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


Veskarium Mechs

Before the historical events that cemented their allegiance with the Pact Worlds, the Veskarium poured their resources into designing combat-ready machines to empower their conquering forces. Many vesks believed Damoritosh himself demanded the creation of these “battle engines,” and priests often blessed the completed machines before battle. The invention of the battle core—each one treated as a relic dedicated to the Church of the Conqueror—earned mechs a lasting place in vesk religious iconography.
The Warmander, sometimes nicknamed the skittertank, is based on an archaic design that was later resurrected and updated by skittermander engineers after the conquest of Vesk-3. Up to six operators can pilot the six-limbed amphibious siege engine.
The High Despots first commissioned the Ripclaw during the Swarm War. Dubbed “bug hunters” by their first generation of pilots, these mechs were designed for two purposes: kill the Swarm, and never run out of bullets. Historically, Veskarium mechs were deployed to increase a ground unit’s firepower, and vesk pilots’ bullet-hungry tactics eventually necessitated the invention of support mechs. Rarely found outside the Veskarium, and largely out of commission in modern times, these transport frames had few functions other than delivering spare ammunition and weapons to deployed mechs.

Warmander - Tier 7

Source Tech Revolution pg. 124
Gargantuan swampstalker
Operators 2–6; PP 7 (1/turn, max 16)
Speed 40 ft., swim 60 ft.;
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 84; SP 17; Hardness 4
EAC 25; KAC 29
Fort +11; Ref +8
Immunities construct immunities

Offense

Melee buzzblade (lower limb—4d6+14 S; critical bleed)
Ranged rotary cannon (frame—4d8+7 P)
Space 20 ft.; Reach 20 ft.
Strength +7

Systems

Power Core mk 3 eternal (battle core); Lower Limbs quadruped; Upper Limbs tough (+0 melee, +0 ranged); Auxiliary ammo reserve, EMP cannon, entry hatch, systems jammer; Upgrades unbreakable armor

Ripclaw - Tier 2

Source Tech Revolution pg. 124
Huge skirmisher
Operators 1–2; PP 7 (1/turn, max 16)
Speed 60 ft.;
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 32; SP 7; Hardness 1
EAC 19; KAC 22
Fort +6; Ref +4
Immunities construct immunities

Offense

Melee flame doshko (upper limb—1d8+6 F; critical burn 1d4) or
sonic shotgun (upper limb—1d8+6 So; critical knockdown)
Ranged laser rifle (frame—1d8+2 F; burn 1d4), or
missile battery (frame—1d6+2 F&P)
Space 15 ft.; Reach 15 ft.
Strength +4

Systems

Power Core mk 3 eternal (battle core); Lower Limbs heavy biped; Upper Limbs assault arms (+1 melee, +0 ranged); Auxiliary ammo reserve, entry hatch; Upgrades unbreakable armor