Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Mechs | Terrestrial Vehicles | Starships | Vehicle Modifications


Mech Examples

Auxiliary Systems | Frames | Limbs (Lower) | Limbs (Upper) | Power Cores | Upgrades | Weapons


Weapon Core

Source Tech Revolution pg. 108
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.
  • Engergize 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 doesn’t 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