I might have written an rulebook that may or may not be called Mechfinder. :3
I for one would really like to test out the rules if and when you make them available. Will they also include rules for constructing mechs?
The rules have been available for several months now. Construction rules are included.
Oh hey, this thread is alive again. Mechfinder is finished, just needing testing and some filling out with pre-built mech profiles and stuff.
In other news, I'm working on the VOIDWITCH, a debuff-focused class that gathers power by manifesting 'motes' (minor debuff effects) and consumes all manifested motes to unleash a powerful final attack. It is more powerful the more motes it consumes in doing so. Watch out for a voidwitch filling the battlefield with these 'harmless' fragments of oblivion. :P
Philosophically, voidwitches are fundamentally opposed to solarians. While solarians believe in a cyclical cosmos, voidwitches draw their power from the dread inevitability of heat death. It'll be a long, long time before we see which school of thought is right, but in the meantime voidwitches make solarians deeply uncomfortable, often on a spiritual level.
Voidwitches are not always evil, despite their nihilistic power source. Some seek the powers of the void simply for their own gain, while others aim to do as much good as they can before the universe draws to a close.
Think of the first world as an 'early access' game. A lot of things don't make sense, some of the mechanics are just broken and it's never going to be finished.
And the Eldest are the ones that never moved to the release version because they'd have to update all their zany mods and all their favourite exploits are gone.
Oh hey! I'm glad you like it. Thanks. :)
I've been trying to find an editor and publisher to help me bring it to completion and distribution; my fatigue and depression make it extremely hard for me to keep going and I need assistance to clean this up and make it presentable.
The x2 and 1/2 damage is awkward, but it's there to squeeze mechs in between personal and starship combat without having to give them two different sets of stats for either combat. It was originally x3 and 1/3 (so that the total difference between players -> mechs -> ships was x9, close to the existing players -> ships difference of x10) but I found that x2 produced mechs with abilities closer to their CR (tier + 5) and double/half is much easier mathematically.
I would appreciate any feedback from actual play. Nobody has reported anything back to me yet.
For the last month I have been working on what is currently called 'Mechfinder', a system for highly-detailed construction of mechs and their use in Starfinder.
It is integrated with both personal combat and space combat. Rules are included for the support, maintenance and transport of mechs with starships.
As of the time of writing, it sits at about 15k words and I expect I might hit 18-20k by the time it is finished.
This is a work in progress and I'd like to work with an interested publisher in bringing it to completion. I can provide a link to the WIP on Google docs. :)
Please get in touch if you want the best and most in-depth mech system Starfinder has seen so far!
I am probably going to set mech balance as equipvalent creature CR being 5 higher than their tier. So a single mech can be an epic encounter for a party that's at a higher 'tech level' than the mech, and a supremely advanced party can combat low-tier mechs. But in general, mechs will have the advantage. Mechs also beat the action economy in a few ways (they function much like starships, but only require a single pilot to use all their abilities).
SIZE ............. LENGTH ............... WEIGHT
Weight is in US tons to two significant digits.
My Technomorph (cybernetic shapeshifter) class is nearing completion, pending only playtesting and tidying.
I'm also working on MECHFINDER, which I may call something else because it's about giant robot battles and to be honest, they are not very hard to find.
Mechs can be used in personal combat, mech to mech combat or starship combat (although their movement options are very limited there without added flight capabilities).
At the moment, encountering a mech while on foot has a CR equal to the mech's tier +5. A powerful party can take them down! A mech is a truly frightening opponent, with numerous combat options in a single turn.
It's not just about shooting, either. You can man advanced tactical consoles, coordinating and inspiring strike forces. Or install a cyberwarfare suite in your mech and hack your enemies into ejecting all their ammunition! Magical characters can channel their spells through techno-magical spell capacitors to power up arcane devices installed on their mechs, and solarions can employ the unique Solar Conduit to meld their energies with the mech's own weapons or defenses.
Extra complexity if you even care! It probably doesn't matter:
If your ship is much narrower than a 5:1:1 box, reduce the total mass by an appropriate amount. Does your ship take up about half that volume? Halve the mass from the equation.
If your ship is much wider and/or taller, increase the mass accordingly. It's probably not important to get an accurate measurement at all.
Let's say your average starship is about five times as long as it is tall and wide.
A starship's density should be about 0.25 metric tons per cubic metre. A jet airliner has an average density of 0.27, but 0.25 is a nicer number to work with for approximations.
So for the above starship with proportions of 5:1:1, to calculate its total mass in metric tons, all you need is:
m = l³ / 100
Where l is the ship's length in metres along its longest axis. If you start with the mass and want length, it's the same thing in reverse:
l = ∛(m * 100)
My technomancer in a currently ongoing homebrew game looks forward to seeing what the Starfinder technomancer is like.
I'm hoping it can do the following:
* Operate technology telepathically.