Archives of Nethys

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Mechs | Terrestrial Vehicles | Starships | Vehicle Modifications


Mech Examples

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


Mech Power Cores

Source Tech Revolution pg. 102
A mech's power core generates all the energy necessary to pilot the mech and operate its major functions. Each power core also generates some excess energy, measured as Power Points (PP; see page 113), which an operator can expend to enhance the mech's performance and execute extraordinary maneuvers. Each power core has: a rate, representing the number of PP it generates at the end of its turn; an initial value, representing the number of PP a mech has when it begins an encounter; and a maximum (shown in parentheses), representing the maximum PP the core can store during combat. A mech can use only a single power core.

Optionally, a power core can acquire one power core template that modifies some of its statistics or provides additional ways to generate or use Power Points.

Cost: A mk 0 power core (dynamo or eternal) is free. Every other power core costs a number of MP equal to the power core's mk rating multiplied by the mech's tier. For example, a mk 3 eternal core for a tier 9 mech costs 27 MP.

Click here for the full rules on Mech Power Cores.

Aeon Core Template

Source Tech Revolution pg. 102
Developed by the Azlanti Star Empire, this power core template converts magical energy into mechanical force.
Prerequisite Can be applied only to an eternal core.
Rate +0; Initial -1; Maximum -1
Special Once per round, an operator can expend an unused spell slot to grant the mech a number of Power Points equal to half the spell slot’s level, rounded down.
Cost 0 x tier

Archadrenal Core Template

Source Mechageddon! pg. 152
Necrografts interface with the operator’s body, drawing on their life force to amplify the mech’s abilities.
Prerequisite Can be applied only to a core with a rate greater than 1.
Rate +0; Initial -1; Maximum +0
Special Once per round as a free action, an operator can take Hit Point damage equal to 3 × the mech’s tier to generate an additional 1 PP. This damage can’t be reduced but can be healed normally. This damage reduces the operator’s Hit Points without affecting stamina.
Cost 0.5 x tier

Artificial Infandibulum Core Template

Source Mechageddon! pg. 152
This power core is a reimagining of ancient magitech.
Prerequisite Can be applied only to an eternal core.
Rate +0; Initial -1; Maximum -1
Special All the mech’s weapons count as magical. If a weapon runs out of ammunition, an operator can spend all of the mech’s current PP (minimum 2) to fully reload that weapon. Each energy weapon built into the mech’s frame can be activated twice per round (although only once per operator), but the second activation for each weapon deals the next lower level of damage for the weapon. An operator firing an energy weapon that deals only electricity, fire, or sonic damage can switch the weapon’s damage type to any one of these three types as a move action; critical effects, such as burn, function normally but deal the same type of damage as the attack. Finally, the mech’s energy weapons have a gravitation effect (Starfinder Armory 28): any target struck (but not necessarily damaged) by the mech’s energy weapon must succeed at a Reflex save (DC = 10 + 1/2 × the mech’s tier + the mech’s Strength modifier) or be moved 20 feet away from the mech.
Cost 2 x tier

Battle Core Template

Source Tech Revolution pg. 102
This template, blessed by priests of Damoritosh, takes the Conqueror’s divine favor and converts it into mechanical adrenaline.
Prerequisite Can be applied only to a core with a rate greater than 1.
Rate -1; Initial +0; Maximum +1
Special Can be applied only to a core with a rate greater than 1.
Cost 0.5 x tier

Concerto Core Template

Source Mechageddon! pg. 152
This power core integrates with an onboard computer to convert musical input into combat maneuvers.
Rate +0; Initial +0; Maximum +0
Special Operators use Profession (musician) for any skill checks to operate this mech except for checks to scan or repair damage. In addition, the mech gains a roadie that acts as an additional operator and gives the mech one additional action each round.
Cost 0.5 x tier

Corpsegnawer Core Template

Source Tech Revolution pg. 102
Eoxian engineers pioneered this core template, granting the mech an insatiable hunger for souls.
Rate +0; Initial +0; Maximum +0
Special As a standard action, the mech can draw the residual life energy out of a creature within its reach that died within the past minute. The power core’s rate increases by 1, which lasts 1 round for every 4 levels or CR the dead creature possessed. The mech can’t draw energy from the same creature more than once, and the creature’s level or CR must be at least half the mech’s tier (minimum 1). A mech can’t increase its rate by more than 1 in this way.
Cost 0.5 x tier

Scrapper Core Template

Source Tech Revolution pg. 102
This power core template is programmed to grant exceptional power when its mech is at greatest risk.
Rate +0; Initial +0; Maximum +0
Special Whenever the mech gains a system failure condition, the mech gains 1d4 Power Points. The mech can exceed its PP maximum in this way, but any excess PP not expended by the end of its next turn are lost.
Cost 1 x tier