Are Jet Fighters Mechs? Let’s play with the Playtest
In the Starfinder Tech Revolution playtest under mechs there is a flying mech frame with wings and a fly speed. If I do not put any arms or legs on it, is it just a plane?
Lets find out. Tier 1 fighter
SHARPWING
Huge mech (flight)
Base HP 10; HP Advancement 7; Hardness 0
EAC +2; KAC +2; Fort +0; Ref +1
Base Speed 20 ft., fly 60 ft. (average); Strength +2
Frame Slots 2; Aux Slots 2
Operators 1–2
Cost 2.5 × tier
No Arms, no legs, basic power core,
GATLING GUN
This rotating deliverer of death sports a half-dozen long barrels that fire high caliber rounds faster than the eye can see.
Type ranged; Range 120 ft.; Special automatic
Damage high; Damage Type P; Critical —
Slots 1 (frame, upper limb); Capacity 10
Cost 3 × level
MISSILE BATTERY
This array of micro-missiles fires in devastating salvos.
Type ranged; Range 200 ft.; Special —
Damage low; Damage Type F&P; Critical —
Slots 1 (frame); Capacity 12
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.
Cost 2.5 × level
FLEET Fly 70ft
Effect Increase each of the mech’s movement speeds by 10 feet.
Cost 2 × tier
FLEET Fly 80ft
Effect Increase each of the mech’s movement speeds by 10 feet.
Cost 3 × tier
FLEET Fly 90ft
Effect Increase each of the mech’s movement speeds by 10 feet.
Cost 4 × tier
Frame 2.5, Guns 3.0, Missiles, 2.5, Fleet 2, 3, 4 = 17 MP
SHARPWING Tier 1 Huge mech (flight)
Base HP 10; Hardness 0
EAC 16; KAC 16; Fort +2; Ref +3
Base Speed 50 ft., fly 90 ft.; Strength +2
Operators 1–2
Cost 17 mp
GATLING GUN
Ranged; Range 120 ft.; Special automatic
Damage 1d10 P; Critical —; Capacity 10
MISSILE BATTERY
Ranged; Range 200 ft.; Special —
Damage 1d4; F&P; Critical —; Capacity 12
So this thing is going to go real slow, 1D10 is kind of like a 7.62 they used to carry on WWI and WWII prop planes. 1d4 missiles suck, I guess if you’re shooting goblins good luck, but you have 10 HP and no hardness so look out. I could drop the missiles and take Fleet to 100ft with a half build point to spare.
Tier 5 fighter?
SHARPWING Tier 5 Huge mech (flight)
Initiative +1
Base HP 38; Hardness 2
EAC 20; KAC 20; Fort +5; Ref +6
Base Speed 50 ft., fly 90 ft.; Strength +2
Operators 1–2
Cost 17 mp
GATLING GUN
Ranged; Range 120 ft.; Special automatic
Damage 3d8+5 P; Critical —; Capacity 10
MISSILE BATTERY
Ranged; Range 200 ft.; Special —
Damage 3d4+5 F&P; Critical —; Capacity 12
3D8 is not quite the 3d10 that I gave .50 caliber machine guns, but it is close enough to the heavier armed WWII fighters. If we adopt a Haste Circuit for free, we can call that a turbocharger and afterburner when we get to jet age fighters.
Fighter one sees something below the clouds reflecting in the sun, and dives down on fighter two, one burst from his .50 cal machine guns 1D20+8+5+1(14) rolls 10+14(24) beating fighter two’s KAC handily. fighter one rolls 3d8+5 (18) as the bullets rip into fighter two subtract two hardness for 16 points penetrating 22 hit points remaining. Fighter two comes around in a tight circle and fires three missiles into his opponent 1d20+10 and rolls 10+10 (20) hitting fighter one with 3 missiles that do 3d4+5 three times (36) and subtract hardness 2 three times leaving fighter one with 8 hit points? or 9d4+5 (27) subtracting hardness 2 once leaving fighter one with 13 hit points?
If Fighter two spends a power point to Aim he can fire all 4 missiles doing another 10 hit points after handess sending Fighter one’s pilot reaching for the eject lever.
If Fighter two spends three power points to score a Devastating Hit his three missiles do 3d6+5 each, for 9 more points and Fighter one’s pilot is still looking to bail out.
Well I can continue building up the weapons, but the airspeed is the limiting factor w3ith the design here. The Paizo team discussing the playtest mentioned that the mechs aren’t supposed to get more than two move actions no matter how many crew it has. Even a Haste Circuit will only create a short lived nitro boost of speed until your PP run out.
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Paul
Evilrobotgames at Gmail.com