The Hidden Truth

Building a Mech

Tech Revolution Playtest p.15

Table 2–1: Mech Points

PC LEVEL MP PER PC MINIMUM MECH MP
1 15 20
2 30 40
3 45 60
4 60 80
5 75 100
6 90 120
7 105 140
8 120 160
9 135 180
10 150 200
11 165 220
12 180 240
13 195 260
14 210 280
15 225 300
16 240 320
17 255 340
18 270 360
19 285 380
20 300 400

In some campaigns or scenarios, PCs may have the opportunity to build customized mechs. This section provides the information needed to do so.
No matter the mech’s size, each is created using the same process, which involves purchasing features like frames, limbs, and armaments that modify the mech’s base statistics, provide new actions, or augment the mech’s functions. The result can could be an agile skirmisher, an armor-plated quadruped brimming with missiles, an all-terrain explorer, or many other things.
Step 1: Conceptualize. Start by deciding what kind of mech you are designing, with a general idea of its purpose and required crew size.
Step 2: Calculate and assign Mech Points. As a group, your party gains a number of Mech Points (MP) with which to create one or more mechs, with each PC contributing a number of points to the pool based on their level (see Table 2–1: Mech Points). The group can then split these MP between one or more mechs, allowing them to create a single-pilot mech for each PC, one powerful mech for the whole party, or a combination of mechs in between—even assigning more points to one mech than another. The only limit is that no one mech can have more than three times the MP of any other mech in the group.
A mech’s tier represents its overall power and impacts its base statistics and access to certain gear. When building one or more mechs, a group of PCs determines the tier of those mechs using the following restrictions: the tier is based on the number of MP assigned to the mech, even if the mech doesn’t spend all of those points, and the mech’s tier can’t exceed the Average Party Level (APL) by more than 1.
For example, a group of five PCs, two of them 5th level, and three 4th level, would have a total of 330 MP and an APL of 4.4. They could create one mech with 330 MP, and although its tier would only be 5, it would have lots of features. They could instead assign at least 100 MP to each of three mechs to create a trio of tier 5 mechs. Alternatively, they might assign 70 points to three mechs (creating tier 3 mechs) and the remaining 120 MP to a fourth, stronger tier 5 mech.
At the GM’s discretion, the mechs the PCs use might be more or less powerful than these firm guidelines allow.
Step 3: Select a frame. Each mech includes a frame, a reinforced torso that houses its power core, operators, and most other systems. The frame determines the mech’s size and crew compliment, and it affects the mech’s Hit Points, weapon slots, auxiliary system slots, speed, EAC, KAC, and hardness. Each frame costs a number of Mech Points based on the mech’s level; see Frame on page 16 for more information.
Step 4: Select limbs. Each mech includes a set of upper limbs and lower limbs. Unless your mech has a special ability that allows it to install an exceptional number of limbs, each mech includes only one set of upper limbs and one set of lower limbs, and each set can affect the mech’s Hit Points, speed, weapon slots, attack modifiers, EAC, and KAC; see Upper Limbs and Lower Limbs on page 18 for more information.
Step 5: Select a power core. A mech’s power core determines how much excess power it can store and generate, measured in Power Points (PP), which allows the mech to perform exceptional actions; see Power Core on page 19 for more information.
Step 6: Select weapons. Purchase one or more weapons for your mech. A weapon’s damage and MP cost are based on the weapon’s level, plus each weapon gains a simple template based on its type that can affect its damage, range, and special abilities. Your mech must either mount or hold any weapons in its available weapon slots.
Step 7: Select auxiliary systems. Each mech has several slots to accommodate auxiliary systems, which provide additional capabilities. These systems do not cost additional MP.
Step 8: Invest in enhancements. If you have leftover Mech Points, you can spend them on miscellaneous upgrades such as purchasing additional HP or upgrading the mech’s speed (see Mech Upgrades on page 25).
Step 9: Add details. Finally, once you’ve made all these choices, give your mech a name, determine its relevant statistics (such as its KAC and attack bonuses) by adding up any modifiers from the mech’s components, and add any other details (such as quirks, physical description, and so on).

Mech Basic Statistics

Mechs are specialized objects that straddle the line between autonomous constructs and complex vehicles. For the purpose of resolving effects, treat a mech as a vehicle, though use mechs’ different rules for movement, operation, and damage detailed in the Mech Combat section starting on page 12. A mech has Hit Points, EAC, KAC, and saving throws, and the mech’s powerful frame blocks line of effect to the operators piloting it from inside. Mechs all have the following features.
Bonuses: Mech components like frames, lower limbs, and upper limbs can affect a mech’s Armor Class, saving throw bonuses, speed, attack modifier, and more. These bonuses are cumulative. Additional information about calculating a mech’s statistics and modifiers appears in the Mech Combat section on page 12.
Carrying Capacity: A mech can easily carry any of its equipment, operators, cargo hold contents, and small loads without tracking carrying capacity. If calculating a mech’s capacity is important for other loads, a mech becomes encumbered when carrying an amount of bulk equal to or greater than 20 times its Strength modifier and is overburdened when carrying an amount of bulk equal to or greater than 40 times its Strength modifier.
Computer: A mech houses a personal comm unit as well as a tier 1 computer whose principle role is coordinating the mech’s movements and systems. The computer’s tier increases by 1 at tier 4 and every 4 tiers thereafter. The superior computer upgrade (page 25) can enhance the computer’s performance.
Hardness: Most mechs have a hardness value, reducing incoming damage they take. A mech’s frame determines the mech’s hardness, and the hardness increases by 1 at tier 2 and every two tiers thereafter.
Hit Points: A mech’s Hit Point total is a combination of two factors— its base HP and its HP Advancement. Each mech gains Hit Points equal to its Base HP value, granted by its frame. At tier 1 and every tier thereafter, a mech gains additional Hit Points equal to its HP Advancement multiplied by its tier. A mech’s HP Advancement is based on its frame, lower limbs, and upper limbs.
Immunities: 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.
Reach: A Huge mech’s melee reach is 15 feet. A Gargantuan mech’s melee reach is 20 feet. A Colossal mech’s melee reach is 30 feet.
Senses: Each mech has an array of special senses, and operators gain the benefits of these senses while piloting the mech. Certain auxiliary systems and other components can strengthen these senses or expand the mech’s array of senses. If a mech gains conditions that impede its senses, its operators also gain that condition while they are inside the mech.
A mech has low-light vision as well as darkvision with a range of 120 feet. Mechs also have blindsense (vibration) with a range of 30 feet, and as a standard action, the mech can detect anything in a 60-foot cone using blindsense (vibration) until the mech moves or until the beginning of the mech’s next turn, whichever occurs first.
Shield Points: Mechs project personal force shields that dampen incoming damage, represented by Shield Points (SP), which function in many ways like temporary Hit Points (see Taking Damage on page 14 for more information). A mech has 3 SP, plus an additional number of SP equal to 2 × its tier.
Slots: Each mech has a number of slots that represent places where the mech can mount projectiles, hold weapons, or install miscellaneous features. A mech can’t equip more weapons or auxiliary systems than it has corresponding slots. Frames grant frame slots for mounting weapons as well as auxiliary slots that can each house one auxiliary system. Lower limbs sometimes grant a lower limb slot for a weapon, and upper limbs grant several slots for a mech to carry weapons.

Frame

A mech’s armored torso, head, and core systems comprise its frame, which determines the mech’s size and number of operators. The frame also affects many of the mech’s core statistics and might provide additional uses for Power Points. Each frame’s cost is based on the mech’s tier. The base frames that follow are organized by category.
Operators: This is the number of operators a mech can accommodate. A mech can’t function normally unless it has at least the minimum number of operators required, and a mech can’t accommodate more operators than this range’s maximum value.

Amphibious Frames

Amphibious frames are slightly slower yet can swiftly navigate difficult terrain and flooded areas.

Bogripper

Huge mech (amphibious)
Base HP 10; HP Advancement 8; Hardness 0
EAC +2; KAC +4; Fort +2; Ref +0
Base Speed 30 ft., swim 60 ft.; Strength +4
Frame Slots 2; Aux Slots 2
Operators 1–2
Cost 2 × tier

Swampstalker

Gargantuan mech (amphibious)
Base HP 10; HP Advancement 9; Hardness 1
EAC +2; KAC +3; Fort +2; Ref +0
Base Speed 30 ft., swim 60 ft.; Strength +5
Frame Slots 3; Aux Slots 4
Operators 2–6
Cost 3.5 × tier

Seahellion

Colossal mech (amphibious)
Base HP 15; HP Advancement 10; Hardness 2
EAC +1; KAC +3; Fort +2; Ref +0
Base Speed 30 ft., swim 60 ft.; Strength +5
Frame Slots 4; Aux Slots 4
Operators 2–6
Cost 4 × tier

Combat Frames

Combat frames are meant for building heavy-hitting, heavily armored bruisers that can dish out and take a lot of battlefield damage.

Skirmisher

Huge mech
Base HP 10; HP Advancement 8; Hardness 0
EAC +2; KAC +3; Fort +1; Ref +1
Base Speed 60 ft.; Strength +4
Frame Slots 2; Aux Slots 2
Operators 1–2
Cost 2 × tier

Legionnaire

Gargantuan mech
Base HP 10; HP Advancement 9; Hardness 1
EAC +2; KAC +2; Fort +1; Ref +1
Base Speed 60 ft.; Strength +5
Frame Slots 3; Aux Slots 4
Operators 2–6
Cost 3.5 × tier

Juggernaught

Colossal mech
Base HP 10; HP Advancement 10; Hardness 2
EAC +1; KAC +2; Fort +1; Ref +1
Base Speed 40 ft.; Strength +5
Frame Slots 4; Aux Slots 4
Operators 2–6
Cost 4 × tier

Flight Frames

Although lightly armored, flight frames boast a combination of thrusters and wings that enable a mech to fly for extended periods.

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

Heavenspiercer

Gargantuan mech (flight)
Base HP 10; HP Advancement 8; Hardness 0
EAC +1; KAC +2; Fort +0; Ref +1
Base Speed 20 ft., fly 60 ft. (average); Strength +3
Frame Slots 3; Aux Slots 4
Operators 2–6
Cost 3.5 × tier

Dreadnought

Colossal mech (flight)
Base HP 10; HP Advancement 9; Hardness 1
EAC +1; KAC +1; Fort +0; Ref +1
Base Speed 20 ft., fly 40 ft. (average); Strength +4
Frame Slots 4; Aux Slots 4
Operators 2–6
Cost 4 × tier

Phase Frames

Phase frames explode across the battlefield, performing short-range skips with the help of expensive magitech systems.

Charger

Huge mech (phase)
Base HP 10; HP Advancement 8; Hardness 0
EAC +2; KAC +2; Fort +0; Ref +1
Base Speed 60 ft.; Strength +3
Frame Slots 2; Aux Slots 3
Operators 1–2
Cost 2.5 × tier

Blinkstriker

Gargantuan mech (phase)
Base HP 10; HP Advancement 9; Hardness 0
EAC +1; KAC +2; Fort +0; Ref +1
Base Speed 60 ft.; Strength +4
Frame Slots 3; Aux Slots 5
Operators 2–6
Cost 4 × tier

Furyjumper

Colossal mech (phase)
Base HP 10; HP Advancement 10; Hardness 1
EAC +1; KAC +1; Fort +0; Ref +1
Base Speed 40 ft.; Strength +5
Frame Slots 3; Aux Slots 5
Operators 1–2
Cost 4.5 × tier

Recon Frames

A recon frame allows for fast and stealthy movement, enabling a mech to infiltrate dangerous territory undetected.

Skyspy

Huge mech (flight, recon)
Base HP 10; HP Advancement 7; Hardness 0
EAC +2; KAC +2; Fort +0; Ref +2
Base Speed 20 ft., fly 80 ft. (average); Strength +2
Frame Slots 1; Aux Slots 3
Operators 1–2
Cost 2.5 × tier

Marshghost

Huge mech (amphibious, recon)
Base HP 10; HP Advancement 7; Hardness 0
EAC +2; KAC +2; Fort +0; Ref +2
Base Speed 40 ft., swim 80 ft.; Strength +2
Frame Slots 1; Aux Slots 3
Operators 1–2
Cost 2 × tier

Phantom

Huge mech (phase, recon)
Base HP 10; HP Advancement 7; Hardness 0
EAC +2; KAC +2; Fort +0; Ref +2
Base Speed 80 ft.; Strength +2
Frame Slots 1; Aux Slots 4
Operators 1–2
Cost 2.5 × tier

Transport Frames

Transport frames trade out some of a mech’s traditional armaments and agility for unmatched utility and storage, effectively serving as mobile vaults.

Trooptank

Gargantuan mech
Base HP 15; HP Advancement 9; Hardness 2
EAC +1; KAC +2; Fort +1; Ref +0
Base Speed 60 ft.; Strength +3
Weapon Slots 2; Aux Slots 5
Operators 2–6
Cost 3 × tier

Dropship

Gargantuan mech
Base HP 15; HP Advancement 9; Hardness 2
EAC +1; KAC +2; Fort +1; Ref +0
Base Speed 20 ft., fly 60 ft. (average); Strength +3
Weapon Slots 2; Aux Slots 5
Operators 2–6
Cost 4 × tier

Wavecrasher

Gargantuan mech
Base HP 15; HP Advancement 9; Hardness 2
EAC +1; KAC +2; Fort +1; Ref +0
Base Speed 30 ft., swim 60 ft.; Strength +3
Weapon Slots 2; Aux Slots 5
Operators 2–6
Cost 3 × tier

Lower Limbs

A mech’s lower limbs typically represent a set of legs, though other forms of locomotion like hover pads and tank treads are regarded as common alternatives. A mech is limited to a single set of lower limbs. Lower limbs modify a variety of the mech’s statistics, might grant additional movement options, and might provide additional uses for Power Points.

Biped, Basic

These two legs provide basic mobility and little else.
Hit Points +0; Hit Point Progression +0
EAC +0; KAC +1; Fort +0; Ref +0
Leg Slots 0; Speed +0; Other Movement None
Cost 0

Biped, Agile

These two legs provide slightly more mobility and protection.
Hit Points +0; Hit Point Progression +0
EAC +2; KAC +2; Fort +0; Ref +1
Leg Slots 0; Speed +10 ft; Other Movement None
Cost 1.5 × tier

Biped, Fast

These lean and powerful legs enable sudden bursts of speed.
Hit Points +2; Hit Point Progression +0
EAC +1; KAC +1; Fort +0; Ref +1
Leg Slots 0; Speed +20 ft.; Other Movement None
Sprint (1 PP) The mech gains a +10-foot enhancement bonus to its speed for 1 round.
Cost 1 × tier

Biped, Heavy

These heavily-armored legs limit speed but grant extreme durability.
EAC +1; KAC +1; Fort +1; Ref +0
Leg Slots 1; Speed +10 ft.; Other Movement None
Trample (2 PP) As a full action, the mech uses the trample universal creature ability. This deals low bludgeoning damage as a mech weapon of a level equal to the mech’s tier. The Reflex save DC equals 12 + 1/2 the mech’s tier.
Cost 2 × tier

Hoverpad

In place of legs, the mech rides atop a broad anti-gravity array that lets it hover across the ground.
EAC +1; KAC +1; Fort +0; Ref +0
Leg Slots 0; Speed +0 ft.; Other Movement Fly +10 ft. (perfect, maximum elevation 5 ft.)
Cost 1 × tier

Quadruped

The mech has four spider-like legs that provide exceptional stability.
Hit Points +4; Hit Point Progression +0
EAC +0; KAC +2; Fort +1; Ref +1
Leg Slots 1; Speed +10 ft.; Other Movement None
Special The mech gains a +4 bonus to its KAC against bull rush and trip combat maneuvers.
Cost 1.5 × tier

Treaded

The mech rides atop powerful treads rather than legs.
Hit Points +8; Hit Point Progression +1
EAC +0; KAC +2; Fort +1; Ref +0
Leg Slots 0; Speed +0 ft.; Other Movement None
Cost 1.5 × tier

Upper Limbs

A mech’s upper limbs typically represent a pair of arms, though stranger appendages like mechanical tentacles are possible. Regardless of specific form, your mech’s upper limbs use the statistics presented here. A mech is limited to a single set of upper limbs. Upper limbs modify a variety of the mech’s statistics and may provide additional uses for Power Points.
For upper limbs whose attack modifiers are marked with an asterisk (*), choose either the melee or ranged attack modifier and increase it by 1 when you purchase the upper limb.

Basic Arms

These arms can wield weapons but provide few benefits.
Hit Point Progression +0; EAC +1; KAC +1
Arm Slots 2; Melee Attack +0; Ranged Attack +0
Cost 0

Assault Arms

Built to carry a small arsenal, these arms turn any mech into a one-machine army.
Hit Point Progression +0; EAC +1; KAC +2
Arm Slots 3; Melee Attack +0*; Ranged Attack +0*
Dual Strike (1 PP) When making a full attack with two different weapons mounted on your arms, you attack twice with one of those weapons and once with the other weapon. You take a –4 penalty to these attacks.
Cost 1 × tier

Powerful Arms

With reinforced plating joints and pistons, these arms provide legendary strength.
Hit Point Progression +0; EAC +1; KAC +2
Arm Slots 2; Melee Attack +1; Ranged Attack +0
Special Increase the mech’s Strength modifier by 1.
Cost 1 × tier

Precision Arms

These lightweight arms boast peerless stability and accuracy. Hit Point Progression +0; EAC +1; KAC +1
Arm Slots 2; Melee Attack +1*; Ranged Attack +1*
Cost 1 × tier

Tough Arms

Build like articulated shields, these arms deflect and resist incoming attacks. Hit Point Progression +1; EAC +2; KAC +2
Arm Slots 2; Melee Attack +0; Ranged Attack +0
Cost 1 × tier

Power Core

Fueled by a variety of sources, a mech’s power core generates all the energy necessary to pilot the mech and operate its major functions. Each power core also generates some excess energy, measured as Power Points, which an operator can expend to enhance their mech’s performance and execute extraordinary maneuvers; see Power Points on page 13 for more information. Each power core has a rate, representing the number of Power Points it generates at the end of its turn; a maximum, representing the maximum number of Power Points the power core can store during combat; and an initial value (shown in parentheses), representing the number of Power Points a mech has when it begins an encounter. A mech can use only a single power core.
Optionally, a power core can acquire one template that modifies some of its statistics or provides additional ways to generate or use Power Points.
Cost: A mk 0 power core (dynamo or eternal) is free. Each other power costs a number of MP equal to the power core’s mk rating multiplied by the mech’s tier. For example, a mk 3 eternal core for a tier 9 mech costs 27 MP.

Table 2–2: Power Cores

POWER CORE RATE MAXIMUM (INITIAL)
Dynamo, mk 0 2 5 (0)
Dynamo, mk 1 2 6 (1)
Dynamo, mk 2 3 7 (1)
Dynamo, mk 3 3 8 (2)
Dynamo, mk 4 4 9 (3)
Eternal, mk 0 1 8 (4)
Eternal, mk 1 1 10 (5)
Eternal, mk 2 1 13 (6)
Eternal, mk 3 2 15 (7)
Eternal, mk 4 2 18 (9)
Aeon Core

Developed by the Azlanti Star Empire, this power core converts magical energy into mechanical force.
Prerequisite Can only be applied to an eternal core.
Rate +0; Maximum –1; Initial –1
Special Once per round, an operator can expend an unused spell slot to grant the mech a number of Power Points equal to half the spell slot’s level, rounded down.
Cost 0 MP

Battle Core

Blessed by priests of Damoritosh, this core converts the Conqueror’s divine favor into mechanical adrenaline.
Rate –1; Maximum +1; Initial +0
Special Once per turn when the mech defeats or scores a critical hit against a significant enemy (Core Rulebook page 242; treat the mech’s tier as its character level for this purpose), the power core’s rate increases by 2 until the beginning of its next turn. If the mech scores a critical hit that defeats a significant enemy, the rate instead increases by 3 until the beginning of its next turn.
Cost 1/2 × tier

Corpsegnawer Core

Eoxian engineers pioneered this core, granting the mech an insatiable hunger for souls.
Rate +0; Maximum +0; Initial +0
Special As a standard action, the mech can draw the residual life energy out of a creature within its reach that died within the past minute. The power core’s rate increases by 1 for 1 round for every 4 levels or CR the dead creature possessed. The mech can’t draw energy from the same creature more than once, and the creature’s CR or level must be at least half the mech’s tier (minimum 1). A mech can’t increase its rate by more than 1 in this way.
Cost 1/2 × tier

Scrapper Core

This power core’s programmed to grant exceptional power when its mech’s at greatest risk.
Rate +0; Maximum +0; Initial +0
Special Whenever the mech gains a system failure condition, the mech gains 1d4 PP. The mech can exceed its PP maximum in this way, but any excess PP not expended by the end of its next turn are lost.
Cost 1 × tier

Weapons

A mech is only as formidable as its armaments, and engineers have designed and adapted a wide range of weapons for use by these powerful vehicles. Each weapon combines two factors—the weapon’s level and a template—to determine its statistics and cost in MP. Mech weapons use many of the same rules as standard weapons (Starfinder Core Rulebook page 168), including damage types, targeting armor class, damage, range, critical hits, capacity, usage, and weapon special properties.
Mech weapons also use the following key statistics.
Level: This denotes the weapon’s relative power. A mech can’t use a weapon whose level exceeds the mech’s tier by more than 1.
Template: Each weapon uses a template that determines the weapon’s basic shape and functions, such as a laser cannon or sword. A template modifies some combination of the weapon’s statistics, such as damage, damage type, range, and special weapon properties.
Damage: Each weapon deals low, medium, high, or extreme damage based on the weapon’s level when it successfully hits a target. See Table 2–3: Weapon Damage for the damage dealt by weapons of a given level. A mech also adds its tier (rounded down) to the damage dealt by weapons it wields, and a mech adds its Strength modifier to its damage with melee weapons.
Slots: These are the number and types of slots that a mech must devote to equipping and wielding the weapon. Slot types include arm, frame, and leg slots.
Capacity: This is the number of attacks a mech can perform with the weapon before needing to reload as a swift action or move action. Each mech can carry two additional sets of ammunition, unless it has one or more ammo reserve auxiliary systems.
Power Point: Many weapons have a special ability that the mech can only perform by expending one or more Power Points; the number of Power Points used is listed in parentheses.
Cost: This is the cost of the weapon in MP. Each weapon’s cost is based on the weapon’s level.

Table 2–3: Weapon Damage

LEVEL LOW DAMAGE MEDIUM DAMAGE HIGH DAMAGE EXTREME DAMAGE
1 1d4 1d6 1d10 1d12
2 1d6 1d8 2d6 2d8
3 2d4 2d6 2d8 2d10
4 2d6 2d8 2d10 2d12
5 3d4 3d6 3d8 3d10
6 3d6 3d8 3d10 3d12
7 5d4 4d6 4d8 4d10
8 6d4 5d6 4d10 4d12
9 7d4 4d8 5d8 5d10
10 8d4 6d6 5d10 5d12
11 9d4 6d8 6d10 6d12
12 10d4 9d6 7d10 7d12
13 11d4 10d6 8d10 8d12
14 12d4 9d8 9d10 9d12
15 10d6 10d8 10d10 10d12
16 11d6 11d8 11d10 11d12
17 12d6 12d8 12d10 12d12
18 13d6 13d8 13d10 13d12
19 14d6 14d8 14d10 14d12
20 15d6 15d8 15d10 15d12

Weapon Templates

The following are common weapons used by mechs.

Mech Weapon Abilities

Mechs primarily use the critical hit effects and weapon special properties of standard weapons with the following exceptions.
Bleed (critical): To calculate a mech weapon’s bleed damage, halve its number of damage dice (rounded down, minimum 1d4 damage).
Burn (critical): See bleed above.
Corrode (critical): See bleed above.
Reach (property): A weapon with this property extends the mech’s reach by 5 feet when attacking with it. Gargantuan and Colossal mechs instead increase the mech’s reach with the weapon by 10 feet.
Severe Wound and Wound (critical): Against a mech, the wound critical hit effect inflicts system failure (page 14) unless the target succeeds at a Fortitude save (DC = 15 + 1/2 the mech’s tier). For the severe wound critical hit effect, roll twice on the table and choose the desired result.

Acid Dart Rifle

Streams of potent, sizzling acid fly from the barrel of this fortified gun.
Type ranged; Range 150 ft.; Special automatic
Damage medium; Damage Type A; Critical corrode
Slots 1 (frame, upper limb); Capacity 10
Cost 3.5 × leve

Alloyed Sword

This sword is made of the finest adamantine alloy honed to a razor-sharp edge.
Type melee; Special analog, penetrating, thrown (20 ft.)
Damage low; Damage Type S; Critical
Slots 1 (upper limb)
Cost 2.5 × level

Autospear

The pointed head of this solid weapon can shift backward to reveal a flechette cannon.
Type melee or ranged (when engaged only); Special reach, thrown (40 ft.)
Damage medium; Damage Type P; Critical
Slots 2 (upper limb)
Projectile Mode (1 PP) As a swift action, the mech reconfigures the autospear from a melee weapon into a ranged weapon that fires flechettes. In this form, the autospear loses the reach and thrown weapon special properties, and it gains the line weapon special property, a range of 100 feet, and a capacity of 5. The autospear’s other statistics do not change. The mech can reconfigure the autospear back into a melee weapon as a swift action or move action, which expends no additional Power Points.
Cost 2 × level

Battlestaff

This rod of forged steel is an impenetrable defensive tool and can deliver devastating blows.
Type melee; Special analog, blocking, reach, trip
Damage low; Damage Type B; Critical
Slots 2 (upper limb)
Cost 2 × level

Buzzblade

This serrated blade grinds and whirs as it slices through enemy lines.
Type melee; Special thrown (20 ft.)
Damage medium; Damage Type S; Critical bleed
Slots 1 (upper limb, lower limb)
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.
Cost 3.5 × level

Chainwhip

This whip made of heavy chain links can provide devastating melee attacks or creative tactical options.
Type melee; Special analog, integrated, reach, trip
Damage low; Damage Type B; Critical
Slots 1 (upper limb)
Cleave (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the chainwhip had the blast weapon special property. The length of the cone equals the mech’s reach with the chainwhip.
Cost 3 × level

Flame Doshko

This triple-laser-bladed axe can sweep enemies aside or be thrown for devastating damage.
Type melee; Special thrown (20 ft.)
Damage medium; Damage Type F; Critical burn
Slots 2 (upper limb)
Cleave (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the flame doshko had the blast weapon special property. The length of the cone equals the mech’s reach with the flame doshko.
Cost 2.5 × level

Flamethrower

This rotating nozzle spews gouts of bone-melting flame from a fuel pack installed deep inside a mech. Each time the mech makes an attack with the flamethrower, the weapon gains either the line weapon special property and a range of 100 feet or it gains the blast weapon special property and a range of 60 feet.
Type ranged; Range 60 ft.; Special ignite
Damage high; Damage Type F; Critical burn
Slots 1 (upper limb); Capacity 5
Cost 4.5 × level

Frost Rifle

This sleek longarm delivers concentrated, laserlike blasts of subzero ice.
Type ranged; Range 150 ft.; Special automatic
Damage high; Damage Type C; Critical staggered
Slots 1 (frame, upper limb); Capacity 10
Cost 4 × level

Frostspear

Icy waves drift from this wicked weapon, which can be thrown or jabbed at enemies.
Type melee; Special reach, thrown (40 ft.)
Damage low; Damage Type C&P; Critical staggered
Slots 2 (upper limb)
Cold Snap (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the frostspear had the line weapon special property. The length of the line equals the twice the mech’s reach with the frostspear.
Cost 2.5 × level

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

Grenade Launcher

This pressurized cannon fires grenades over vast distances.
Type ranged; Range 120 ft.; Special
Damage varies; Damage Type varies; Critical
Slots 1 (frame); Capacity 3
Special A grenade launcher doesn’t deal damage based on its level. Instead, its damage and effects are based on the grenades it fires. When resupplying ammunition, the grenade launcher selects any combination of grenades whose levels do not exceed that of the grenade launcher + 2. Each time a mech reloads its grenade launcher, it loads any combination of 3 grenades it currently has available. For example, a mech with an 8th-level grenade launcher could carry five mk 3 frag grenades (level 8) and four mk 2 cryo grenades (level 10), loading any combination of three grenades each time it reloads.
Cost 2.5 × level

Hammerfist

This block of thrice-forged adamantine with serrated edges can be affixed to the ends of a mech’s limbs and used to pummel enemies.
Type melee Special analog, integrated, penetrating
Damage low; Damage Type B; Critical
Slots 1 (upper limb or lower limb)
Cost 2 × level

Laser Rifle

This sleek longarm fires lasers at enemies in terrifying barrages.
Type ranged; Range 250 ft.; Special automatic
Damage medium; Damage Type F; Critical burn
Slots 1 (frame); Capacity 20
Cost 3.5 × 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

Plasma Rifle

This sleek longarm delivers crackling, flaming death at a high rate of fire.
Type ranged; Range 100 ft.; Special line
Damage high; Damage Type E&F; Critical wound
Slots 1 (frame, upper limb); Capacity 10
Cost 4 × level

Plasma Sword

This sword blazes with fiery, crackling energy designed to singe cleanly through targets.
Type melee; Special thrown (20 ft.)
Damage high; Damage Type E&F; Critical severe wound
Slots 1 (upper limb)
Cost 3.5 × level

Rocket Launcher

This weapon fires individual missiles that can crack the toughest armor or devastate small areas.
Type ranged; Range 150 ft.; Special explode (10 ft.), unwieldy
Damage high; Damage Type F&P; Critical
Slots 1 (frame, upper limb); Capacity 2
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. The mech can end the siege configuration as a full action.
Cost 4 × level

Scythe

This hooked blade can sweep enemies off balance or be thrown into heavy vehicular traffic.
Type melee; Special analog, reach, thrown (20 ft.), trip
Damage medium; Damage Type S; Critical
Slots 2 (upper limb)
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.
Cost 2.5 × level

Shears

These wicked blades can slice enemies like scissors.
Type melee; Special
Damage low; Damage Type S; Critical wound
Slots 1 (lower limb, upper limb)
Surgical When using shears to perform a called shot action, the mech reduces the action’s PP cost by 1.
Cost 2.5 × level

Sonic Shotgun

This snub-barreled weapon fires thunderous blasts of force and high-pitched sounds to incapacitate enemies.
Type ranged; Range 80 ft.; Special blast, penetrating
Damage medium; Damage Type So; Critical knockdown
Slots 1 (frame, upper limb); Capacity 5
Cost 4 × level

Spear

This heavy projectile ends in a shining adamantine tip and can be thrown or jabbed at enemies.
Type melee; Special analog, penetrating, reach, thrown (40 ft.)
Damage medium; Damage Type P or S; Critical
Slots 2 (upper limb)
Skewer (1 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the spear had the line weapon special property. The length of the line equals the mech’s reach with the spear.
Cost 2 × level

Spiked Shield

This heavy shield can block incoming attacks or tear into close-up enemies.
Type melee; Special analog, block
Damage medium; Damage Type B or P; Critical bleed
Slots 2 (upper limb)
Deflect As a move action, the mech positions its shield to intercept incoming attacks, granting the mech a +1 shield bonus to AC and to Reflex saving throws until the beginning of its next turn. While this effect is active and the mech takes damage from a weapon, the mech can use a reaction to double its hardness against that attack’s damage.
Cost 2.5 × level

Swordwhip

This gleaming sword’s blade can separate into a segmented whip of incandescent steel.
Type melee; Special
Damage medium; Damage Type S; Critical
Slots 1 (upper limb)
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.
Cost 2.5 × level

Technosling

This microfiber netting is built for throwing buckshot-like sling bullets at enemies like missiles.
Type ranged; Range 80 ft.; Special
Damage medium; Damage Type B or P; Critical knockdown
Slots 1 (upper limb); Capacity 10
Cost 2.5 × level

Thundergauntlet

This glove-like weapon emits piercing shrieks that can jam opponents’ basic movement and functionality.
Type melee; Special integrated
Damage low; Damage Type So; Critical knockdown
Slots 2 (upper limb)
Thunderclap (1 PP) As a standard action, the mech can use a thundergauntlet as though it were a ranged weapon with the blast weapon special property and a 30-foot range. If the mech has two thundergauntlets, it can use both as part of this attack to deal medium damage rather than low damage; use the average of the two thundergauntlets’ levels (rounded down) to calculate this damage.
Cost 3 × level

Auxiliary Systems

Auxiliary systems provide the mech an array of additional features, from augmenting the machine’s already impressive performance to granting completely unique abilities. Most auxiliary systems cost no Mech Points, and some systems have special requirements that a mech must fulfill to install the option.

Ammo Reserve

The mech stores an exceptional amount of ammunition for each of its weapons. The mech can reload each of its weapons two additional times.

Autotarget

This system of finely tuned energy rods and powerful heat sinks allows a pilot to boost the mech’s attack accuracy in exchange for stabilizing weapons’ output.
Accurate Strikes (1 PP) For 1 round, the mech treats all of its operators as though they each had a number of Piloting ranks equal to their respective levels for the purpose of calculating the mech’s attack bonuses.

Cargo Catapult

Prerequisite: The mech must have a cargo hold auxiliary system.
The mech’s cargo hold conceals subtle boosters that can launch its contents at high velocity.
Dispatch Hot (3 PP) As a standard action, the mech can transfer one operator into a vehicle it has stored in its cargo hold, after which the mech launches the stored vehicle at high speed; the vehicle exits the mech using the race action (Starfinder Core Rulebook page 278). The pilot of the launched vehicle, if any, doesn’t need to succeed at a Piloting check as part of the race action this turn.

Cargo Hold

Prerequisite: The mech must have a transporter frame.
The mech’s body houses a small garage able to store a single creature, vehicle, or other object no larger than two size categories smaller than the mech. An operator can move from a stored vehicle to the mech’s helm as a move action, and vice versa. A mech can have no more than two cargo hold systems

Cloaker

Prerequisite: The mech must have a recon frame.
Consisting of light-warping and sound-dampening magitech mechanisms installed just beneath the armor, a cloaker system enhances a mech’s ability to avoid notice. The mech gains the ability to attempt Stealth checks.
Fade (0 PP) As a full action, the mech initiates active camouflage, granting it concealment until it makes an attack or performs other harmful actions, at which point the effect ends. If the mech begins combat while this ability is active, it begins the encounter with 1 less PP (minimum 1).
Cloak (4 PP) As a standard action, the mech fades from view as per invisibility. The effect lasts for 1 round, though the mech can extend the duration each round by expending 1 PP. The effect ends if the mech makes an attack or performs other harmful actions.

EMP Cannon

This electromagnetic pulse cannon destabilizes enemy mechs’ sophisticated machinery. Attacks with an EMP cannon target EAC, and the DC of Fortitude saves to resist its effects equal 12 + 1/2 your mech’s tier.
Jam Weapon (3 PP) The mech makes a ranged attack against another mech within 120 feet as a standard action, optionally targeting one weapon the mech has. If the attack hits, the selected weapon (or a randomly selected weapon without the analog property) becomes nonfunctional for 1 minute unless the mech succeeds at a Fortitude save (DC = 15 + 1/2 the mech’s tier). At the end of each of its turns, the affected mech can attempt a new saving throw to end the effect.
Kill Engine (4 PP) The mech makes a ranged attack against another mech within 120 feet as a standard action, selecting one of the mech’s movement types. If the attack hits, the selected movement type’s speed is reduced to 0 feet for 1 round unless the mech succeeds at a Fortitude save. As a standard action, the affected mech can attempt a new saving throw to end this effect.
Sabotage Power (3 PP) The mech makes a ranged attack against another mech within 120 feet as a standard action, targeting its power core. If the attack hits, the mech can’t regain or expend Power Points for 1 round unless it succeeds at a Fortitude save.

Entry Hatch

This simple system consists of a secure, reinforced, motion-activated door that is programmed to open when one of a mech’s registered operators enter or exit. An entry hatch system allows a pilot to enter or exit the mech as a move action. A registered operator can instead spend 1 Resolve Point to enter or exit as a swift action

Haste Circuit

This complex system plugs straight into a mech’s locomotive core, stabilizing its maneuvers and allowing for extraordinary bursts of speed.
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.

Plasma-shock Circuits

These circuits channel the dissipating force of a mech’s shields, transforming the energy into offensive power.
Energized Retort (2 PP) As a reaction when the mech takes damage that causes it to lose Shield Points, the mech channels the shields’ lost energy into one of its weapons that deals energy damage. The next time the weapon deals damage before the end of the mech’s next turn, the weapon deals additional damage equal to half the number of SP the mech lost from the triggering attack.

Plow Plating

Consisting of specialized reinforcements to the mech’s lower limbs, this system lets a mech plow past obstacles. The mech treats all difficult terrain as normal terrain.
Bulldoze (2 PP) The mech can activate this ability when it attempts a bull rush or reposition combat maneuver. The mech gains a +2 bonus to the attack roll, and if the combat maneuver succeeds, the target also takes damage equal to the mech’s tier plus its Strength modifier.

Reconnaissance Array

Prerequisite: The mech must have a recon frame.
Installed directly into a mech’s sensing and heads-up display systems, a reconnaissance array gives the mech a +2 bonus to Perception checks and a +5 bonus to Computers checks when using the scan action (page 13).

Systems Jammer

This device blasts enemies with a wide range of energy waves, overwhelming the target’s sensors and triggering erroneous readouts.
Overload Sensors (4 PP) The mech makes a ranged attack against another mech within 120 feet as a standard action. If the attack hits, the target gains the blinded and deafened conditions for 1 round, during which time the mech also loses any blindsense it might have; a successful Fortitude save negates this effect (DC = 12 + 1/2 your mech’s tier). As a standard action, the mech can attempt a new saving throw against the effect, ending the effect if it succeeds.

Thrusters

The mech has an array of powerful engines that enable it to fly for short distances.
Power Jump (2 PP) The mech can activate the thrusters as part of a move action, granting it a fly speed of 60 feet (average maneuverability) with a maximum height of 30 feet. The mech must either land at the end of this movement, expend additional PP to perform additional power jumps before the end of its turn, or fall.

Teleporter

Prerequisite: The mech must have a phase frame.
Magitech conduits weave through every part of the mech, constantly analyzing the mech’s position and calculating dozens of other possible positions nearby. With a burst of energy, the mech can teleport to any of these destinations.
Phase (2+ PP) As a standard action, the mech instantly teleports itself and its operators to any point within 60 feet that it can see, per dimension door. For each additional PP expended when activating this ability, the range increases by 60 fee

Weapon Core

This system consists of energetic nodes that connect to the mech’s sundry weapon mounts. When purchasing this auxiliary system, choose two of the following energy types: acid, cold, electricity, fire, or sonic.
Energize Weapon (2 PP) Choose one of the weapon core’s two types of energy. As part of a standard action or full action used to make one or more attacks with one of the mech’s melee weapons, the mech charges the weapon with the chosen energy; the energy selected must be a type of energy damage the weapon does not currently deal. Until the end of the mech’s turn, half of the damage dealt by this weapon is replaced with damage of the chosen type. If the weapon already deals two types of damage, replace one of them with the chosen energy damage. This effect never causes a weapon that normally targets KAC to target EAC.
Boomerang Strike (2 PP) As part of a standard action to make a ranged attack with a thrown melee weapon, the mech infuses the weapon with telekinetic magic, granting the weapon the effects of the returning weapon fusion for 1 minute. The mech can apply this effect only to mech weapons, not to improvised weapons like those thrown with the hurl special action (page 13).

Weapon Rack

The mech has numerous holsters, harnesses, and other fittings that can hold spare weapons. As a move action, the mech can store one weapon it’s currently wielding in one or more of its upper limb slots, placing it in the weapon rack. As part of that same action, the mech can also draw one weapon from the weapon rack, automatically installing it for immediate use. The weapon rack can be used only to store weapons that occupy upper limb slots, and the rack can hold a number of weapons with a total number of combined slots no greater than 4.

Mech Upgrades

If you have leftover Mech Points—which is especially likely for a mech with many operators—you can spend them on miscellaneous upgrades, representing further specialization of your mech’s technology. These options are relatively expensive for the benefit they provide, so it’s often best to upgrade a mech’s frame, limbs, and other features first.
Cost: These upgrades have a scaling cost. The first time a specific upgrade is purchased, use the listed cost. Each additional time the same upgrade is purchased for the mech, increase the upgrade’s cost per tier by 1; this increase is cumulative. For example, the fleet upgrade costs a number of Mech Points equal to 2 × the mech’s tier the first time it’s purchased, 3 × tier the second time, 4 × tier the third time, and so on.

Enhanced Shields

Effect Increase the mech’s Shield Points by an amount equal to its tier.
Cost 3 × tier

Fleet

Effect Increase each of the mech’s movement speeds by 10 feet.
Cost 2 × tier

Rapid Reflexes

Effect The mech gains a +1 bonus to its EAC and to its Reflex saving throws.
Cost 2 × tier

Reinforced Frame

Effect Increase the mech frame’s base HP by 5, and increase its HP advancement by 1.
Cost 1 × tier

Superior Computer

Effect The mech’s onboard computer has a tier equal to half the mech’s tier (minimum 1). The computer also gains the alarm countermeasure and one of the following upgrades or countermeasures: artificial personality, feedback, hardened, security II, shock grid (rank 2).
Cost 1/2 × tier
Special Purchasing this upgrade doesn’t increase the cost of subsequent superior computer upgrades.

Unbreakable Armor

Effect The mech gains a +1 bonus to its KAC and to its Fortitude saving throws.
Cost 2 × tier

Refitting And Upgrading Mechs

In some campaigns, the PCs might have access to the same mechs over time. In this case, as the PCs’ character levels increase, so too do their mechs become more powerful, granting them additional Mech Points with which they can upgrade their machines (see Table 2–1: Mech Points on page 15). These additional points could represent salvage gathered after their battles, an arrangement with a vendor who secures new gear for them, or even ongoing support from a military patron. The GM might require the PC to visit a safe workshop before spending these new MP—especially if the PCs perform major overhauls like replacing several mechs with one larger mech—but this process shouldn’t impact the campaign much.
In addition to gaining additional MP, gaining levels can increase the party’s Average Party Level, which can increase their mechs’ maximum tier. Increasing the tier can impact the mech’s attack modifiers, skill modifiers, Strength modifier, AC, maximum weapon level, and more.
Refitting Mechs: If the PCs want to change their mechs’ features before gaining additional MP (for example, replacing one auxiliary system with another that costs the same or fewer MP), they can do so at a safe workshop or other facility, given enough time. Refitting a component typically takes 4d6 hours, and refitting a mech’s frame typically takes 1d4 days. Completely changing or rebuilding a mech rarely takes more than a week.

Found a bug? Click here!