You are on page 1of 51
Mechfinder Designer: M Nixon (aka Umbral Reaver, umbralreaver@gmail.com) UNDERSTANDING MECHS Mechs and their base frames are described using stat blocks that include information about how they move and function, in many ways similar to the way starships work. When you're reading a mech or base frame stat block, the statistics and definitions below define its capabilities. A mech sheet is provided at the end of this document (tbd) Name and Tier: This is the designation of the mech and is power level. Mechs are roughly equivalent in power to a character or monster with Challenge Rating (CR) five higher than the mechs tier. Size Category and Frame: This describes the overall size of the mech. A mech’s size provides @ modifier to its Armour Class and Target Lock (see below). This entry also notes the base frame of the mech. Mechs can be huge, gargantuan or colossal. ‘These are sometimes referred to as light, medium and heavy mechs respectively. Speed: This is the base speed of the mech in feet. This entry also notes its alternative movement modes and their speeds, Manouvorability: A mech's maneuverability is rated clumsy, poor, average, good or perfect. This is generally tied to the mass of the mech, and determines its bonus or penalty to Piloting checks and the movement it must spend in order to rotate 45° left or right Armour Class (AC): This value is used when determining whether dlirect-fire ‘weapons hit a mech. AC is calculated based on the mech's size and physical armour, as well as the pilot's number of ranks in the Piloting skill. When a mech is attacked by characters or monsters, it treats its AC as its KAC and EAC. Target Lock (TL): This value is used when determining whether tracking weapons hit ‘a mech. TL is calculated based on the mech’s size and defensive systems, as well as the pilot's number of ranks in the Piloting skill, Strength: A mech has a Strength score. This is based on the actuators installed in it It uses its Strength score to perform Strength checks, determine damage with melee ‘weapons and physical attacks, but does not add it to attack rolls. Dexterity: A mech has a Dexterity score. This is based on the actuators installed in it. It uses its Dexterity score to perform Dexterity checks and adds it to its Reflex save but does not add it to gunnery checks or Armour Class. Reflex (Ref): A mech has a Reflex saving throw equal to half its pilot's ranks in the Piloting skill plus the mech’s Dexterity modifier. Hull Points (HP): This is the total amount of damage a mech can take before it becomes inoperative. A mech with O Hull Points isn’t destroyed, though many of its systems are no longer functioning and it is no longer a threat to its enemies. In the base frame stat block, the Hull Points entry also lists the HP increment, which is the number of Hull Points a mech with that frame automatically gains when its tier increases to 4 (and every 4 tiers thereafter). Damage Threshold (DT): If an attack deals less damage than this value, that ‘damage isnt counted against the mech’s total Hull Points. Damage Threshold only matters when such a mech’s shields or ablative plating are depleted. Critical Threshold (CT): Whenever the {otal amount of damage that has been dealt to a mech’s Hull Points reaches a multiple of this value, one of its systems takes critical damage. This value is always one-fifth of the mech’s maximum number of Hull Points. Shiolds: In a mech’s stat block, this lists the mech's shields or ablative plating and the Shield Points (SP) or, which represent the damage this system can take before they're depleted. Shield Points are assigned to particular ares (forward, left, right or aft). These arcs correspond in orientation to the firing arcs shown in diagram ‘Mech Arcs, Attacks: A mech has four firing arcs, front, left, right and rear. Weapons mounted in the left arm can fire in the forward and left arcs and weapons mounted in the right arm can fire in the forward and right arcs. Weapons mounted in the front are can only fire forward and weapons mounted in the rear arc can only fire in the rear arc, Turret ‘weapons can fire in any arc. This differs from how firing arcs function for starships. The attack entries list the various weapons on the mech and which arc they are mounted in Mounts: In the base frame stat block, this entry lists the class of weapon that can be mounted on the mech, Power Core: This lists a mech’s power core or cores and the Energy Points per round it produces. ‘Systems: This entry lists a mech’s major systems, such as armour, defensive countermeasures, sensors and weapons. Modifiers: This entry lists the bonuses (or penalties) to certain skill checks during combat gained from a mech’s speed and maneuverability, as well as from some mech systems. Spocial Abilities: Any unique actions or qualities a mech has due to its pilot or equipment are listed here. Cost: In a base frame stat block, this lists the frame's Build Point cost. Build Points (BP) are an abstract resource used for creating and upgrading mechs, BUILDING A MECH Table 1: MECH SCALE Mechs use the same size categories as creatures, although they cannot be smaller than huge size. Within a size category, a mech’s exact measurements might differ between base frames and manufacturers. The size of a mech also modifies its Armour Class and Target Lock as indicated. A mech occupies the space of 2 normal creature of its size in tactical combat. In mech combat, huge and gargantuan mechs occupy a single square (20' by 20 ft.) and colossal mechs occupy four squares (40’ by 40 f.). In tactical combat, biped mechs have each as @ tall creature of their size, and quadruped and hexapod mechs have reach as a long creature of their size. SIZE HEIGHT WEIGHT AC AND TL MODIFIER Huge 24" to 32 tt 8-16 tons +0 Gargantuan 32'to 64 ft 16-125 tons 2 Colossal 64 to 96 ft 125-420 tons 6 "These are values for bipedal mechs. Quadruped and hexapod mechs tend to be between half and two-thirds the height of a biped of the same size and weight. Table 2: MECH BASE STATISTICS ‘A mech with four legs gains a +2 bonus to piloting checks to avoid falling prone or stand from Prone, and to AC against combat maneuvers. A mech with six or more legs gains a +4 bonus instead. TIER MECH BUILD POINTS SPECIAL 1 55 : 2 75 : 3 95 : 4 115 HP Increase 5 136 - 6 155 : 7 180 : 8 205 HP Increase 9 230 : 10 270 : "1 310 : 12 350 HP Increase 13 400 : 14 450 - 15 500 16 600 HP Increase 17 700 : 18 800 : 19 900 ss 20 1,000 HP Increase * BASE FRAME Size Huge Maneuverability perfect (+2 piloting, rotate 0 ft.) HP 40 (increment 10); DT-; CT 8 Mounts left arm (1 light), right arm (1 light) Cost 15 Size Huge Maneuverability perfect (+2 piloting, rotate 0 ft.) HP 40 (increment 10); DT-; CT 8 Mounts forward (1 light), turret (1 light) Cost 15 Gm ‘Size Huge Maneuverability good (+1 piloting, rotate 10 ft.) HP 50 (increment 11); DT -; CT 10 Mounts left arm (1 light), right arm (1 light), front (1 tight tracking) Cost 20 LIGHT COMBAT QUAD] Size Gargantuan Manouverability good (+1 piloting, rotate 10 ft.) HP 75 (increment 18); DT ~; CT 15 Mounts front (1 light), rear (1 light), turret (1 heavy) Cost 30 Ele UPPORT BIPE| Size Gargantuan Maneuverability good (+1 piloting, rotate 10 fl.) HP 75 (increment 18); DT -; CT 15 Mounts left arm (1 light), right arm (1 light), front (1 heavy tracking) Cost 30 MAIN BATTL Sizo Gargantuan Maneuverability average (+0 piloting, rotate 20 ft.) HP 90 (increment 22); DT-; CT 18 Mounts front (1 light), rear (1 ligh’), turret (2 heavy) Cost 40 Size Gargantuan Maneuverability average (+0 piloting, rotate 20 ft.) HP 90 (increment 22); DT -; CT 18 Mounts left arm (1 heavy), right arm (1 heavy), front (2 light) Cost 40 FE) Size Gargantuan Maneuverability average (-1 piloting, rotate 20 ft.) HP 110 (increment 27); DT -; CT 22 Mounts front (1 light, 1 heavy), rear (1 light), turret (2 heavy) Cost 50 Size Gargantuan Maneuverability poor (-1 piloting, rotate 30 ft.) HP 110 (increment 27); DT -; CT 22 Mounts front (3 heavy), rear (1 light), turret (1 light) Cost 50 ITAN BIPED| Size Colossal Maneuverability poor (-1 piloting, ritate 30 ft.) HP 150 (increment 37); DT 5; CT 30 Mounts front (1 heavy), left arm (1 superheavy), right arm (1 superheavy) Cost 100 IBEHEMOTH QUAD} Size Colossal Manouvorability poor (-1 piloting, rotate 30 ft) HP 150 (increment 37); DT 5; CT 30 Mounts front (2 heavy), rear (2 light), turret (1 superheavy) Cost 100 VERLORD BIPED| Size Colossal Manouvorability clumsy (-2 piloting, rotate 40 fi.) HP 200 (increment 50); DT 5; CT 40 Mounts front (1 light, 1 heavy), left arm (1 superheavy), right arm (1 superheavy), rear (1 Size Colossal Manouverability clumsy (-2 piloting, rotate 40 ft.) HP 200 (increment 50); DT §; CT 40 Mounts front (2 heavy, 1 superheavy artillery), rear (2 light), turret (2 light) Cost 120 POWER CORE POWER CORE ENERGY GENERATION cosr(I BP) ‘icrofasion © 5 5 ‘icrofation § 6 8 ‘Mlerotusion XL 1 1 ‘Stellar Core Red 8 8 Stelar Coe Yellow 10 10 ‘Stetar Coe White 12 Stellar Core Blue “ “ Zer0at! 18 16 era Cali 20 20 2ere Cali 4 4 ‘A mech’s power core provides Energy Points each round that it may spend to move, fire its ‘weapons and activate various other functions. A power core can store a number of Energy Points equal to its energy generation. Any energy a mech does not spend in a round is added to its storage but cannot exceed its maximum. This means a mech with a full power ‘core can spend twice its energy generation in Energy Points in a single round, and would begin the next round with zero EP in its core and then generate its normal amount of EP. ENGINE SPEED | OVERLAND (FULL SPEED) | ENERGY [Nk 1 Light Mech Engine H 100 zm Mie2 Light Mech Engine 4 ‘08. ‘22mph 1 “ Nk 3 Light Mech Engine H eon at mp 1 8 ‘Nie Light Mech Engine H 220. s0mph 2 2 Mic 5 Light Mech Engine 4 2004 co mph 2 28 Mit Meaum Mech Engine |G 100" 2200 a 15 Mic2Medum Mech Engine |G oR ‘samp 2 2 ukameaun mecr Engine |G 120 tmp 5 2 Mid Medium Mech Engine |G 2208 somph zi 3 Mi tHeary Mecr Engine | er. 18.4 3 6 Mk2Heaw MecrEngine |G 208 zrmpn 4 2 MkSHeay Mech Engine | C 160" 38 mph 4 2 Base ground speed. A mech must have an engine. THRUSTERS (OPTIONAL) ‘THRUSTERS size ‘SPEED ENERGY cost (IN BP) ght Jump Boosters 4 220" 3 6 [Nedium Jump Boosters 8 180" 4 20 ‘Heavy Jump Boosiers c 120m. 6 a ght Fight Thrusters 4 200 4 EI ect Fight Thrusters 6 2208 6 2 Heavy Flight Thrusters ce 1001 8 “0 ght Space Jots 4 6 2 6 ‘Neaium Space Jots 6 5 3 2 Heavy Space Jos c 4 4 2 ‘A mech can be equipped with any combination of jump boosters, fight thrusters and space jets. Jump boosters allow a mech to leap a great distance and land without damaging itself. A mech with jump boosters can activate them to move through the air a distance given by the boosters, but falls at the end of that movement. A mech with jump boosters can activate them to reduce its falling damage by one die per 10 feet of jump booster speed Flight thrusters grant a mech a fly speed for each round in which it pays the Energy Point cost of the thrusters. At the beginning of its movement, if it does not pay this cost it immediately falls. ‘Space Jets function only in a vacuum and grant a mech a speed in starship combat. Mechs with jets always have perfect maneuverability in starship combat. © ‘Amech with both flight thrusters and space jets can enter orbit ACTUATORS ACTUATORS Sie ‘STRENGTH pexrery | enercy | cost (INP) Inustiel Gurps A H 22 2 4 ' ‘Swinecn Stanaara ¥ 24 “4 1 6 Kinetworks lost 8X H 2 16 1 8 “Titan Motors Light " 26 4 1 10 lronbeard Meta Fibrous! H 28 6 2 13 Indust! Surplus B 6 26 3 2 3 ‘Switech Mighty 6 28 10 2 10 Kiretwors Fleet 120% 6 28 2 2 8 “Tian Motors Medium @ 32 10 2 7 lronbeard Meta-Fitrous 6 32 @ 3 2 Indust Surplus C c 30 4 3 2 ‘Swiech Supreme c 32 6 3 18 “Titan Motors Heavy c 36 6 3 10 Ironboard Meto-Fibrous I ce 36 a 4 28 A mech must have actuators in order to move. The Energy Point cost of actuators must be aid each round or the mech is unable to use its ground movement or make weapon attacks ‘with weapons mounted in the arms. If a jumping or flying mech lands without the use of its actuators, it immediately falls prone OTHER SYSTEMS ARMOUR ‘ARMOUR BONUS TO AC SPECIAL COST(INEP) Mie Armour “4 2am wk 2 Armour 2 408 Mie 3 Armour | “3 : ermi2 Mie Armour 4 101820 Nk 5 Armour +5 aL 1421128 M6 Armour +6 am 182796 © Nk 7 Armour 7 aL 24136148 M8 Armour a am ‘046/60 ‘Mk 8 Armour +9 27-20 L speed susa72 Nk 10 Armour +10 21-20%. speed 42163184 Mie 11 Armour “ 2TL, 204 speed 075/100 ik 12 Armour “2 “STL 40 2 speed eo190"120, Mk 13 Armour 13 BTL, 40 8 speed 7onos40 Nk 14 Armour “4 ‘971, 40 8 speed 8071207100 Nk 15 Armour 5 41L, 40 8 speed 90738180 COMPUTER ‘A mech has @ computer system that handles the mech’s complex systems and translates control of a multi-on, mult-limbed warmachine into an interface optimised for the pilot. The computer cannot pilot the mech by itself, but does provide assistance in various tasks. A mech has a basic computer of a tier equal to half the mech's tier (minimum 1); see the Computers skill on page 137 of the Starfinder Core Rulebook and Computers on page 213 of the Starfinder Core Rulebook for more information about how a computer can be hacked and upgraded. Which upgrades the pilot can purchase for a mech is determined by the GM; some upgrades can be purchased with Buil Points. Only a mech computer more sophisticated than a basic computer can provide bonuses to its function. A non-basic mech computer provides a circumstance bonus to a single check each round, of one or two types depending on the computer. A computer that provides a bonus of +2 or higher also provides a bonus equal to half that to all other checks. The Energy Point cost of a computer is spent only once per round, regardless how many checks its bonus is used for. ‘COMPUTER ‘BONUS CHECK ENERGY cosr iN BP) asic Computer +0 - ° ° ‘Nk 1 targeting computer " Gunnery 1 1 Mkt mobity asset “4 Piling 1 1 ‘Mk tcodetreater " Computers 1 1 Mk 1 combat processor “ ‘Gunnery and Piling 1 2 Mk 2 targeting computer vat Gunnery 1 4 ‘Nk 2 motity assist 421 otra 1 ‘ Mk 2codetreater sat Computers| 1 4 Mk 2 combat processor 42 | Gurmery and Pioing 1 6 ‘Mk 3 targeting computer sat Gunnery 2 9 10 Mic 3 moby asset sa Ping ° ik 3 codetreater sat Computers 9 ‘Nk 3 combat processor sat | Gurmery ana Ping 18 ic targeting computer sane Gunnery 6 Nk 4 moby assist save Piloira 6 Mid codetreater sain Computers 18 Mi combat processor 2442 | urmery and Piling 2 ‘Mk 5 targeting compurer soe Gunnery 2 Mk S mobity asset 4942 Piling 25 Mk 5 codetreater 1912 Computers 25 Nk 5 combat processor 4842 | Gunnery and Pioting © Mk 6 targeting computer 1843 Gunnery 3 Mk 6 mobity assist 103 fd » i 6 codetreater 46r3 Computers % Mk 6 combat processor 1643 | Gumery and Pioing & ‘Mk 7 targeting computer a7 Gunnery «a Mk 7 mobity aust 1743 Piling “0 Nk 7 codetreaker V3 ‘computers “0 Mk 7 combat processor 4743 | Gunnery and Pioting 8 Mk 6 targeting computer s84 Gunnery on NK 8 mobity assist 1994 fd a Mk 8 codetreater sar Computers ot Nk 8 combat processor 104 | Gunnery and Ping 128 Nk 8 targeting computer 494 Gunnery 8 ko moby asset 104 Pilg a Nk & codetreater 1994 computers 8 Mk 9 combat prosessor vad | Gunnery and iting 162 [Nk 10 targeting computer Hone Gunnery 100 Nk 10 mooaty assist Hons Piloira 100 Mk 10 codebroaker OKs Computers 100 Nk 10 combat processor sors | Gunnery and Piting 200 cocKPIT cockrrt S08. Br | Seren ‘Solo Cosipt ° ‘A standard eoekpit for one pilot ‘Dual Cockpit nee ‘A cook that allows fora co-pilt Rerole-Convel Module 5 ‘A module that replaces te plot win remote-control All cockpits are large enough for creatures at least two size categories smaller than the mech. SOLO COCKPIT Basic cockpit. Controls optimised for a single user. Pilot can Focus on any action DUAL COCKPIT Cockpit with distributed controls. The ability to Focus on each action is split between the two positions. Both pilot and copilot can Focus. A huge mech is too small to have @ dual cockpit. REMOTE-CONTROL MODULE ‘A system replacing the cockpit allows a mech to be controlled remotely from a safe location. ‘A mech with a remote-control module takes critical hits to its cockpit differently than a mech with a pilot. Glitching causes a -2 penalty to all rolis. Malfunctioning causes a -4 penalty to all rolls, Wrecked causes the mech to become inert. DEFENSIVE COUNTERMEASURES. Nant }ONUS TO TL Nk 1 Deferses ” 1 2 Mk 2 Defenses 42 1 3 Mk 3 Defer “3 1 4 Nk 4 Deferses 4 1 6 Nk 5 Defenses +5 1 8 Nk 6 Deferses +8 2 1 Nk 7 Deferses “7 2 14 Mk 8 Defenses “8 2 18 Nk 9 Deferses Py 2 2 Nk 10 Defenses: 0 3 7 Mk 11 Defenses a 3 22 Mk 12 Detenses “2 3 “ 12 Nk 13 Defences 13 4 50 Mk 14 Defenses. 4 4 os Mk 15 Defenses: “5 5 0 SECURITY Just like starships, mechs can be outfitted with a number of security measures to prevent unauthorised persons from doing untoward things with them. Security systems require an operational power core to function, but they consume no Energy Points to operate. Security features do not affect attacks made by a mech with a cyberwarfare suite. SECURITY (OST (IN BP) Anishacking sytem 3 Borer focks 5 ‘Computer countermeasures “er ot computer Selleatrcteystem 1011520 ANTI-HACKING SYSTEMS By increasing the security of the mech’s computer, these systems increase the DC to hack into it by 1. This upgrade can be purchased up to four times. BIOMETRIC LOCKS The systems of a mech with biometric locks can only be used by certain creatures, designated when the locks are installed; this list can be updated by any creature who can gain access to the mech’s computer systems. A successful Computers check (DC = 20 +1-% x the tier of the mech) can bypass these locks. COMPUTER COUNTERMEASURES When a foe attempts to hack a mech's computer and fails, a set of countermeasures can punish the would-be hacker. You can install one of the countermeasures listed on page 216 of the Starfinder Core Rulebook, following the normal rules for countermeasures. Each countermeasure costs a number of Build Points equal to the mech’s computer's tier (half the mech's tier), ‘SELF-DESTRUCT SYSTEM Used most often as a last resort, a self-destruct system completely destroys the mech on which it is installed (as if the mech had taken damage equal to twice its Hull Points) Everything within 40 ft. of a mech that self-destructs takes an amount of fire damage equal to half the destroyed mech’s maximum Hull Points; this damage can be mitigated by shields or ablative plating. Any crew or passengers take untyped damage equal to twice the destroyed mech's maximum Hull Points (without the increase for mech weapons against humanoid 13 targets). A self-destruct system can be activated only by the pilot (by turning a set of keys, typing in a specific passcode, or other physical means usually only known to the pilot themselves) and can't be activated remotely via hacking. The activating creatures set a time delay for the destruction (at least 1 round). The cost of a self-destruct system depends on the size category of the mech SENSORS Friendly mechs with active communications are assumed to share all sensor data unless they choose otherwise. This allows mechs to target enemies their sensor network can detect but they cannot see themselves. A detected target fired on without direct line of sight has total concealment (50% miss chance) and may be fired on indirectly by weapons with the arcing property. Sensors also provide a bonus to Perception skill checks. ‘SENSORS, TRE RANGE MODIFIER GOST (IN BP) None Optical Visual +0 o Budget Radar oder 30m. +0 3 ‘Short-Range Radar 45m. ” 5 Nedism-Range Redar 60m. 2 6 Long-Range Radar 750m. * 7 ‘Budget Gravtic Sensor (1251) 2400 +0 Low Seneitvty Gravte Sonsor Mace (221) 2.400 4 ° [Nediun-Sensitivty Grate Sensor Mass (161) 2.4001 2 2 High-Sensivty Gravite Sensor Mass (8) 2.400 ft a 6 Budget Quarium Detector Quantum @oon) | 3.6008 +0 8 ‘asic Quantum Detector Quantum cison.) | s.600n ” 2 ‘Advanced Quantum Detector Quantum (20%) | 36008 2 6 ‘Superior Quantum Detector Quantum (gon) | 3,600. 3 2 RADAR SENSORS Radar-based sensors are best suited to detecting airbome targets and have limited range and effectiveness on the ground. They are, however, the most common and affordable sensors. Radar may be set to active or passive mode. In active mode, it searches for objects within its range. In both active and passive mode, all radar sensors automatically notice when the mech they are installed in is detected by another radar and can determine the point of origin of that radar if itis within its range. Radar sensors require line of effect and have 10x their normal range for the purpose of detecting airborne objects. 14 MASS SENSORS Gravitic sensors function by mapping the mass density of local spacetime. They are short range and tend to have difficulty distinguishing groups of objects or detecting low-mass objects, Gravitic sensors do not require line of effect and detect muttiple adjacent objects of similar density (such as mechs) as a single more massive object. Gravitic sensors have a minimum mass they can detect, QUANTUM SENSORS Quantum sensors examine the fluctuations of probabilistic waveforms. The vast complexity of data available makes it impossible to discem much, but itis enough to function as a means of detecting moving objects through any obstacle Quantum sensors do not require line of effect and only detect objects that moved a minimum distance on their last tum, depending on the grade of the sensor. ‘SHIELDS/ABLATIVE PLATING Like starships, many mechs are fitted with projectors that generate a protective barrier around them. These function exactly as a starship’s shields. Alternatively, a mech may mount ablative plating, Plating functions as shields except that it cannot regenerate, uses no energy and is not affected by special attacks and abilities that affect shields. A mech cannot be fitted ‘with both shields and ablative plating ‘SHIELD NAME. REGEN ENERGY cost IN BP) ‘Basie Shields 10 10 ‘umn. 1 2 ‘Basie Shield 20 20 ‘min 1 3 ‘Basle Shiels 30 30 ‘min 1 ‘ Basic Shields 40 40 ‘min 1 5 Light Stiles 60 0 iin 2 6 Ught Stietes 60 0 2imin 2 8 Light Stiles 70 70 2imin 2 10 Light Stele 60 «0 2m 2 2 ‘Neaium Shields 90 0 iri 3 13 ‘Medium Shields 100 100 Ain 3 6 ‘Medium Shields 120 120 iri, 3 7 Medium Shields 140 140 ‘ln, 3 ‘8 ‘Medium Shields 160 160 ‘tin a 20 ‘Meaum Shielas 200 200 ‘aimin, 3 22 Heavy Shields 240 240 s6imn, 4 2 Hany Shiids 260 200 10min 4 25 Heavy Shields 320 320 t6imn, 4 2 Heavy Shields 260 60 32min, 4 28 Heavy Shields 420 20 32min, 4 20 Hoary Shields 480 480 amin 4 2 ‘Superior Seles 540 540 4mm. 6 96 ‘Superior Sielos 600 600 e4mmn. 6 40 If a mech does not spend the Energy Point cost of its shields in a round, it loses SP from each arc equal to 10% of its total SP and cannot regenerate SP. SHIELD MODS ‘A mech with shields may have a single shield mod installed. This alters how its shields function. All shield mods provide a benefit and a drawback Shield mods can only be changed by removing and reinstalling the mech’s shields (see refitting mechs) ‘SHIELD MoD BENEFIT DRAWBACK Barer Stielis Mech takes haf damage from area | -25% total S ‘eticts mares with remaining SP. Hardened Stieids Mech takes half percing damage in| Shildbuster elects are doubled ares with remaining S> against the mech, ‘Spel Shiels ‘While mech hes atleast 1 SP inthe are | -25% total S, shield Energy Point cost facing @spal's point of ogi, the mech | is doutled hs Spell Resistance equal ots Her © 18 ogainet that spl, ABLATIVE PLATING. TOTAL SP: cosr (IN BP) asic Plating 15 5 2 Basie Plating 30 20 3 Basic Plating 45 45 ‘ Basie Plating 60 B 5 Light Plating 76| 5 6 Ugh Pating 90| 2 im Light Plating 105 108 0 Light Plating 120 120 2 Nedium Plating 135 135 3 Medium Plating 160 160 6 16 Meaum Fatng 180 180 7 Medium Fatng 240 20 8 Medium Fatng 240 240 20 Medium Fating 300 300 2 Heavy Plating 360 360 2 Heavy Pating 420 420 25 Heavy Plating 480 480 a Heavy Plating 640 540 28 Heavy Patng 630 630 0 Heavy Plating 720 720 2 ‘Superior Patng 890 90 8 ‘Superor Plating 900 900 0 Ablative plating may only be redistributed amongst a mech’s four arcs when its refitted in a mech bay. PLATING MODS ‘A mech with ablative plating may have a single plating mod installed. This alters how its ablative plating functions. All plating mods provide a benefit and a drawback. Plating mods can only be changed by removing and reinstalling the mech’s ablative plating (see refitting mechs), PLATING MOD BENEFIT DRAWBACK ‘Steath Piaing Mech counts as three tinas a fr, 25% total tree times ne ti is mass forthe purpoee of detection by Mech takos haf damage from fate | -25% total S> aos win remaning S* WEAPONS ucntwearons | rance | oanace | enercy | cost | ammunimon | sPeciaL PROPERTIES (nee) | cAPACiTY (BP) MELEE WEAPONS Unarmed 248.8 : = - Unermed Improvised Weapon : 305 8 2 a : : 7 ght Ort | sate 1 4 : Ske Light Mech Blade | ss 7 4 : 2 Incusbial Saw 3038 1 5 7 P impect Sriker - | asior : 5 : hast Gauntet 2si28 5 20(1) lesa Sword [| woe [2 ° a p DIRECT-FIRE WEAPONS Mechine Gun zwor | 503° 1 4 202) Antiperconnel Plasma Flamer - | cooesr [2 8 : one (00) Magnetic Rie aoor, | 4a4P 1 7 1012) : ght Autcannon szot. | s00P 1 7 2002) : ght Laser zaor. | 204 2 3 i : Ughtning Boter 2oor. | 2056 2 5 5 Shioldbutor ‘Aniimiste Auton | 1008, | 1a3P 1 5 10(1) Pei (¥8) ‘rn won | 1a5F Point (+10) ‘TRACKING WEAPONS ght Rocket Poe soot. | 48 1 8 5@) t Light Mile Launector | 4aoe, | 448 1 8 32) -Arcing Ughi Plasma Pod aon. | sooeer [1 ° 3@) Burst 201 Light Plena Seeker | a00e, | sopear | 1 ° 32) Arcing, Burst 20 HunteKiter Ral szon. | 00 1 7 12) ‘cing weavyweapons | nance | panace | enency AMMUNTION | SPECIAL PROPERTIES CAPACITY (BP) MELEE WEAPONS TwosHanded 4068 : : Fi 7 Imorovited Weapon Laser Chainsaw 6s F 4 ° . E Kiraic Lance asi0P 2 e : E Heavy Dri 4 P 2 e : Siege Heavy Mech Blade 668 : ° * 7 Plasma Sythe sasear | 4 10 2 = DIRECT-FIRE WEAPONS Plasma incinerator vasecar | 4 1 one (120) 18 Nagnetic Cannon son | saeP 2 16 10) fi Heavy Autocarnon | ooo. | oso 2 16 2018) : Heavy Laser won | sar 4 7 : F Lghning Blaster aon | 46e 4 2 5 Shotabustr anainissie Siomgun | sor [sae 2 a 104) Point (+10) aniimissie Laser Array | 1208 [206 4 12 : Point (+12) ceca Mutbecket Poa son | aoe 2 16 38) : ee oe 2 16 38) ‘cing Charges Pismaros | soon | rzoeear | 2 18 318) cus On Charges Plasma ‘aon | tosear [2 18 30) ‘cing, Burst 40 Seoker runtritersatey | sor [ ram- [2 a 18) ‘reng| SUPERHEAVY ance | vamace | ewercy | cosr | ammunmon | special PROPERTIES WEAPONS (mie) | cAPAciTy (BP) MognaticAssautGun | so08, | odor 4 100) Z superAutocannon | aoon [ care | 4 34 2018) - Superiaser re 8 16 : Partie Boomer zion | s06€ 8 24 : Shioldbutor Nisite Swormer aon. | 1648 4 a 30) Arcing ‘anaware Ptasma — | oon. | rzarz 4 6 5 urs: 60 f. Eatery eRe ‘Solar Cannon 1.8008. | 248% 10 8 55 : Burst 80f., Siege Ea Plasma MIR tact. | séext0 | 4 60 3@) Burst 80f., Siege Ear Magnetic ombars | 2.2008, | adextoP | 4 55 30) Anti, Burst 80 Siege DevastaterMssieRal | 24008 | zat0x10 | 4 “0 1@) Antes, Burst 0 ft 8 “Mechs with these weapons must be equipped with kinetic warheads (bludgeoning damage) or incendiary warheads (fire damage). This decision must be made for each unit of ammunition capacity each time the mech is rearmed. 19 NAME This is the name of the weapon. CLASS ‘Weapons belong to one of three classifications. Light weapons can be mounted on any mech and are the standard armament for skirmishers and scouts. Heavy weapons are the main armament for frontline mechs intended for direct engagement and are not found on any mech smaller than gargantuan. Superheavy weapons are the most powerful main weapons carried by the heavier mechs. Two heavy weapons may be fitted in a superheavy mount as linked ‘weapons at no additional BP cost TYPE Mech weapons are one of four types. Melee weapons are like super-sized versions of personal melee weapons, enabling a mech to deal vicious damage to enemies in close ‘combat, targeting the opponent's AC. Melee weapons add the mech’s Strength bonus to their damage. Direct-fre weapons fire projectiles or beams, targeting AC. Tracking weapons are ‘seeking munitions such as missiles and home in using a target's TL. Unlike starship tracking ‘weapons, mech tracking weapons hit in the same turn that they are fired. Some tracking ‘weapons can be fired indirectly. Artillery weapons are special class of superheavy weapons that can rain down indirect fire over large distances, at the cost of limiting the mech’s mobility. Some artilery weapons are even effective against spacecraft. All artillery weapons are tracking weapons with the arcing property but can only be fired indirectly. RANGE ‘Weapons have a range in feet. As with character-scale ranged attacks, an attack with a mech weapon takes a cumulative -2 penalty for each range increment (or fraction thereof, beyond the first) between it and the target. A mech weapon can fire at a target up to 10 range increments away. DAMAGE This is the amount of damage (In Hull Points) the weapon deals when it successfully hits a target. A mech weapon deals 2x damage against creatures. A mach weapon deals % damage against starships. The damage type usually doesn't matter against mechs and starships, but is important against creatures that have damage reduction or energy resistance. ENERGY This is the number of Energy Points the mech must spend in order to fire the weapon. AMMUNITION CAPACITY This is the cost in Build Points for a weapon's ammunition capacity. The first number is how many shots are stored for each unit of ammunition capacity. The number in parentheses is the cost of each unit of ammunition capacity in Build Points. If a mech has multiple weapons 20 of the same type, they share all ammunition capacity of their type mounted on the mech, Under normal circumstances a mech may replenish all of its ammunition when it is rearmed. cost This is the cost of the weapon in Build Points. Weapons that require ammu single unit of ammunition capacity in their cost. include a SPECIAL PROPERTIES ‘Some weapons have special properties Anti-Air Aweapon with the anti-air property deals full damage against starships. Antipersonne! ‘An antipersonnel weapon suffers no penalty to hit against creatures due to the mech's size but deals % damage against mechs and cannot damage starships, Arcing ‘An arcing weapon may be fired as an indirect weapon. Burst ‘A weapon with this special property fires 2 warhead that explodes in a radius targeting a grid intersection (AC 5). If it misses, it scatters 20 ft. in a random direction. It affects all targets in line of fre from the epicentre. Affected targets may make a Reflex saving throw (DC = 10 + % the attacking mech’s tier + % the pilot's base attack bonus) to take half damage. Cone ‘A weapon with this special property does not make a gunnery check to attack. It affects all targets in line of fire and within a cone of the specified size, angled from the arc the weapon, is mounted in or 45° left or right from that arc. Affected targets may make Reflex saving throw (OC = 10 + % the attacking mech’s tier + % the pilot's base attack bonus) to take half damage. Point ‘A weapon with this special property can't be fired at targets outside the first range increment. Ifa tracking weapon would hit a mech in an arc that contains a weapon with the point special property, the mech’s pilot can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). Against tracking weapons fired by mechs, the DC for this gunnery check is equal to 10 + % the attacker's tier + % the base attack bonus of the character that fired the tracking weapon. Against tracking weapons fired by starships, the DC is equal fo 15 + the tracking weapon's speed. If the attack hits, the tracking weapon is destroyed before it can damage the mech. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a Point weapon to be fired twice in a single round. 24 Point weapons may be used to intercept tracking weapon attacks against other targets, so Jong as the tracking weapon's target is within range and line of sight of the point weapon. Shieldbuster ‘A weapon with this property deals bonus damage to shields (but not ablative plating) equal to its normal damage. This bonus damage is dealt first and does not deal further damage to the target's Hull Points. It is not multiplied on a ertical nit. Siege ‘A weapon with this property deals Sx damage against structures instead of the normal 2x multiplier, and ignores up to 10 points of hardness Sweep When a mech attacks with a melee weapon with the sweep property, it makes a single ‘gunnery check and compares it to the AG of each target in its reach and in one arc the ‘weapon can fire in, Roll damage once and apply it to each target hit Unarmed All mechs are capable of attacking with fists, the blunt edges of their hull or stomping with their legs. An unarmed attack does not occupy any mount on a mech. Warhead (Kinetic) ‘Weapons equipped with kinetic warheads gain the siege property. Warnead (Incendiary) ‘Weapons equipped with incendiary warheads gain a 40 ft. blast and are fired at grid intersections (AC 5). ARCANE DEVICES [ARCANE DEVICES: scoot | cost | ruNction (BP) ‘Aogie Conerator Abjuraion | 6 | Spend epate to beater the mosh shld, Elernentat Accelerator vocation | 8 | Spend spets to augment he damage of weapons. ‘Actuator Ossfication Necromaney | 3 | Animated bones reduce the anergy daw af the mechs actuators ‘The mech counts as undead ‘Spall Reserve LV : + _| store a spet io power an arcane device later ‘A mech must have the spell capacitor special equipment (4 BP) before any arcane devices may be installed. Casting @ spell into the spell capacitor to power an arcane device is a free action unless specified otherwise. 22 AEGIS GENERATOR (SPECIAL ACTION) As a Special Action, you may cast an abjuration spell (the spell is consumed by the mech’s spell capacitor) to add a number of Shield Points equal to twice the spell level to the mech’s shields, distributed as you choose. The normal maximum of the shields cannot be exceeded. Ifused on a mech with ablative plating, the added Shield Points are temporary and fade after 1 minute. ELEMENTAL ACCELERATOR (SPECIAL ACTION) As a Special Action, you may cast an evocation spell (the spell is consumed by the mech’s spell capacitor) to increase the damage of one of your mech’s weapons by 146 per spell level the next time itis fired this turn. ACTUATOR OSSIFICATION Animated bones of gigantic creatures help move the mech. They cannot completely replace the actuators, but drastically reduce their draw on the reactor. You may cast a necromancy spell (the spell is consumed by the mech’s spell capacitor) to generate a number of Energy Points equal to the spells level that may be spent only on your mech’s actuators and engine ‘A mech with actuator ossification counts as undead for the purpose of effects that damage undead. SPELL RESERVE I-VI (SPECIAL ACTION) ‘As a Special Action, you may store a single spell of a level equal to or lower than the spell reserve's level. The spell remains stored until used to activate an arcane device and cannot be used normally. A spell reserve costs 3 BP per spell level. A mech may have muttiple spell reserves. SPECIAL EQUIPMENT ‘SPECIAL EQUIPMENT enercy | cost(INBP) | FUNCTION ‘avanced Tactical Console 2 2 Coordinate wih and inspire abled mech pHa, ‘Articulated Maripisters : ee | Yourmech has hands and can pck stuf up. ‘Bubble Eom 4 1” ‘An advanced ECM module hat protects radi. rare - 8 ‘Allows a mech loli up and tow heavy objects Cyperwariare Suite 2 2 ‘Allows apt to use te Computers skiltc debate enemy mechs. ECM Mogul 2 @ ‘An ECM Module makes it more affout for elecronic equipment to afect the mech. Escape Pod : 10 ‘The mects cockpt can launch as an escape pod. Ground Anchors - a ‘Anchor 2 mech tothe ground toincreae stability Hauling Frame 2 e ‘Alons amech focany cago 23 Impact Clawe ’ 211216 | Savage impomente on the fost that damage enemies ‘your mech fais on, ‘Maneuvering Tustere 2 2 'No increased movement cost when using jump or fight Inavrectons other an forward Reenty Sha : 012 | Enables a mech to eafely drop frm orb ‘Smoke Launcher : ° Deploy smoke to prove conceatrent and ial aser attacks ‘Solar Cordult : “ (Channel Solacn energis nto a mech's weapons oF shields ‘Spel Copacior : 4 ‘Spend spell sts to activate arcane devices mounted on the mech “Target Acquisition Device 1 6 Use a Computers check to mark a target to guide in tracking and marectaltacts. Vos : 8 ‘Your mech can increase its ground speed ata cost to raneuverabity. NAME This is the name of the special equipment ENERGY This is the number of Energy Points the mech must spend to activate the special equipment. cost The is the cost of the special equipment in Build Points. if the special equipment costs different amounts depending on the size of the mech, its costs are delineated as huge/gargantuancolossal, FUNCTION This is a short description of the special equipment's abilities. See the detailed listings below ‘or full descriptions. SPECIAL EQUIPMENT DESCRIPTIONS ADVANCED TACTICAL CONSOLE ‘You can use your mech’s communicator to enhance the capabilities of your allies. ARTICULATED MANIPULATORS ‘A mech with hands can, in place of making attacks with an arm, pick up and carry things as if it were a creature of its size and strength. It cannot fire weapons mounted in an arm when using it to hold something. Mechs do not have the fine control required to make skill checks that require the use of hands. It may use weapons intended for a creature of its size, including improvised bludgeons (such as an uprooted tree or a girder). Improvised weapons suffer a -4 penalty to hit and those made of fragile materials such as wood are destroyed after a single hit. When using a two-handed weapon, it cannot fire weapons mounted in its front arc. A mech with one or both hands free may make grapple combat maneuvers. 24 BUBBLE ECM ‘A bubble ECM can be powered for 1 round by spending 4 Energy. While the bubble ECM is Powered, friendly mechs within 120 ft. including this mech are treated as if they had powered ECM modules. A powered bubble ECM that is in range of any number of powered enemy bubble ECMs has no effect and vice versa CRANE (SPECIAL ACTION) ‘A mech’s crane can be used to lift and move objects as an arm with an articulated manipulator, except that it cannot make attacks or perform tasks other than lifting. As a special action, a crane may be used to lift an adjacent prone mech onto its feet. ‘A crane may affixed as a special action to tow an inert mech at half speed and cannot jump or fly while towing (a mech in space using space jets can tow). Detaching a crane is a special action. A huge crane can tow 1 huge mech. A gargantuan crane can tow 2 huge mechs. A colossal crane can tow 4 huge mechs. Gargantuan mechs count as 2 huge mechs and colossal mechs count as 4 huge mechs for the purpose of towing. Mechs may combine their towing capacity and use half the speed of the slowest mech amongst them. CYBERWARFARE SUITE (ELECTRONIC) ‘Your mech can make cyberwarfare attacks using your ranks in the Computers skill, ECM MODULE ‘An ECM module can be powered for 1 round by spending 2 Energy. Attacks with electronic special equipment suffer a -4 penalty to hit the mech while the ECM module is powered. ESCAPE POD (SPECIAL ACTION) The mech’s cockpit can be launched as an escape pod. It launches when activated as a special action or automatically when the mech reaches 0 HP. GROUND ANCHORS (SPECIAL ACTION) ‘As a special action, a mech with ground anchors can anchor its legs securely, gaining a +8 bonus on piloting checks to avoid falling prone and to AC against combat maneuvers. The mech cannot move or be moved while anchored. It can withdraw the anchors as a special action. HAULING FRAME ‘A mech with a hauling frame can store cargo in attachment points on its body. A mech cannot load or unload its own hauling frame unless it has articulated manipulators or a crane IMPACT CLAWS When a mech with impact claws makes a deliberate fall on an enemy, it deals additional damage based on its size. A huge mech deals an additional 4d6 damage. A gargantuan mech deals an additional 6d6 damage. A colossal mech deals an additional 846 damage. 25 REENTRY SHELL ‘A mech with a reentry shell can be dropped from a starship’s mech bay. The shell provides total protection from air friction and one-shot thrusters decelerate it to a safe velocity when it teaches the ground, On impact, the shell breaks away and becomes useless scrap. When a mech is rearmed in a mech bay, it may be fitted with a new reentry shell. A reentry shell has Hit Points equal to half that of the mech and takes half damage from fire. If it is destroyed, the mech is exposed and suffers damage from falling as normal unless it has another means of slowing its descent. A fall from the edge of the atmosphere of a Golarion-like planet takes 8 minutes (80 rounds). ‘SMOKE LAUNCHER (SPECIAL ACTION) ‘A mech with a smoke launcher can fire a canister that releases a dense smoke cloud filing a 40 ft. cube. Electrostatic properties of its particles allow it to remain suspended even in a vacuum. The cloud reduces the damage of laser altacks passing through by half. The dissipates naturally after 1 minute, or after 1 round in a moderate or stronger wind. A smoke launcher has a range of 120 ft and can be fired once before It must be rearmed. A mech may mount multiple smoke launchers. SOLAR CONDUIT (SPECIAL ACTION) ‘A solar conduit allows a solarian to enhance their mech with their powers. If you have a solar ‘weapon, you may spend 1 resolve to add your solarian level as bonus damage on a single ‘weapon attack this tum. If you have solar armour, you may spend 1 resolve to add a number of Shield Points equal to your solarian level to the mechs shields, distributed as you choose. The normal maximum of the shields cannot be exceeded. If used on a mech with ablative plating, the added Shield Points are temporary and fade after 1 minute. SPELL CAPACITOR A spell capacitor allows the mech’s pilot to spend spell slots to power up arcane devices mounted on the mech. Spell slots are spent as part of the activation of arcane devices, TARGET ACQUISITION DEVICE (ELECTRONIC, SPECIAL ACTION) ‘A mech with a target acquisition device may make an attack with it as though it were a normal tracking weapon with a range increment of 160 ft, using your ranks in the Computers skill in place of BAB. If it hits @ target, until the beginning of the next round, when firing tracking weapons friendly mechs within communications may measure the range from the Position of the mech with the target acquisition device and ignore concealment. A target acquisition device does not allow a weapon to be fired at a target beyond its maximum range. Point weapons cannot intercept an attack by a target acquisition device. WHEELS ‘Amech with wheels can deploy or retract them at the beginning of its movement. If its wheels are deployed, increase its ground speed by 50% and reduce its maneuverability by 1 step. A mech that is clumsy becomes very clumsy (-4 piloting, rotate 40 ft., can make only a single 45° rotation during its movernent). A mech moving on its wheels cannot move in directions 26 other than forward and backward and automatically falls prone if it moves into a space of difficult terrain, REFITTING AND UPGRADING MECHS, ‘TOTAL BP REMOVED, ADDED OR REPLACED ‘TIME TAKEN 15 144 hus 610 2a neuss 11.25 434 hours 26-50 48 hous 1-100 a hours 103-260 104 days 251-500 204 days 501-1000 4a days REFITTING SYSTEMS If you want to alter your mech before receiving additional Build Points, you can do so at a {friendly mech bay given enough time. If you replace a system or option with one that costs fewer Build Points, you may immediately spend the excess Build Points. Refiting a mech takes a number of hours or days depending on the total number of Build Points worth of systems added, removed or replaced UPGRADING SYSTEMS You can replace a system or weapon with one that costs more Build Points by paying only the difference in cost between the two systems. If the cost is the same, the system can be upgraded for free. When upgrading @ weapon, remember that the mech’s frame starts with a certain number and type of weapon mounts (but see Upgrading Weapon Mounts and Adding ‘Weapon Mounts below). ‘You can't upgrade the base frame of your mech. You can rebuild your mech within the base frame if you so desire (within the limits of your budget of Bulld Points, of course), but that new mech will have a different look (and should probably have a different name). Buying a whole new mech is a process that can take between 2d4 days and 2d4 months, depending on whether you are purchasing a used mech or having a custom mech built from. scratch. UPGRADING WEAPON MOUNTS: By spending 4 BP, you can upgrade a light weapon mount in any of the front or rear arcs to a heavy weapon mount. By spending 6 BP, you can upgrade a light weapon mount on an arm or turret to a heavy weapon mount. By spending 5 BP, you can upgrade a heavy weapon in any of the front or rear ares to a superheavy weapon mount. By spending 7 BP, you can upgrade a heavy weapon in an arm or turret to a superheavy weapon mount, Superheavy ‘weapons can only be mounted on colossal mechs. 27 ADDING WEAPON MOUNTS By spending 3 BP, you can fit a new light weapon mount in any of the front or rear ares with enough free space. By spending 5 BP, you can fit a new light weapon mount on an arm or turret that has enough free space. Huge and gargantuan mechs can have only two weapon mounts per are (and per turret). Colossal mechs can have only three weapon mounts per arc (and per turret). ‘A mech that starts with arm weapon mounts is limited to a maximum of one weapon mount in a turret and must spend 10 BP instead to add that mount. A mech that starts with turret ‘weapon mounts is imited to a maximum of one weapon mount in each arm and must spend 6 BP instead for each of those mounts.. LINKING WEAPONS I you install two of the same weapon in the same firing arc, you can link them together so they fire as one. This costs a number of Build Points equal to half the cost of one of the ‘weapons (rounded down), You may fire one or both of the weapons as a single attack. When you fire a linked tracking weapons, itis stil treated as two attacks (with the same attack roll) 80 point weapons must attempt to shoot them down individually. 28 MECH COMBAT ROLES You use your skill ranks and ability scores while piloting mechs, but do not add any other bonuses such as training bonus, bonuses from feats and class abilities or bonuses from spelis. You do add any modifiers to skill checks that affect the mech itself. If you or your mech are suffering penalties to skill checks, both apply unless they are from the same source. PILOT Most mechs have a single pilot handling all functions. Mech interfaces are specially designed to accommodate a pilot that must divide attention between movement, gunnery and other systems. If the mech has co-pilots, only the pilot makes piloting checks. CO-PILOT ‘Some mechs have an expanded cockpit with capacity for one or more co-pilots. A co-pilot can use a single mech action while the pilot is active and Focuses on this action. At the beginning of a mech’s turn in each movement phase, its crew may decide which among them is the pilot; the remainder are co-pilots. Both a co-pilot and the pilot may operate gunnery controls in the same tum; each must use different weapons. ROUNDS AND PHASES 1. TACTICAL COMBAT |f any creatures are participating in combat, they take all of their tums according to the normal tactical rules in this phase. 2. INITIATIVE All mechs participating in the combat make a piloting check. The result is their initiative score {for this round. Mechs do not retain their initiative score from one round to the next and make a new piloting check to determine their initiative each round. Mechs also generate Energy Points from their power cores in this phase, minus any amount of EP spent to maintain ongoing systems such as computer, sensors and shields, Until the beginning of the next initiative phase, a mech may have a number of unspent Energy Points ‘equal to or less than twice the EP generation of its power core. 3. MOVEMENT Hoof your robot boots about in reverse initiative order. A mech that cannot make a move action does not participate in the movement phase. A mech that remains stationary in the movement phase may use its move action to use special equipment or perform other actions during the actions phase. 4. ACTIONS ‘Shooty and stuff in initiative order (may delay). Pew pew. You may make each mech action once, but may only Focus on a single action on your turn. MOVEMENT ‘A mech must choose one of the following movement modes. A prone mech cannot move and may attempt to stand by spending half its total movement. A mech may also take evasive maneuvers (see below). If you elect to use thrusters instead of your ground speed, all Energy Point costs and speeds are based on your thrusters instead of your engine. ‘When moving on a mech scale, a single square is 20 ft. across. Diagonals are treated as 30 {t for the purposes of movement and distance. SENTRY Remain stationary and rotate to face any direction at the beginning of the actions phase, in initiative order with other mechs that are in sentry mode. ADVANCE ‘Spend the Energy Point cost of your engine to move up to your mech’s speed. A mech must spend movement based on its maneuverability to rotate up to 45° left or right. A mech can move in directions other than its facing; each space costs double the normal movement. FULL SPEED ‘As advance, but spend twice the Energy Point cost of your engine to move up to twice your mech's speed. When moving at full speed, a mech may not rotate more than 90° in a single space. A mech moving at full speed suffers a ~4 penalty to gunnery checks with light ‘weapons, a -8 penalty to gunnery checks with heavy weapons and cannot fire superheavy ‘weapons until the next round. ‘When your mech moves at full speed into a space of difficult terrain, you must make a piloting check (DC = 10 + 1-% the mech’s tier) or fall prone. MAXIMUM BURN If your mech has flight thrusters, you may spend four times the Energy Point cost of your thrusters to move at least twice your mech’s fiight speed and up to four times your mech’s flight speed in a straight line. A mech moving at maximum bum cannot take evasive maneuvers of act in this round’s action phase. ‘STANDING FROM PRONE* By spending half its total movement, a prone mech may attempt to stand up. Make a piloting check (DC = 10 + 1-% the mech’s tier) to successfully stand; otherwise, the mech remains prone. You may spend the remainder of your mech’s movement to make a second attempt to stand EVASIVE MANEUVERS* In addition to moving, a mech may take evasive maneuvers. Ifit does, it gains a +4 bonus to AC and TL against ranged weapon attacks until the beginning of its turn in the next movement phase and cannot act in this round’s actions phase. FALLING ON YOUR ENEMY* If your mech makes a deliberate fall in a space occupied by an enemy, place your mech ina space adjacent to that enemy and make an attack roll using a piloting check instead of gunnery. If you hit, the target takes damage to the nearest arc based on your mech’s size. A. huge mech deals 6d6 damage. A gargantuan mech deals 846 damage. A colossal mech deals 10d6 damage. If your mech falls at least 150 feet, double the damage dealt. Your mech takes falling damage as normal for the distance it falls and you must make a piloting check (OC = 15 + 1-% your mech’s tier) oF land prone. “These are not chosen movement modes, but can occur in addition to movement. ATTACKING NORMAL: Make an attack with a single or linked mech weapon. FOCUSED: Make an attack with up to all of your mech’s weapons OR make a single combat maneuver. ‘Whenever one mech fires a weapon at another mech, that action is resolved with a gunnery check. Attacks are made during the actions phase of combat, but the damage and critical damage effects are applied after all of the attacks have been made (meaning every mech gets to attack even ifit would be destroyed or crippled by an attack that happened during the same actions phase). Wth only very rare exceptions, each of a mech’s weapons can be fired only once per round. You make an attack using the following procedure. RANGE AND ARC First, determine the range between the mech and its target (in feet) and your mech’s arc the target falls within. For every range increment beyond the first, the gunnery check takes a cumulative -2 penalty. The attacking mech can fire weapons against only targets in the same arc as that weapon (weapons in the arms may fire at targets in the front arc and weapons in the turret may fire in any arc). If the target occupies spaces in more than one arc, the gunner decides which arc it les in for the purpose of targeting, Melee weapons may be used only if no ranged weapons in the same arm are fired in the same turn. Melee weapons use gunnery checks just like ranged weapons. CONCEALMENT AND COVER Just like creatures, mechs can benefit from cover and concealment. If a mech's line of fire passes through effects that grant concealment such as woods or smoke (not inciuding the space the mech occupies), the attack suffers a 20% miss chance. if the mech’s pilot cannot see a target at all but knows where it is (such as via sensors), the attack suffers a 50% miss chance. 31 I the mech cannot draw line of fire more than 50% of the target's space, it gains a +4 cover bonus to its AC. An attack that misses the target by 4 or less hits the cover instead. If the mech cannot draw line of fire to the target at all, it has total cover and attacks against it hit the cover instead. Tracking weapons have some ability to maneuver around terrain and are peded by cover except for total cover. For the purposes of line of fire in mech to mech combat, a huge mech or gargantuan quad or hexapod occupies a 20 ft. cube, a gargantuan biped mech occupies a space 20 ft. on each side and 40 ft. tall, a colossal quad or hexapod occupies a 40 ft. cube and a colossal biped occupies a space 40 fl. on each side and 80 ft. tall. A prone gargantuan or colossal biped occupies a space half its normal height. INDIRECT FIRE ‘Some weapons have the arcing property. This allows them to be fired indirectly at targets the gunner does not have line of effect to but knows the location of. Indirect fire suffers a 50% miss chance due to concealment unless a friendly mech within communications has hit the target with a target acquisition device SECONDARY TARGETS Apilot’s gunnery checks against each target after the first suffer a -4 penalty. GUNNERY CHECK ‘Attempt @ gunnery check for each weapon fired against a target (except for inked weapons, which are resolved using a single gunnery check). Gunnery Check = 1420 + the pilot's base attack bonus + the pilot's Dexterity modifier + bonuses from computer systems + range penalty. IMPORTANT DIFFERENCES FROM STARSHIPS: Mech pilots cannot use their ranks in the Piloting skill for gunnery checks. DETERMINING THE OUTCOME Compare the result of the gunnery check to the target's Armor Class (AC) or Target Lock (TL), depending on the weapon used. If the result equals or exceeds the number required (including any modifiers), the attack may hit. For each potential hit, roll a d% and compare it to your miss chance (if any). If the result is equal to or lower than the miss chance, the attack misses. Potential hits that do not miss due to miss chance hit the target. Unlike starship ‘weapons, mech tracking weapons hit the target in the same round that they are fired. DAMAGE Combat between mechs can be highly dangerous to both the massive war machines and their crew. Once a mech has been damaged, critical systems might malfunction or shut down altogether, causing severe problems with the mech’s operation and combat readiness. Such damage can even cause a mech’s power core to detonate, effectively destroying a mech regardless ofits condition otherwise. ‘When a mech hits with a gunnery check, she rolls the damage dealt by the weapon she is using and determines which arc of the targeted mech she hits. Damage is first applied to any 32 shields or ablative plating the target mech has in the arc hit by the attack, depleting a number of Shield Points equal to the amount of damage dealt. If that arc’s Shield Points reach 0, that arc’s shields or ablative plating are entirely depleted and any excess damage 's applied to the target mech’s Hull Points. If the mech doesn't have shields or ablative plating or if its shields or ablative plating in that arc have already been depleted, apply all damage directly to the target's Hull Points, If a mech has a Damage Threshold, any attack that would deal damage to its Hull Points ‘equal to or less than this Damage Threshold fails to damage the mech’s Hull Points. If the damage is greater than the Damage Threshold, the full amount of damage is dealt to the mech’s Hull Points. | a mech is reduced to 0 or fewer Hull Points, itis disabled and falls prone in its space. Crew members in such a mech’s cockpit are not usually in immediate danger unless the mech comes under further attack. They may exit the mech normally on their tun in the actions phase, If a mech ever takes damage that exceeds twice its Hull Points, it is destroyed and can't be repaired. Al systems stop functioning, and the hull is compromised. The crew automatically take damage (no saving throw) as ifthe cockpit suffered critical damage. CRITICAL DAMAGE Mech systems can take critical damage, causing them to become less functional and even stop working altogether. Critical damage is scored whenever a weapon attack roll results in a natural 20 on the die and damage is dealt to the target mech’s hull Critical damage is also scored whenever the target mech’s hull takes damage that causes its total amount of damage to exceed its Critical Threshold or 2 muttiple of that threshold. For ‘example, a mech with 100 Hull Points and a Critical Threshold of 20 takes critical damage each time its total amount of Hull Point damage exceeds 20, 40, 60, 80, and 100 points (and 80 on). An individual attack does not need to deal more than 20 damage to score crtical damage against this mech; it just needs to be the attack that pushes the mech’s total damage above a muttiple of its Critical Threshold. If an amount of damage pushes the mech’s total damage above more than one multiple of its Critical Threshold, it suffers Critical Damage that many times. Amech can take critical damage even when its total Hull Points are below 0. SHIELDS AND ABLATIVE PLATING ‘A mech takes critical damage from an attack only if that attack deals damage to the mech’s Hull Points, even if the result of the gunnery check is a natural 20. If the attack's damage only reduces a mech's Shield or Ablative Plating Points, no critical damage occurs. CRITICAL DAMAGE EFFECT When critical damage is scored, the attacking player should roll on the table below to randomly determine which of the target mech’s key systems is kit; thal system gains a critical damage condition (see below), with the effect listed on the table. If the system isn't currently critically damaged, it gains the glitching condition. If it's critically damaged again, its critical In changes by one step of severity (glitching becomes malfunctioning; malfunctioning 33 becomes wrecked). These conditions and their effects on the mech are explained in Critical Damage Conditions. To determine which system is affected, roll d% and consult the table below. If a system already has the wrecked condition (or in the case of weapons, if the mech has no non-wrecked weapons in arcs that can be damaged), apply its critical damage to the next system down on the char. If you reach the bottom of the chart, no further critical damage is applied, om | system GUTCHING MALFUNCTIONING — | WRECKED 110% | Coorpt Everyone in the cockpit takes damage equal tothe HP damage deat by the atack (Reiex C20 half), 11.25% | Actuators 4 Srengtn an “8 Strength ano ‘As matunetioning and mech may Dextoiy,-2 19 Ploting | Dexiety, 410 Ploting | become prone and mole and malo 26-40% | Elecronics -2 0 perception, gurnery | +o percopion, ‘As malfunctioning and al enemies ‘and cyberwarfare ‘gunnery and have 50% conceaimert cojberwertare Cyberwarfare and sensors stsbled 41-70% | Weapore (per are) _| -2 10 gunnery + ogunnery Weapons i that are cannot re. 789% | Engine EEnghe energy cost | Engine energy cost | As martunetoning and mect’s Increased by 50% outled spec is halved 26-100% | Power Core ‘79% Energy perrcund | £0% Energy per round | Power Cove explodes! CRITICAL DAMAGE CONDITIONS COCKPIT The cockpit does not take critical effects like other systems. Instead, when the cockpit takes a critical hit, the mech’s crew take Hit Point damage equal to the Hull Point damage dealt by the attack (without the increase for mech or starship weapons against humanoid targets). Each crew member can attempt a DC 20 Reflex save to take only half damage. ACTUATORS ‘While your mech's actuators are glitching, it suffers a -4 penalty to its Strength and Dexterity and a -2 penalty to Piloting checks and gunnery checks with melee weapons. While malfunctioning or wrecked, these penalties are doubled. When a mech’s actuators suffer the wrecked condition, you must make a Piloting check (DC 15 + 1-% the mech’s tier) to avoid the mech falling prone. If critical damage to your mech’s actuators cause it to be reduced to 0 or less Strength or Dexterity, treat this as gaining the wrecked condition. Additionally, while your mech has 0 or less Strength or Dexterity, itis treated as having unpowered actuators. ELECTRONICS While your mech's electronics are glitching, you suffer a -2 penalty to Perception checks and all gunnery and cyberwarfare checks. While maifunctioning or wrecked, these penalties are doubled. While wrecked, your mech treats all targets as having total concealment (50% miss 34 chance) and cannot make or maintain cyberwarfare attacks. Additionally, while wrecked the mech gains or provides no benefits from its sensors. WEAPONS Each arc (front, left arm, right arm, rear and turret) takes critical hits separately. When your mech takes @ critical hit to weapons, determine the arc that suffers the hit randomly by rolling a 06 and consulting the table below. If you roll an arc that has no non-wrecked weapons, reroll. Gunnery checks with weapons in a glitching are suffer a -2 penalty. Gunnery checks: ‘with weapons in a malfunctioning arc suffer a ~4 penalty. Weapons in a wrecked arc cannot be used ‘ARC DAMAGED (46) ARC HIT 1 2 3 4 5 8 Front Front Letam — | Right Arm Ture Lott Am Lett Arm Fron Rear Tut Fight Arm Right Arm Fron Rear Turet Re Rear Let am | Right Arm Turret Others Front tertarm — | Right Arm Rear Turet Rerall “Attacks that do not hit a specific arc use this row. ENGINE ‘While your mech’s engine is glitching, the Energy Point cost of all movement is increased by 50%. While your mech’s engine is malfunctioning or wrecked, the Energy Point cost of all movement is doubled. While your mech’s engine is wrecked, all of your mech’s speeds are halved. Critical damage to the engine affects all movement types, including jump boosters, ‘light thrusters and space jets. POWER CORE ‘While your mech’s power core is glitching, it generates only 75% its normal Energy Points per round. While your mech’'s power core is malfunctioning, it generates only 50% its normal Energy Points per round. When your mech’s power core suffers the wrecked condition, it immediately explodes, with the same effect as if it had self-destructed (see security)! MECH COMBAT MANEUVERS ‘When you Focus on the Gunnery mech action, you may choose to make a single combat maneuver in place of making any weapon attacks. Mech Combat Maneuver Check = 1020 + the pilot's base attack bonus + the mech’s Strength bonus + bonuses from computer systems ‘A mech may perform bull rush, reposition and trip combat maneuvers against mechs and creatures. When a mech successfully bull rushes or repositions a mech or creature, it pushes 35 the target 20 ft. + 20 ft. for every 5 points by which its roll exceeded the target's AC +8 or KAC +8. If a mech did not move its full distance during its Movement phase, when it repositions a target it may move a distance equal to the distance it repositioned the target (up to its remaining move speed), dragging the target along with it. This movement is subject to the same costs and limitations as normal mech movement. OTHER ACTIONS PERSONAL ACTION NORMAL: Take a swift action. FOCUSED: Take a move or standard action. COMMUNICATIONS NORMAL: Transmit video and audio information. FOCUSED: As normal, plus use an advanced tactical ability. You can only Focus on communications if your mech has an advanced tactical console. Multiple uses of advanced tactical abilities do not stack with themselves. BOOST SIGNAL Choose a friendly mech. It gains a +2 bonus on cyberwarfare attacks this round. FOCUS FIRE Choose one target. Friendly mechs gain a +2 bonus to gunnery checks to hit that target this round. PRIORITY TARGET Choose one friendly mech and one enemy mech. The friendly mech’s critical hit range against that enemy increases to 19-20 this round, TACTICAL ADVANTAGE Friendly mechs gain a +4 bonus to initiative rolls next round. CYBERWARFARE NORMAL: Attempt to remove the effects of a single cyberwarfare attack on your mech. FOCUSED: As normal, plus make up to one cyberwarfare attack. You can only Focus on cyberwarfare if your mech has @ cyberwarfare suite. Al cyberwarfare attacks are resolved using cyberwarfare checks against a DC equal to 15 + the tier of the target mech + its bonus from defensive countermeasures. If the check succeeds, the target suffers the effects of the chosen cyberwarfare attack. To remove the effects of one or more cyberwarfare attacks, make a contested cyberwarfare check against the attacker. The effects of cyberwarfare attacks automatically end when the attacking mech is disabled or its sensor system is wrecked. Cyberwarfare Check = 1420 + the pilot's ranks in the Computers skill + the pi Inteligence modifier + bonuses from computer systems, ACTUATOR SPASM (INSTANTANEOUS) Target mech falls prone. COUNTER CYBERWARFARE (INSTANTANEOUS) Remove all cyberwarfare effects from one mech. DISABLE SYSTEM Choose @ system on the target mech. If you choose weapons, select one weapon arc. That system counts as wrecked for 1 round, or malfunctioning if it is the power core. Disable system cannot affect the cockpit unless it is remote-controlled, EJECT AMMO (INSTANTANEOUS) Choose an ammunition-using weapon on the target mech. It loses an amount of ammunition equal to that weapon's ammunition capacity. FIREWALL Firewall automatically succeeds without a cyberwarfare check. Choose a friendly mech. Cyberwarfare checks suffer a ~4 penalty against this mech for 1 round. HACK CONTROLS Only affects remote-controlled mechs. Spend 1 Resolve to take control of the target mech next round. JAMMING Target mech cannot send or receive transmissions, including cyberwarfare attacks except to remove this effect. If it is remote-controlled, it becomes inert while tis jammed, MAINTAIN CONNECTION Maintain connection automatically succeeds without a cyberwarfare check. Extend the ‘duration of one of your non-instantaneous cyberwarfare attacks for 1 round. PATCH SYSTEM NORMAL: You cannot make unfocused patch system actions. FOCUSED: Spend 1 Resolve and make an engineering skill check to reduce critical damage to one mech system. ‘When you make a Focused patch system action, choose a system suffering critical damage and make an Engineering skill check. On a successful check, the system's critical damage is temporarily reduced by one step (or restored entirely if it was glitching). This repair lasts for the remainder of combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). The same system cannot be Patched more than once simultaneously. 37 CRITICAL DAMAGE CONDITION 6 itching 10 1% your mect's ter Matfuncioring 15+ {-i4yourmect's ter rected 20+ teeyourmect’s ter ‘SPECIAL NORMAL: You cannot make unfocused special actions, FOCUSED: Use up to all of your mech’s arcane devices and special equipment that require special actions. USING MAGIC ON MECHS. Certain spells may be useful to a mech pilot or those in combat with mechs. A mech can be targeted from within its cockpit and is hit automatically. Mechs are treated as technological constructs for the purpose of spell effects. All numerical values that affect a construct’s hit points have ¥ their effect (minimum 1) on the SP or HP of a mech. A spell that restores a construct’s Hit Points may be used to restore a mech’s Hull Points or if it has ablative plating, its Shield Points distributed as the caster chooses. Mechs automatically succeed all Fortitude saving throws. A mech's pilot makes Will saving throws in place of the mech, with a +4 bonus. COMBAT BETWEEN MECHS AND CREATURES Each round, all creatures take their turns, then mechs take their phases as a normal mech ‘combat round. Mechs may move through spaces containing creatures (but not other mechs) at least two size categories smaller than them. When they do, they are counted as trampling (DC = ¥% the mechs tier + % the pilot's base attack bonus) and deal damage as if they had made a deliberate fall (without the increase for mech weapons against humanoid targets). A mech only tramples a creature once during its movement, even if it moves through the creature's space more than once. Creatures deal % damage against mechs and treat a mech’s AC as its KAC and EAC. Conversely, mechs deal 2x damage against characters, monsters and structures and make gunnery checks against KAC and EAC depending on the type of damage dealt by the mech’s ‘weapons. Attacks by creatures treat a mech’s DT as DR/- and energy resistance against all types. Creatures suffer a -8 penalty on combat maneuvers against huge mechs, a -12 penalty on combat maneuvers against gargantuan mechs and a -16 penalty on combat maneuvers against colossal mechs. Mechs are not suited to attacking smaller, less predictable targets and suffer a penalty to hit creatures of their size or smaller equal to their AC penalty due to size. Mechs do not make or provoke attacks of opportunity

You might also like