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


Genrovian Mechs

Legend tells of four tyrants who ruled over Genrovis in their starmetal mechs. The legend is based in truth, and four technomagical frames lie buried beneath the planet's surface, waiting to be discovered. Shaped like massive draconic suits of armor, Genrovian mechs were at one point called knights after armored soldiers of yore.
Each knight was designed for its original pilot; the Flame Knight's flight and bombastic armaments were meant for dogfights, the Palisade Knight's shielding makes it a stalwart protector, the Shadow Knight excels in stealth, and the Time Knight excels as a battlefield controller. Alone, the mechs are formidable—together, they're a force of nature. Over the course of this adventure, the heroes discover and repair the four ancient mechs and eventually pilot them in a battle against Ayleth herself.
Like all Genrovian technology, these mechs run on magical wellspring energy instead of using power sources commonly found in the Pact Worlds. Like other Genrovian technology, however, they can easily adapt to function without wellspring power—for this reason, the mechs are presented with Pact World analogs. Each of the models is a unique creation rather than a model designed for mass production; nevertheless, they use many systems common to mechs designed by other civilizations. With time and publicity, the techniques used to create their unusual starmetal frames could spread throughout the galaxy—or the mechs might be kept a closely guarded secret!

Time Knight - Tier 11

Source To Defy the Dragon pg. 59
Huge charger
Operators 1-2; PP 2 (3/turn, max 8)
Speed 70 ft.;
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 102; SP 25; Hardness 5
EAC 29; KAC 31
Fort +11; Ref +12
Immunities construct immunities

Offense

Melee swordwhip (upper limb–6d8+17 S)
Ranged sonic shotgun (frame–6d8+11 So; critical knockdown; 80 ft.)
Space 15 ft.; Reach 15 ft.
Strength +6

Systems

Power Core mk 3 dynamo; Lower Limbs quadruped; Upper Limbs basic arms; Auxiliary entry hatch, horacalcum frame, teleporter

Flame Knight - Tier 11

Source To Defy the Dragon pg. 58
Huge sharpwing
Operators 1-2; PP 1 (3/turn, max 7)
Speed 20 ft., fly 60 ft. (average);
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 103; SP 25; Hardness 5
EAC 29; KAC 30
Fort +10; Ref +11
Immunities construct immunities

Offense

Ranged missile battery (frame–9d4+11 F & P; 200 ft.),
plasma rifle (upper limb–6d10+11 E & F; line; critical wound; 100 ft.)
Space 15 ft.; Reach 15 ft.
Strength +5

Systems

Power Core mk 2 dynamo; Lower Limbs basic biped; Upper Limbs precision arms (+1 melee, +2 ranged); Auxiliary entry hatch, hot siccatite frame, reinforced frame, weapon core (cold, sonic)

Palisade Knight - Tier 11

Source To Defy the Dragon pg. 59
Huge skirmisher
Operators 1-2; PP 6 (1/turn, max 13)
Speed 80 ft.;
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 100; SP 25; Hardness 5
EAC 30; KAC 33
Fort +12; Ref +11
Immunities construct immunities

Offense

Melee adamantine rune spear (upper limb–6d8+16 P or S; analog, penetrating, reach, thrown [40 ft.])
Ranged rocket launcher (frame–6d10+11 F & P; explode [10 ft.], unwieldy; 150 ft.)
Space 15 ft.; Reach 15 ft.
Strength +8

Systems

Power Core mk 2 eternal (scrapper core); Lower Limbs fast biped; Upper Limbs powerful arms (+2 melee); Auxiliary entry hatch, glider wings, noqual frame, plasma-shock circuits, thrusters

Shadow Knight - Tier 11

Source To Defy the Dragon pg. 59
Huge skyspy
Operators 1-2; PP 6 (1/turn, max 13)
Speed 30 ft., fly 80 ft. (average);
Senses blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision

Defense

HP 98; SP 25; Hardness 5
EAC 31; KAC 31
Fort +10; Ref +13
Immunities construct immunities

Offense

Melee scythe (upper limb–6d8+16 S; analog, reach, thrown [20 ft.], trip)
Ranged frost rifle (frame–6d10+11 C; automatic; critical staggered; 150 ft.)
Space 15 ft.; Reach 15 ft. (20 ft. with scythe)
Strength +5

Systems

Power Core mk 2 eternal; Lower Limbs agile biped; Upper Limbs precision arms (+1 melee, +2 ranged); Auxiliary cloaker, entry hatch, inubrix frame, weapon core (cold, electricity)