle class, foment-class vehicles come in all vehicle types (aerial, aethereal, ground, naval, subaquatic, or subterranean) and sizes.

Foment-Class General Attributes

Vehicle Attribute: INT
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

Foment-Class Base Stats

Ship Level Base Maneuver Offense Siege Damage Base Maneuver Defense Base Durability Base Vehicle DR Base Crew DR Vehicle Features
1 2 1d2 11 4 - - Kill Zone 1
2 3 1d2 12 5 - - Targeting Reticle 1
3 4 1d3 13 6 - - Elevated Mount 1
4 5 1d3 14 6 - - -
5 7 1d4 15 7 - - Ratcheted Steering 1
6 8 1d4 16 7 - - -
7 9 1d6 17 8 - - Controls Feedback 1
8 10 1d6+1 18 8 - - -
9 12 1d6+2 19 9 - - Enhanced Controls 1
10 13 2d6 20 9 - - -
11 14 2d6+2 21 10 - - Kill Zone 2
12 15 3d6 22 11 - - -
13 17 3d6+1 23 11 - - Elevated Mount 2
14 18 3d6+2 24 12 - - -
15 19 4d6 25 14 - - Efficient Turns 1
16 20 4d6+1 26 14 - - -
17 22 5d6 27 15 - - Targeting Reticle 2
18 23 5d6+1 28 16 - - -
19 24 6d6 29 16 - - Enhanced Controls 2
20 25 7d6 30 17 - - Turreted Weaponry 1
21 27 7d6+2 31 18 - - Kill Zone 3
22 28 8d6+2 32 18 - - -
23 29 9d6+1 33 19 - - Elevated Mount 3
24 30 10d6+2 34 20 - - -
25 32 10d6+6 35 20 - - Ratcheted Steering 2
26 33 10d6+10 36 21 - - -
27 34 10d6+14 37 21 - - Targeting Reticle 3
28 35 10d6+19 38 22 - - -
29 37 10d6+24 39 23 - - Controls Feedback 2
30 38 10d6+30 40 23 - - Efficient Turns 2
31 39 10d6+36 41 24 - - Turreted Weaponry 2
32 40 10d6+42 42 25 - - -
33 42 10d6+47 43 25 - - Elevated Mount 4
34 43 10d6+53 44 26 - - -
35 44 10d6+59 45 27 - - Ratcheted Steering 3

Foment-Class Vehicle Features

Kill Zone

Beginning at level 1, any time you make an attack, you may elect to activate Kill Zone, causing your attack to target all enemy vehicles and enemy creatures in your forward firing arc. While Kill Zone is active, you cannot attack any creature except those within your forward firing arc. Make an attack against each enemy vehicle and enemy creature in your forward firing arc, at the appropriate penalties for range. Roll damage once, and apply it to each target you successfully hit.

Beginning at level 11, once per encounter as a standard action, you can spend 1 focus to cause Kill Zone to target all enemy vehicles and enemy creatures within all arcs of your weapon range for a single attack. Make an attack against each enemy vehicle and enemy creature in range, at the appropriate penalties for range and firing arc. Roll damage once and apply it to each target you successfully hit.

Beginning at level 21, up to once per round as a standard action, you can spend 1 focus to cause Kill Zone to target all enemy vehicles and enemy creatures within your weapon range. Make an attack against each vehicle and creature in range, at the appropriate penalties for range and firing arc. Roll damage once and apply it to each target you successfully hit.

Targeting Reticle

Beginning at level 2, once per encounter, you can perform the Take Aim action as a swift action, instead of a standard action.

Beginning at level 17, the maneuver offense bonus granted any time you perform the Take Aim action is +3 instead of +2.

Beginning at level 27, the maneuver offense bonus granted any time you perform the Take Aim action is +4 instead of +2.

Elevated Mount

Beginning at level 3, once per encounter as a standard action, you can spend 1 focus to make an attack against an enemy vehicle or creature at a distance from you equal to your maximum weapon range + 2 squares, and you make the attack as though the target were at close range. If the attack hits, resolve its damage as normal.

Beginning at level 13, the long range of your weapons increases by 1 square.

Beginning at level 23, the medium range of your weapons increases by 1 square. (As a result, your long range is pushed outwards by 1 square.)

Beginning at level 33, the short range of your weapons increases by 1 square. (As a result, both your medium and long ranges are pushed outwards by 1 square.)

Ratcheted Steering

Beginning at level 5, you gain 1 point of focus any time you perform a move action or a second move action in which you move directly forward (in the direction of your facing at the start of the move action or a second move action) a single square only.

Beginning at level 25, you gain 1 point of focus any time you perform a move action or a second move action in which you move directly forward (in the direction of your facing at the start of the move action or a second move action) 1 or 2 squares.

Beginning at level 35, you gain 1 point of focus any time you perform a move action or a second move action in which you move directly forward (in the direction of your facing at the start of the move action or a second move action) any number of squares up to your speed.

Controls Feedback

Beginning at level 7, once per encounter, you can perform the Build Focus action as a swift action, instead of a standard action.

In addition, beginning at level 29, 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 29
Easy 1 1
Average 1 1
Challenging 2 2
Hard 2 3
Impossible 3 3

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 19, 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.

Efficient Turns

Beginning at level 15, once per encounter, when you complete either a move action or a second move action, you may make any number of 45-degree facing changes without spending focus.

Beginning at level 30, when changing facing at the end of a move action or a second move action, if you spend focus to make additional 45-degree facing changes, you need only spend 1 focus to make any amount of additional facing changes. (To clarify: the first 45-degree facing change after any move is still free; the second 45-degree facing change normally costs 1 focus, and additional facing changes beyond these normally costs a second point of focus. This ability reduces the cost of any facing changes (after the free 45-degree facing change) to a total of 1 focus.)

Turreted Weaponry

Beginning at level 20, as a free action to declare any of your vehicle's 90-degree arcs as it's "forward arc" until the start of your next turn, or until you change it again. This can be any of the four 90-degree arcs which map to the front, back, left or right side of your vehicle (although you don't need to spend focus to make your front facing your forward arc, since that is already your forward arc). It cannot be a ordinal (diagonal) arc (such as "front-left" or "front-right"). Once declared, all attacks you make are calculated as though the new arc were your forward firing arc. 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 31, your forward firing arc is considered the full 180-degree arc in front of your vehicle. You may still change this arc to point in any of the cardinal directions of your vehicle (front, back, left, right) as a free action until the start of your next turn, or until you change it again.

Foment-Class Cost By Size

The prices below are the gold piece cost for a Foment-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 Foment-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

Foment-Class Upgrades

The following modules require only 1 upgrade slot in a Foment-class vehicle:

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