Lynkor Valko Mech discrepancies?


Mechageddon


Pathfinder Starfinder Roleplaying Game Subscriber

I may be a bit confused overall about mechs, but I noticed a few... maybe problems? With the Lynkor Valko:

First, I have no idea what the melee (adamantine claws) nor spiked shield are in term of slots/mech points. I don't see the weapons in either book.

Second, doesn't it violate the "minimum MP" rule? As far as I can tell, it's looking at 48 MP out of the minimum of 60 (duello pod), if we sub the claws with hammerfist in the lower limb slot.

Third, not all the mission cores have all the slots used. Are we expected to add the others ourselves?

Fourth, at 3rd level, each player having a tier 3 mech would mean you don't have enough MP to split between one another.

Again, since this is all new for me, I might be misunderstanding the mech rules from TechRev.


The Spiked Shield weapon is on page 105 of Tech Revolution.

The claws are probably just custom to this model. They give all the necessary stats right there. (Except cost to try to reverse engineer them into a different model.)

You can't sub the Hammerfist for the claws because the claws are better. Medium damage instead of high, bleed critical vs none, both have peneterating. If it costs 4x instead of 2x tier that fixes the discrepancy right there for a level 3 weapon.

Not all slots should be used if you don't have enough MP.


Pathfinder Starfinder Roleplaying Game Subscriber
Xenocrat wrote:
The Spiked Shield weapon is on page 105 of Tech Revolution.

So it is! Apparently I missed it several times…

Quote:

The claws are probably just custom to this model. They give all the necessary stats right there. (Except cost to try to reverse engineer them into a different model.)

You can't sub the Hammerfist for the claws because the claws are better. Medium damage instead of high, bleed critical vs none, both have peneterating. If it costs 4x instead of 2x tier that fixes the discrepancy right there for a level 3 weapon.

Perfect

Quote:
Not all slots should be used if you don't have enough MP.

Yes, I figured this was the case if they had enough MP to hit the Mech minimum. I guess my issue is 3 and 4 together: I don’t understand how a party of level 3 should, mechanically, be able to have individual tier 3 mechs. It doesn’t really matter at first, but I know my players would like to upgrade stuff ASAP, so I wouldn’t know exactly how to handle that?

Unless they’re expected to be 4 before any upgrades.


Pathfinder Starfinder Roleplaying Game Subscriber

D'oh

Mechageddon:
I just realized the Advancement Track is supposed to tell you when they're allowed to upgrade. I was taking it as a guideline, rather than instructions.

Thanks for helping this dense GM out! lol

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