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 Weapons

Source Tech Revolution pg. 102
Engineers have designed and adapted a wide range of weapons for mechs to use. Each weapon combines two factors—the weapon's level and a weapon template—to determine its statistics and MP cost. Mech weapons use many of the same rules as standard weapons, including damage types, targeting Armor Class, damage, range, critical hits, capacity, usage, and weapon special properties.

Click here for the full rules on Mech Weapons.

Acid Dart Rifle

Source Tech Revolution pg. 103
Streams of potent, sizzling acid fly from the barrel of this fortified gun.
Type ranged; Range 150 ft.; Special automatic
Damage medium; Damage Type A; Critical Corrode
Slots 1 (frame or upper limb); Capacity 10
Cost 3.5 x tier

Alloyed Sword

Source Tech Revolution pg. 103
This sword is made of the finest adamantine alloy honed to a razor-sharp edge.
Type melee; Special analog, penetrating, thrown (20 ft.)
Damage low; Damage Type S; Critical
Slots 1 (upper limb)
Cost 2.5 x tier

Autospear

Source Tech Revolution pg. 103
This weapon’s pointed head conceals a flechette cannon.
Type melee or ranged (when engaged only); Special reach, thrown (40 ft.)
Damage medium; Damage Type P; Critical
Slots 2 (upper limb)
  • Projectile Mode (1 PP) As a move action, the mech reconfigures the autospear from a melee weapon into a ranged weapon that fires flechettes. The autospear loses the reach and thrown weapon special properties in this form and gains the line weapon special property, a range of 100 feet, and a capacity of 5. The autospear’s other statistics don’t change. The mech can reconfigure the autospear back into a melee weapon as a move action, which expends no additional Power Points.
Cost 2 x tier

Battlestaff

Source Tech Revolution pg. 103
This rod of forged steel is an impenetrable defensive tool that can deliver devastating blows.
Type melee; Special analog, blocking, reach, trip
Damage low; Damage Type B; Critical
Slots 2 (upper limb)
Cost 2 x tier

Buzzblade

Source Tech Revolution pg. 103
This serrated blade whirs as it slashes through enemy lines.
Type melee
Damage medium; Damage Type S; Critical bleed
Slots 2 (upper limb or lower limb)
  • Cleave (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the weapon had the blast weapon special property. The length of the cone equals the mech’s reach with the weapon.
Cost 3.5 x tier

Chainwhip

Source Tech Revolution pg. 103
This whip made of heavy chain links can provide devastating melee attacks or creative tactical options.
Type melee; Special analog, reach, trip
Damage low; Damage Type B; Critical
Slots 1 (upper limb)
  • Lash (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the chainwhip had the blast weapon special property. The length of the cone equals the mech’s reach with the weapon.
Cost 3 x tier

Flame Doshko

Source Tech Revolution pg. 104
This triple-laser-bladed axe can sweep enemies aside or be thrown for devastating damage
Type melee; Special thrown (20ft.)
Damage medium; Damage Type F; Critical burn
Slots 2 (upper limb)
  • Cleave (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the weapon had the blast weapon special property. The length of the cone equals the mech’s reach with the weapon.
Cost 2.5 x tier

Flamethrower

Source Tech Revolution pg. 104
This rotating nozzle spews gouts of bone-melting flame from a fuel pack installed deep inside a mech
Type ranged; Range 60 ft. or 100 ft.; Special ignite and either blast or line
Damage high; Damage Type F; Critical burn
Slots 1 (upper limb); Capacity 5
Gout Each time the mech makes an attack with the flamethrower, the weapon gains the line weapon special property and a range of 100 feet, or it gains the blast weapon special property and a range of 60 feet.
Cost 4.5 x tier

Frost Rifle

Source Tech Revolution pg. 104
This longarm delivers concentrated, laser-like blasts of subzero ice.
Type ranged; Range 150 ft.; Special automatic
Damage high; Damage Type C; Critical staggered
Slots 1 (frame or upper limb); Capacity 10
Cost 4 x tier

Frostspear

Source Tech Revolution pg. 104
Icy waves drift from this wicked weapon, which can be thrown or jabbed at enemies.
Type melee; Special reach, thrown (40 ft.)
Damage low; Damage Type C&P; Critical staggered
Slots 2 (upper limb)
  • Cold Snap (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the frostspear had the line weapon special property. The length of the line equals the twice the mech’s reach with the frostspear.
Cost 2.5 x tier

Grenade Launcher

Source Tech Revolution pg. 104
This pressurized cannon fires grenades over vast distances.
Type ranged; Range 120 ft
Damage varies; Damage Type varies; Critical
Slots 1 (frame); Capacity 3
Special A grenade launcher doesn’t deal damage based on its level. Instead, its damage and effects are based on the grenades it fires. When resupplying ammunition, the grenade launcher selects any combination of grenades whose individual levels don’t exceed the grenade launcher’s level + 2. Each time a mech reloads its grenade launcher, it loads any combination of 3 grenades it currently has available. For example, a mech with an 8th-level grenade launcher could carry five mk 3 frag grenades (level 8) and four mk 2 cryo grenades (level 10), loading any combination of three grenades each time it reloads.
Cost 2.5 x tier

Hammerfist

Source Tech Revolution pg. 104
This block of thrice-forged adamantine alloy features serrated edges and can be affixed to the ends of a mech’s limbs and used to pummel enemies.
Type melee; Special analog, penetrating
Damage low; Damage Type B; Critical
Slots 1 (upper limb or lower limb)
Cost 2 x tier

Laser Rifle

Source Tech Revolution pg. 104
This sleek longarm fires lasers at enemies in terrifying barrages.
Type ranged; Range 250 ft.; Special automatic
Damage medium; Damage Type F; Critical burn
Slots 1 (frame); Capacity 20
Cost 3.5 x tier

Missile Battery

Source Tech Revolution pg. 104
This array of micro-missiles fires in devastating salvos.
Type ranged; Range 200 ft.
Damage low; Damage Type F&P; Critical
Slots 1 (frame); Capacity 12
Volley When making a full attack entirely with the missile battery, the mech can fire two, three, or four missiles. It takes a –3 penalty to the attacks if it fires two missiles, a –4 penalty if it fires three missiles, or a –5 penalty if it fires four missiles.
Cost 2.5 x tier

Plasma Rifle

Source Tech Revolution pg. 105
This sleek longarm delivers crackling, flaming death at a high rate of fire.
Type ranged; Range 100 ft.; Special line
Damage high; Damage Type E&F; Critical wound
Slots 1 (frame or upper limb); Capacity 10
Cost 10 x tier

Plasma Sword

Source Tech Revolution pg. 105
This sword blazes with fiery, crackling energy designed to singe cleanly through targets.
Type melee; Special thrown (20 ft.)
Damage high; Damage Type E&F; Critical severe wound
Slots 1 (upper limb)
Cost 3.5 x tier

Rocket Launcher

Source Tech Revolution pg. 105
This weapon fires individual missiles that can crack the toughest armor or devastate small areas.
Type ranged; Range 150 ft.; Special explode (10 ft.), unwieldly
Damage high; Damage Type F&P; Critical
Slots 1 (frame or upper limb); Capacity 2
  • Siege Mode (3 PP) As a full action, the mech reconfigures its body and ordinance into a siege configuration, providing the stability and power necessary to bombard distant targets. While configured in this way, the mech can’t fly, and its other movement speeds are reduced to 10 feet. The rocket launcher’s range increases to 500 feet, its explode property’s radius increases to 20 feet, and it deals medium damage for a weapon of its level. The mech can end the siege configuration as a full action.
Cost 4 x tier

Rotary Cannon

Source Tech Revolution pg. 105
This rotating deliverer of death sports a half-dozen long barrels that fire high caliber rounds faster than the eye can see.
Type ranged; Range 120 ft.; Special automatic
Damage high; Damage Type P; Critical
Slots 1 (frame or upper limb); Capacity 10
Cost 3 x tier

Scythe

Source Tech Revolution pg. 105
This hooked blade can sweep enemies off balance or be thrown into heavy vehicular traffic.
Type melee; Special analog, reach, thrown (20 ft.), trip
Damage medium; Damage Type S; Critical
Slots 2 (upper limb)
  • Cleave (2 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the weapon had the blast weapon special property. The length of the cone equals the mech’s reach with the weapon.
Cost 2.5 x tier

Shears

Source Tech Revolution pg. 105
These wicked blades can slice enemies like scissors.
Type melee
Damage low; Damage Type S; Critical wound
Slots 1 (lower limb or upper limb)
Cost 2.5 x tier

Sonic Shotgun

Source Tech Revolution pg. 105
This snub-barreled weapon fires thunderous blasts of force and high-pitched sounds to incapacitate enemies.
Type ranged; Range 80 ft.; Special blast, penetrating
Damage medium; Damage Type So; Critical knockdown
Slots 1 (frame or upper limb); Capacity 5
Cost 4 x tier

Spear

Source Tech Revolution pg. 105
This heavy projectile ends in a shining adamantine alloy tip and can be thrown or jabbed at enemies.
Type melee; Special analog, penetrating, reach, thrown (40 ft.)
Damage medium; Damage Type P or S; Critical
Slots 2 (upper limb)
  • Skewer (1 PP) As a standard action, the mech makes an attack against multiple targets in an area as though the spear had the line weapon special property. The length of the line equals the mech’s reach with the spear.
Cost 2 x tier

Spiked Shield

Source Tech Revolution pg. 105
This heavy shield can block incoming attacks or tear into enemies that make the mistake of getting too close.
Type melee; Special analog, block
Damage medium; Damage Type B or P; Critical bleed
Slots 2 (upper limb)
Deflect As a move action, the mech positions its shield to intercept incoming attacks, granting the mech a +1 shield bonus to AC and to Reflex saving throws until the beginning of its next turn. While this effect is active and the mech takes damage from a weapon, the mech can use a reaction to double its hardness against that attack’s damage.
Cost 2.5 x tier

Swordwhip

Source Tech Revolution pg. 106
This gleaming sword’s blade can separate into a segmented whip of incandescent steel.
Type melee
Damage medium; Damage Type S; Critical
Slots 1 (upper limb)
  • Whip Mode (1 PP) As a move action, the mech reconfigures the swordwhip from a solid blade into a fiery, shearing lash for 1 round. In this form, the swordwhip gains the reach and trip special weapon properties; it gains the burn critical hit effect, and it deals a combination of fire and slashing damage.
Cost 2.5 x tier

Technosling

Source Tech Revolution pg. 106
This microfiber netting is built for throwing buckshot-like sling bullets at enemies like missiles.
Type ranged; Range 80 ft.
Damage medium; Damage Type B or P; Critical knockdown
Slots 1 (upper limb); Capacity 10
Cost 2.5 x tier

Thundergauntlet

Source Tech Revolution pg. 106
This glove-like weapon emits piercing shrieks that can disrupt opponents’ basic movement and functionality.
Type melee
Damage low; Damage Type So; Critical knockdown
Slots 1 (upper limb)
  • Thunderclap (1 PP) As a standard action, the mech can use a thundergauntlet as though it were a ranged weapon with the blast weapon special property and a 30-foot range. If the mech has two thundergauntlets, it can use both as part of this attack to deal medium damage rather than low damage; use the average of the two thundergauntlets’ levels (rounded down) to calculate this damage.
Cost 3 x tier