Mech Row Call!


Mech


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To get a better understanding of designing mechs and testing them out against rival mechs, please show off your mech designs! That way, we can take your designs and test them in battle!

Here is my first level Mech Battledroid. Hit and Run tactics.

Red Leader (MP 15)
Huge Mech (flight)
Init +4, Senses low-light vision, darkvision 120 ft., blindense (vibration) 30 ft, Perception +4
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HP 17 (Advancement 8), SP 5
EAC 17, KAC 18
Fort +2, Ref +4, Will +2
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Sped 50 ft., Fly 70 ft. (average)
Ranged - gatling gun +9 (1d10, 120 ft., capacity 10) or missile battery +9 (1d4, 200 ft., capacity 12)
Offensive Abilities Volley
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Strength +2
Skills - Athletics +7
Frame fast biped, assault arms, power core MK 1
Other Abilities fleet, reinfroced frame, superior computer (A.I)
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Crew 1
Operator - Ace Pilot Human Soldier 1 (Dex 18, Skill Focus) - Piloting +12

MP Build
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Sharpwing Frame (2.5 MP)
Fast Biped Lower Limb (1 MP)
Assault Arms Upper Limb (1 MP)
Power Core MK 1 (1 MP)
Gatling Gun (3 MP), Missle Battery (2.5 MP)
Fleet (2), Superior Computer (1), Reinforced frame (1)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Very cool!

To contribute to this, here are some Battletech conversion mechs for people to play around with.

With the aim of getting a better handle on the rules, two questions about Red Leader:

  • Did you build it as a Tier 1 mech? (I think Tier 1 mechs are supposed to have a minimum of 20 MP?)

  • How did you decide to determine the will save? (I'm not sure how will saves work with mechs. One possibility is that mechs do have will saves, and you should use the generic save modifier (2 +3/4 Tier). The other possibility is that mechs don't get will saves, and such effects would apply directly to the operators, who would each use their own will save. Anyway, I'm curious as to which way you went with this.)

  • Wayfinders

    Most, if not all, things that require will saves also require line of effect. Since mechs are noted as blocking line of effect to and from its operators (p12), there are no will saves by operators. Since, as I noted elsewhere, mechs do not have volition, being vehicles, the mech wouldn't make will saves any more than a hover van would.


    I built this as a Tier 1 mech for a single operator. You are correct that a minimum MP 20 is required for mechs, so that means a mech requires two operators to just make the minimum MP requirement.

    So that is a possible 15 more MP to improve Red Leader.

    As for Fortitude and Will saving throws. Mechs are immune to ability damage, ability drain, bleed, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, negative levels, nonlethal damage, paralysis, sleep, and stunning. They are also immune to any effect that requires a Fortitude save unless that effect works on objects or is harmless.

    I included Will save because of the step by step guideline in the PDF:

    Saving Throw Modifiers: A mech’s base saving throw modifiers equal 2 + 3/4 the mech’s tier. Various mech components such as its frame, lower limbs, and upper limbs can increase these modifiers.

    Also, mechs are immune to ability damage, ability drain, bleed, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, negative levels, nonlethal damage, paralysis, sleep, and stunning. They are also immune to any effect that requires a Fortitude save unless that effect works on objects or is harmless.

    I included Will saves just to cover my bases or for scenarios that might require a Will save from the mech. Who knows what the designers will be adding to challenge mechs in the newest supplement.

    But I agree that it should be the operator's Will save. Just in case for special effects that do not require line of effect.


    Pathfinder Starfinder Roleplaying Game Subscriber

    I put together 3 mechs for my group of 4 level 7 adventurers. I'll post them in 3 different posts starting with this one. That is a total of 420 MP(smo smo). I won't include all of the special abilities, you can look that up yourself from the list of parts used.

    Legionnaire
    Tier 7 minimum 140 total: 162
    Legionnaire (24)
    quadruped (10)
    Assault Arms (7)
    Corpsegnawered Dynamo Mk 2 power core (17)
    Rapid Reflexes (14)
    Scythe (17)
    Plasma Sword (24)
    Plasma Rifle (28)
    Reinforced frame (7)
    Enhanced shields (21)
    Thrusters
    Autotarget
    Ammo Reserve
    Plasma Shock Circuits

    2-6 pilots
    KAC 27
    EAC 25
    Fort 9
    REF 10
    Will 7 (does this actually matter for mechs?)
    Speed 70 ft
    Strength +7
    PP 1/7 PP rate: 3
    Hardness 1

    89 HP
    24 SP(recover 7)

    Frame slots 3
    Leg slots 1
    Arm slots 3
    Aux slots 4

    Attack bonus = 8+1 + BAB or points in piloting
    Melee an additional +1

    -Scythe + 10 (4D6 + 14 S damage) 2 arm slots
    analog, reach, thrown (20 ft.), trip
    Cleave (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the scythe had the blast weapon special property. The length of the cone equals the mech’s reach with the scythe.

    -Plasma Sword +10 (4D8 + 14 E&F) 1 arm slot
    Thrown (20 ft) crit: severe wound

    -Plasma Rifle +9 (4d8 + 7 E&F) 1 frame slot
    Cap 10 100 ft
    Line crit: wound


    Pathfinder Starfinder Roleplaying Game Subscriber

    Charger
    Tier 6 minimum: 120 total: 129
    Charger(15)
    Agile Biped (9)
    Precision arms (6)
    Dynamo, mk 1 (6)
    Reinforced Armor (12)
    Flamethrower (27)
    Buzzblade (21)
    Missile battery (15)
    Enhanced shields (18)
    Reinforced frame (6)
    teleporter
    Plow plating
    Systems jammer

    1-2 pilots
    KAC 26
    EAC 25
    Fort 7
    Ref 8
    Will 6
    Speed 70 ft
    Strength +4
    PP 1/6 PP rate: 2

    69 HP
    21 SP (recover 6)

    Frame Slots 2
    Leg slots 0
    Arm slots 2
    Aux Slots 3

    Ranged attack 10 + BAB or points in piloting
    Melee attack 11 + BAB or points in piloting

    -FlameThrower +10 (3D10 + 6 F) 1 arm slot
    CAP 5 Range 60 ft
    Ignite (1d10, DC 23+dex bonus) crit burn (1d10)

    -Missile battery +10 (3D6 F&P) 1 frame slot
    CAP 12 range 200 ft
    Volley When making a full attack entirely with the missile battery, the mech can fire two, three, or four missiles. It takes a –3 penalty to the attacks if it fires two missiles, a –4 penalty if it fires three missiles, or a –5 penalty if it fires four missiles.

    -Buzzblade + 11 (3D8 S) 1 arm slot
    Thrown(20 ft) crit bleed
    Cleave (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the buzzblade had the blast weapon special property. The length of the cone equals the mech’s reach with the buzzblade.


    Pathfinder Starfinder Roleplaying Game Subscriber

    Skyspy
    Tier 6 minimum: 120 total: 123
    Skyspy (15)
    Agile Biped (9)
    Precision Arms (6)
    Eternal, mk 3 (18)
    Rocket launcher (24)
    Frost rifle (24)
    Swordwhip (15)
    Fleet (12)
    Ammo reserves
    EMP cannon
    Reconnaissance Array

    1-2 pilots
    KAC 25
    EAC 25
    Fort 6
    Ref 9
    Will 6
    Speed 40 ft, fly 90 ft (average);
    Strength +3
    PP 7/15 PP rate: 2

    HP = 52 (frame)
    52 HP
    SP = 17 (recover 6)

    Frame slots 1
    Leg Slots 0
    Arm slots 2
    Aux slots 3

    Ranged attack 11 + BAB or points in piloting
    melee attack 10 + BAB or points in piloting

    -Rocket Launcher + 11 (3D10 + 6 F&P) (on frame)
    CAP 2 Range 150 ft
    Explode (10 ft), unwieldy
    Siege Mode (3 PP) As a full action, the mech reconfigures its body and ordinance into a siege configuration, providing the stability and power necessary to bombard distant targets. While so configured, the mech can’t fly, and its other movement speeds are reduced to 10 feet. The rocket launcher’s range increases to 500 feet, its explode property’s radius increases to 20 feet, and it deals medium damage for a weapon of its level (3D8 + 6). The mech can end the siege configuration as a full action.

    -Frost Rifle + 11 (3D10 +6 C) (on arm)
    CAP 10 range 150 ft
    Automatic Crit staggered

    -Swordwhip + 10 (3D8 + 9 S) (on arm)
    Whip Mode (1 PP) As a swift action, the mech reconfigures the swordwhip from a solid blade into a fiery, shearing lash for 1 round. In this form, the swordwhip gains the reach and trip special weapon properties; it gains the burn critical hit effect, and it deals a combination of fire and slashing damage.

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