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


EMP Cannon

Source Tech Revolution pg. 106
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 targeted mech succeeds at a Fortitude save. At the end of each of its turns, the targeted 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 targeted mech’s movement types. If the attack hits, the selected movement type’s speed is reduced to 0 feet for 1 round unless the targeted mech succeeds at a Fortitude save. As a standard action, the targeted mech can attempt a new saving throw to end this effect.
  • Sabatoge 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 targeted mech can’t regain or expend Power Points for 1 round unless it succeeds at a Fortitude save.