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


Hellknight Mechs

In the grand Hellknight tradition, the sworn paragons of infernal law build their mechs with the intent to subdue their foes first through intimidation, and all those they can’t cow are crushed beneath the gauntlet. Nearly all Hellknight mechs feature superior armor and wield frightening analogs of archaic weapons. Most are designed for solo or pair operation, making these mechs essentially empowered suits of armor that reflect the Hellknights’ typical uncompromising adherence to tradition and rules. Each Hellknight order has a unique visual appearance for their mechs to distinguish from those of other orders.
Flayers are statuesque representations of the Hellknight ideal: a bipedal suit of armor equipped with shields and melee weapons modeled after swords, chainwhips, maces, or scourges. After some embarrassing early defeats, newer variations of the Flayer also incorporate ranged weapons into their design.
Some models, however, such as the awe-inspiring Hellhound, completely break these guidelines. What began as a controversial experiment might be the future of Hellknight mechs. Indeed, the new Hellhound line is quickly surpassing other models in popularity. Aesthetically, the Hellhound looks similar to its namesake with its tank-like chassis resting on four powerful legs. Its upper limbs are retractable shields that can block incoming attacks or merge to form a maw that spews bursts of flame. Unlike its bipedal counterparts, the Hellhound can accommodate an entire squad of operators.

Hellhound - Tier 12

Source Tech Revolution pg. 121
Colossal juggernaut
Operators 2–6; PP 7 (2/turn, max 15)
Speed 50 ft.;
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 146; SP 27; Hardness 8
EAC 31; KAC 34
Fort +13; Ref +13
Immunities construct immunities

Offense

Ranged flamethrower (upper limb—7d10+12 F; critical burn 3d10) or
rotary cannon (frame—7d10+12 P)
Space 30 ft.; Reach 30 ft.
Strength +8

Systems

Power Core mk 3 eternal; Lower Limbs quadruped; Upper Limbs tough arms (+0 melee, +0 ranged); Auxiliary entry hatch, plow plating, systems jammer, weapon core (electricity, sonic)

Flayer - Tier 3

Source Tech Revolution pg. 121
Huge skirmisher
Operators 1–2; PP 2 (3/turn, max 8)
Speed 80 ft.;
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 36; SP 12; Hardness 1
EAC 20; KAC 24
Fort +6; Ref +6
Immunities construct immunities

Offense

Melee chainwhip (upper limb—2d4+7 B) or
spiked shield (upper limb—2d6+7 B or P; critical bleed 1d6)
Ranged rotary cannon (frame—2d8+3 P)
Space 15 ft.; Reach 15 ft. (20 ft. with chainwhip)
Strength +4

Systems

Power Core mk 3 dynamo; Lower Limbs fast biped; Upper Limbs assault arms (+1 melee, +0 ranged); Auxiliary entry hatch, thrusters; Upgrades enhanced shields, unbreakable armor