The Ins & Outs of Mechs Q and A


Mechageddon


Our group is finding single pilot Mech fighting a bit of a let down (underpowered) honestly after our first combat.

Per the rules given

1. "A mech’s available actions per turn depend on the number of operators currently controlling it. While at least one operator is controlling it, a mech can take one move action per turn and one reaction per round."

So with one pilot, 1 move action for the Mech and 1 Reaction, simple enough with nothing expended by the Pilot action economy right?

2. "Operators can take a full action to pilot a mech, granting it an additional move action or standard action that turn (maximum six additional actions per turn). A mech can perform a full action either in place of a standard and move action or in place of two standard actions. Regardless of its total number of actions, a mech can’t use more than two actions to move each turn, and it can’t activate any one mech component (such as a weapon or auxiliary system; see pages 102–108) more than once per round unless otherwise noted."

So with one pilot giving a full action it gives the Mech a 2nd move action or a Standard action, ok got that as well.
A Mech can do 1 full action costing it a Move action and a standard action and that is where we might be missing something.

So in combat a 1 pilot Mech ONLY has 1 move, 1 Standard, 1 Reaction, or 1 full action per round, right?

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3. Next I have seen nothing on class skills the pilot could use in/ per the mech. Do all work as normal inside the mech as per the usual Starfinder combat or is it different?

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4. I'm noticing some of the extra stuff one can put in when building a Mech, per example AUXILIARY SYSTEMS like the Haste Circuit.

"Speed Surge (2 PP) Each time this ability is activated, the mech increases the number of times it can use an action to move by 1, exceeding the normal limit of two movements per turn. This auxiliary system can be used more than once per turn."

But we have this in the rules as well

"Regardless of its total number of actions, a mech can’t use more than two actions to move each turn, and it can’t activate any one mech component (such as a weapon or auxiliary system; see pages 102–108) more than once per round unless otherwise noted."

So can I double move as a full action then use the Haste Circuit 1 time in a round or does this limit me to 2 move actions only regardless of the Mech load out?

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5. I am assuming using the Power Points does not cost an action to use so if you have the PP you can use it for things like this with no action cost to the mech or the pilot? But must conform to one power point specific action per round but can use different PP actions if one has the points for them?

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Thanks

Tom


ALSO

https://hephaistos.azurewebsites.net/

Is a great site to build your Mechs (and as usual I can't get the link forematted right, when is the new web site going to be up again???!!!)

Tom

Silver Crusade

Pathfinder Adventure Path Subscriber

LINKIFIED


Thank ya sir!!

I also had an idea that the GM could place an NPC pilot into each Mech so each player in theirs has a bit more freedom. GM would have to uptick the enemy but might be doable to get that Mechs are powerfull and not just something a bit weak for 1 Mech pilots.

Thoughts anyone?

Hoping the designers can pop in and give us the low down on their Mech experiences and practices please :)

Tom and 4 other Mech pilots, and the GM as well me thinks!! Ha Ha

Tom


I'm fairly certain the haste circuit is a case of specific rules taking precedence over general rules, so it can be used multiple times per turn still. Still need a lot of pilots to make that worthwhile though.


Thanks for the post Uchuujin, session 2 went a bit smoother for the Mech combat Mech VS mech combat session 1, VS Mech VS big nasty creatures we got into in session 2. GM advised we might want to think about doubling up and have 2 characters in 1 Mech later on in the campaign so we will see how it goes.

GM homebrewed most of session1 as a better intro to the AP and getting to know the Mech combat and each indivigual Mech pilot player characters, and that seems more fun. Then per the AP for session 2, so worked well overall.

Are you playing or GMing this AP Uchu?

Tom


I will be playing at some point, so far we've just made characters and mechs. I'm running Junker's Delight at the moment to teach some new players, then someone else is taking over for Mechageddon.


Nice, wish ya the best of luck with the intro to some new players. Session 3 is tonight for me and quite excited to see what happens next. At the moment a raging wounded Kolossi just showed up after we did our "live fire" training mission.....

Half our Parties Mechs had no time to fix damage, yikes!!

In other news picked up a 5th player for the SF II Playtest next month!! Yaaaa

Tom


A mech is A) internally piloted and B) walks. (At least some times. They mostly skate or fly in anime.) Terminators are disqualified because ...A discussion thread to (hopefully) answer any questions you might have regarding the story, setting and upcoming release of “Mecha Ace: Heroes of the Vedrian ...In most cases, mecha are depicted as fighting machines, whose appeal comes from the combination of potent weaponry with a more stylish combat technique than a mere vehicle. Often, they are the primary means of combat, with conflicts sometimes being decided through gladiatorial matches.Mecha, also known as meka, mechs or giant robots, are limbed machines. They are usually—but not always—large, humanoid vehicles controlled by a pilot. Mecha are commonly bipedal, although they come in a dizzying variety of shapes and sizes.

https://spacebarcounter.org/

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