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Mechs
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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
Anti-Materiel Gun Pod
Source
Mechageddon! pg. 153
Type
ranged;
Range
120 ft.;
Special
blast
Damage
high;
Damage Type
P&F;
Critical
knockdown
Slots
1 (upper limb);
Capacity
10
Special
This weapon is extremely complicated to reload, taking 1 minute to reload one round.
Shrapnel Spitter (1 PP)
As a move action, the mech reconfigures the antimaterial gun pod into a non-penetrating explosive mode for 1 round. In this form, the antimaterial gun pod gains the
fiery
and
explode
special weapon properties.
Cost
4 x tier
Arc Pulserifle
Source
Mechageddon! pg. 153
Type
ranged;
Range
120 ft.
Damage
high;
Damage Type
E;
Critical
acr
Slots
1 (frame);
Capacity
20
Special
The arc pulserifle can fire by draining power from the mech’s shields when ammunition is depleted, expending 2 SP for each attack. Using the weapon’s arc blast expends 4 SP. This SP is expended whether or not the attack hits. The mech can only expend SP it currently has.
Arc Blast (2 PP)
As a standard action, the mech makes an attack against multiple targets in an area as though the arc pulserifle had the blast weapon special property. The length of the cone equals the mech’s range with the arc pulserifle.
Cost
2 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
Gyroidal Drill Bit
Source
Mechageddon! pg. 153
Type
melee
Damage
high;
Damage Type
P&F;
Critical
bleed
Slots
2 (frame)
Special
The first time a gyroidal drill bit deals damage to a target, the weapon gains the penetrating special property. If the gyroidal drill bit damages the same target the next round, it loses this property and the amount of hardness the weapon ignores instead equals 3 × the mech's tier.
Cost
3.5 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
Massive Target Penetrating Weapon
Source
Mechageddon! pg. 153
Type
ranged;
Range
200 ft.
Damage
medium;
Damage Type
F&P;
Critical
—
Slots
2 (frame);
Capacity
1
Charged Extreme Projectile (3 PP)
As a full action, the mech reconfigures its torso into an extended barrel then immediately shoots with that weapon, dealing extreme damage. While configured in this mode, the mech can't fly, and all other movement speeds are reduced to 10 feet. The mech can use a standard action to end this configuration.
Cost
4 x tier
Mega Scattergun
Source
Mechageddon! pg. 153
A twin-barreled implement of close-range destruction, this mech-sized shotgun tears apart metal as easily as flesh.
Type
ranged;
Range
40 ft.;
Special
automatic, penetrating
Damage
extreme;
Damage Type
P;
Critical
—
Slots
2 (upper limb);
Capacity
2
Cost
2 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
Stinger Tail
Source
Mechageddon! pg. 153
This mechanical tail is a weapon loaded with a reservoir of corrosive chemicals.
Type
melee;
Special
analog
Damage
low;
Damage Type
P;
Critical
corrode
Slots
1 (frame or lower limb)
Inject Acid (2 PP)
After successfully striking an opponent with a stinger tail, the mech can spend 2 PP to release an acidic mist. If the opponent is a mech, the acidic mist is injected into the cockpit, harming the operators inside. This attack deals low damage (acid) for a mech weapon of its level without any added modifier, with a successful Reflex save halving the damage. On a failed save, the acid imposes a –2 penalty to sight-based Perception checks for 1 round.
Cost
2 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