Tech Revolution has been out for a bit now, so I thought I’d do a quick rundown of building an NPC mech. Before I get to that though, let’s talk about Starfinder Infinite. Over the years I’ve made a lot of content here on Solo Run Studio. While a fair portion of that falls under the ‘fan works’ umbrella of material I don’t have any IP rights to, a solid pile of it does not. I’ll be going over the back catalog in the coming weeks and pulling together a few updated collections for Starfinder Infinite. Look for an announcement on that in the future!
Ok, back to mechs. For this build I’ve decided to go with the Invid Shocktrooper from Robotech season 3. I loved these guys visual design back in the day, and they’ve got a solid combo of melee and ranged combat options. While fairly tough when first encountered, by later in the season the protagonists were cutting through them quite easily, so I’m going to build them at CR 8 (so as a single operator mech it is 3 CR higher than the heroes, appropriate as a CR 5 enemy for players using a mech, per TR page 109).
We are using the combatant array for most of the stats, bumping down to CR 5 for skills and CR 6 for HP. Shield points and Hardness are drawn from CR as well, while it’s weapons are selected from the available options at CR 5 damage on the table from page 104. Melee weapons get a bonus to damage from Strength, CR, and an additional 5 as per the build guide. Ranged get only CR -3 bonus damage. Finally we have auxiliary systems (I went with two and an upgrade). I added the construct type graft to finish it off. Definitely check out the description of Shears and Missile Battery if you run this against your players, as their are added options there.
Operator 1; PP 3
Speed 40 ft.
Init +4; Senses blindsense (power sources) 300 ft., darkvision 120 ft., low-light vision; Perception +18
HP 90; SP 18; Hardness 4
EAC 20; KAC 23
Fort +10; Ref +9; Will +6
Immunities construct immunities
Speed 40 ft., fly 60 ft. (average)
Melee shears/claws +20 (3d4+19 S, wound)
Ranged plasma rifle +17 (3d10+5 E&F, line), missile battery +17 (3d4+5, F&P)
Space 10ft.; Reach 10ft.
Str +6; Dex +4; Con +2; Int +0; Wis +1; Cha +0
Skills Athletics +11, Survival +11
Power Core mk 3 eternal (protoculture); Auxiliary ammo reserve, reconnaissance array; Upgrades unbreakable armor
As always, if you like this or any of the other content here on Solo Run Studio I would welcome a little of your support through Ko-fi. Until next time Starfinders!
Artist and Writer