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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).
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.
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 are slightly slower yet can swiftly navigate difficult terrain and flooded areas.
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
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
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 are meant for building heavy-hitting, heavily armored bruisers that can dish out and take a lot of battlefield damage.
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
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
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
Although lightly armored, flight frames boast a combination of thrusters and wings that enable a mech to fly for extended periods.
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
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
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 explode across the battlefield, performing short-range skips with the help of expensive magitech systems.
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
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
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
A recon frame allows for fast and stealthy movement, enabling a mech to infiltrate dangerous territory undetected.
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
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
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 trade out some of a mech’s traditional armaments and agility for unmatched utility and storage, effectively serving as mobile vaults.
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
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
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
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.
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
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
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
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
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
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
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
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.
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
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
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
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
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
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.
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) |
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
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
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
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
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.
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 |
The following are common weapons used by mechs.
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 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.
The mech stores an exceptional amount of ammunition for each of its weapons. The mech can reload each of its weapons two additional times.
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.
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.
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
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.
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.
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
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.
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.
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.
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).
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.
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.
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
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).
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.
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.
Effect Increase the mech’s Shield Points by an amount equal
to its tier.
Cost 3 × tier
Effect Increase each of the mech’s movement speeds by 10
feet.
Cost 2 × tier
Effect The mech gains a +1 bonus to its EAC and to its Reflex
saving throws.
Cost 2 × tier
Effect Increase the mech frame’s base HP by 5, and increase
its HP advancement by 1.
Cost 1 × tier
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.
Effect The mech gains a +1 bonus to its KAC and to its Fortitude
saving throws.
Cost 2 × tier
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.
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