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


Daimalkan Mechs

Cobbled together from ancestral memories, old records, and scraps from fallen civilizations, Daimalkan mechs are among the most well-honed in the galaxy, and for good reason, as they’re the only line of defense against the colossi who desire to destroy all life on Daimalko.
The dire lack of resources on the apocalypse-ravaged world makes the existence of these mechs all the more impressive, not to mention their ability to hold their own against the massive, destructive creatures that roam the planet.
Towering testaments to ingenuity and perseverance, Daimalkan mechs sometimes incorporate the bones, teeth, scales, or even sinews of the titans they fell in battle. The structural innovations and novel weaponry born from necessity are seen in new Daimalkan mechs and imitated across the galaxy by other manufacturers that have seen the beast-slayers in action.

Aeropa - Tier 8

Source Tech Revolution pg. 120
Huge skyspy
Operators 1–2; PP 7 (2/turn, max 15)
Speed 20 ft., fly 80 ft. (average), fly 10 ft. (perfect, maximum elevation 5 ft.);
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 74; SP 19; Hardness 4
EAC 28; KAC 28
Fort +9; Ref +10
Immunities construct immunities

Offense

Melee plasma sword (upper limb—4d10+12 E&F; critical severe wound) or
spiked shield (upper limb—5d6+12 B or P; critical bleed 2d6)
Ranged laser rifle (frame—5d6+8 F; critical burn 2d6)
Space 15 ft.; Reach 15 ft.
Strength +4

Systems

Power Core mk 3 eternal core; Lower Limbs hoverpad; Upper Limbs tough arms (+0 melee, +0 ranged); Auxiliary cloaker, haste circuit, reconnaissance array

Valkor - Tier 16

Source Tech Revolution pg. 120
Colossal juggernaut
Operators 2–6; PP 2 (3/turn, max 8)
Speed 50 ft.;
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 190; SP 35; Hardness 10
EAC 36; KAC 38
Fort +16; Ref +15
Immunities construct immunities

Offense

Melee hammerfist (upper—11d6+26 B)
Ranged rotary cannon (frame—11d10+16 P)
Space 30 ft.; Reach 30 ft.
Strength +10

Systems

Power Core mk 3 dynamo (scrapper core); Lower Limbs heavy biped; Upper Limbs assault arms (+0 melee, +1 ranged); Auxiliary ammo reserve, entry hatch, plasma shock circuits, plow plating