Mech Combat Rules

Mech Combat Rules

Adapted from SF1E Tech Revolution to PF2E

Module Implementation: This system is implemented via the MechActorSheet. Create a Vehicle actor, then right-click → Sheet → Mech Sheet.


Overview

Mechs are piloted combat vehicles that blur the line between personal armor and vehicles. Unlike standard vehicles, mechs are designed for direct combat engagement and feature:

  • Mech Points (MP): Resource pool for powering weapons and systems
  • Heat Management: Weapons and systems generate heat that must be vented
  • Hardpoint System: Modular weapon and system mounting locations
  • System Damage: Location-based damage tracking

Mech Frames

Frame Sizes

FrameHPHardpointsSpeedMP/TurnLevel Range
Light20340 ft21-6
Medium40430 ft35-12
Heavy60525 ft410-16
Superheavy100620 ft514-20

Frame Statistics

Each mech frame provides base statistics that can be modified by upgrades:

  • Hit Points: Base HP; threshold at 50% of max
  • Hardness: Damage reduction applied before HP loss
  • AC: Armor Class for attacks targeting the mech
  • Fortitude/Reflex: Saving throw modifiers
  • Speed: Land movement speed (may include fly, climb, swim)

Hardpoint Locations

Mechs have six hardpoint locations for mounting weapons and systems:

LocationIconTypical Mounts
Left Arm🤜Melee weapons, shields, manipulators
Right Arm🤛Melee weapons, shields, manipulators
Left Shoulder🎯Missile launchers, heavy ranged weapons
Right Shoulder🎯Missile launchers, heavy ranged weapons
Torso🛡️Armor systems, sensors, cockpit upgrades
Legs👢Movement systems, stability enhancers

Hardpoint Limits

Each frame size determines the maximum number of hardpoints that can be utilized:

  • Light: 3 hardpoints
  • Medium: 4 hardpoints
  • Heavy: 5 hardpoints
  • Superheavy: 6 hardpoints

Mech Points (MP)

Mech Points represent the mech's available power for combat actions.

MP Recovery

At the start of each turn, the mech's MP pool refills to its maximum based on frame size.

MP Costs

Action TypeTypical MP Cost
Light weapon fire0-1 MP
Heavy weapon fire1-2 MP
Missile salvo2-3 MP
System activation1-2 MP
Emergency maneuver1 MP
Boost speed1 MP

Heat Management

Heat Generation

Weapons and systems generate heat when used:

SourceHeat Generated
Energy weapon1-2 heat
Ballistic weapon0-1 heat
Missile launch1 heat
System activation0-2 heat
Sustained fire+1 heat

Heat Thresholds

Heat LevelStatusEffect
0 - 69%NormalNo penalties
70 - 99%Warning-1 to attack rolls
100% (Threshold)Critical-2 to all checks; some systems fail
MaxMeltdownReactor critical; immediate shutdown

Venting Heat

Vent Heat ◆◆ (2 actions) Reduce heat by 2 per action spent. The mech cannot attack during a turn it vents heat.

Emergency Vent ◆◆◆ (3 actions) Reduce heat to 0. The mech is flat-footed until its next turn and cannot use reactions.


Operational States

Mechs operate in one of four states:

StateDescriptionEffect
ShutdownPowered downCannot act; immune to EMP
StandbyLow power modeCannot attack; half speed; reduced heat
Combat ReadyFull operationNormal combat capability
OverloadedMaximum power+2 damage; +2 heat generation

Changing States

Changing operational state is a free action at the start of your turn. Transitioning from Shutdown to Combat Ready takes 1 full round.


System Damage

When a mech's HP drops below its threshold, system damage may occur.

Damage Locations

LocationEffect When Damaged
Left/Right ArmWeapons mounted here cannot fire
Left/Right ShoulderWeapons mounted here cannot fire
Torso-2 to AC; cockpit exposed
LegsSpeed reduced by half; cannot run
Sensors-4 to Perception; cannot use targeting systems
Reactor-2 MP per turn; chance of meltdown

Inflicting System Damage

When an attack deals damage exceeding the mech's hardness by 10 or more, the attacker may choose to target a specific system (instead of dealing HP damage).

Repairing System Damage

System damage can be repaired:

  • In Combat: 3 actions + Crafting check (DC = 15 + mech level)
  • Out of Combat: 10 minutes + Crafting check (DC = 10 + mech level)
  • Full Repair: 1 hour in a repair bay; all systems restored

Mech Combat Actions

Operator Actions

The operator uses standard PF2E actions while piloting a mech:

Fire Weapon ◆ (1 action) Make a ranged attack using a mech weapon. Uses operator's attack modifier + mech weapon bonus.

Melee Strike ◆ (1 action) Make a melee attack using a mech weapon or the mech's fist. Uses operator's attack modifier.

Stride ◆ (1 action) Move the mech up to its Speed.

Take Cover ◆ (1 action) Gain cover using mech's size and position.

Special Mech Actions

Power Slide ◆◆ (2 actions) Move up to double Speed in a straight line. Enemies in path must succeed at Reflex save (DC = 10 + mech level) or be knocked prone.

Stomp ◆◆ (2 actions) Make a melee attack against all creatures in a 10-foot square. Deals 2d8 + Strength modifier bludgeoning damage.

Shield Bash ◆ (1 action) Requirement: Mech has shield mounted on arm Make a melee attack with the shield. On hit, target is pushed 10 feet.

Eject ◆◆ (2 actions) Emergency operator ejection. Operator lands in an adjacent square and takes 2d6 falling damage.


Entering and Exiting Mechs

Board Mech ◆◆◆ (3 actions) Enter an unoccupied mech and activate systems. Mech starts in Standby state.

Disembark ◆◆ (2 actions) Safely exit a mech in Standby or Shutdown state. Operator appears in adjacent square.

Forced Entry ◆◆◆ (3 actions) Enter an enemy mech by force. Requires Athletics check vs. mech's Fortitude DC. On success, previous operator is ejected.


Sample Mech Frames

Light Frame: Scout Walker

Level 3 | Price: 500 gp

  • HP: 20 (Threshold 10) | Hardness: 5
  • AC: 18 | Fort: +8 | Ref: +10
  • Speed: 40 ft, climb 20 ft
  • Hardpoints: 3 | MP: 2/turn
  • Special: Enhanced sensors (+2 Perception)

Medium Frame: Battle Chassis

Level 8 | Price: 2,500 gp

  • HP: 40 (Threshold 20) | Hardness: 10
  • AC: 24 | Fort: +14 | Ref: +12
  • Speed: 30 ft
  • Hardpoints: 4 | MP: 3/turn
  • Special: Reinforced cockpit (operator has cover)

Heavy Frame: Assault Platform

Level 13 | Price: 10,000 gp

  • HP: 60 (Threshold 30) | Hardness: 15
  • AC: 30 | Fort: +22 | Ref: +16
  • Speed: 25 ft
  • Hardpoints: 5 | MP: 4/turn
  • Special: Integrated shield generator (5 temp HP/round)

Superheavy Frame: War Colossus

Level 18 | Price: 50,000 gp

  • HP: 100 (Threshold 50) | Hardness: 20
  • AC: 38 | Fort: +30 | Ref: +20
  • Speed: 20 ft
  • Hardpoints: 6 | MP: 5/turn
  • Special: Devastating stomp (10-foot radius, 4d8 damage)

Sample Mech Weapons

Arm-Mounted Weapons

Power Fist

  • Level: 3 | Price: 150 gp
  • Damage: 2d8 B | Traits: Melee, shove
  • MP Cost: 0 | Heat: 0

Chainblade

  • Level: 5 | Price: 400 gp
  • Damage: 2d10 S | Traits: Melee, deadly d10
  • MP Cost: 0 | Heat: 1

Laser Cannon

  • Level: 7 | Price: 1,000 gp
  • Damage: 3d8 fire | Range: 120 ft
  • MP Cost: 1 | Heat: 2

Shoulder-Mounted Weapons

Missile Pod

  • Level: 6 | Price: 800 gp
  • Damage: 2d6 fire (area) | Range: 200 ft
  • MP Cost: 2 | Heat: 1
  • Special: 20-foot burst

Autocannon

  • Level: 8 | Price: 1,500 gp
  • Damage: 2d12 P | Range: 150 ft
  • MP Cost: 1 | Heat: 1
  • Special: Automatic (can attack twice per turn)

Plasma Projector

  • Level: 12 | Price: 5,000 gp
  • Damage: 4d10 fire | Range: 100 ft
  • MP Cost: 2 | Heat: 3
  • Special: Ignores 5 hardness

Sample Mech Systems

Defensive Systems

Reactive Armor

  • Level: 5 | Price: 500 gp
  • Location: Torso
  • Effect: +2 hardness; when hit by critical, reduce to normal hit once per combat
  • MP Cost: 0 (passive) | Heat: 0

Energy Shield

  • Level: 8 | Price: 1,500 gp
  • Location: Any arm
  • Effect: ◆ Raise shield for +2 AC; shield has 20 HP
  • MP Cost: 1 to activate | Heat: 1/round while active

Mobility Systems

Jump Jets

  • Level: 4 | Price: 300 gp
  • Location: Legs
  • Effect: ◆◆ Leap up to 30 feet horizontally or 15 feet vertically
  • MP Cost: 1 | Heat: 1

Hover System

  • Level: 10 | Price: 3,000 gp
  • Location: Legs
  • Effect: Gain fly speed equal to land speed; cannot hover in place
  • MP Cost: 1/round | Heat: 1/round

Utility Systems

Advanced Sensors

  • Level: 3 | Price: 200 gp
  • Location: Torso
  • Effect: +2 item bonus to Perception; darkvision 60 ft
  • MP Cost: 0 (passive) | Heat: 0

Auto-Repair Nanites

  • Level: 9 | Price: 2,000 gp
  • Location: Torso
  • Effect: At end of turn, restore 5 HP if below threshold
  • MP Cost: 0 (passive) | Heat: 0

Integration with Other Systems

Mechs in Starship Combat

Mechs can participate in boarding actions during starship combat:

  • Mechs grant +4 to boarding party combat checks
  • Mechs can breach airlocks without equipment
  • Enemy mechs can counter-board

Mechs vs. Creatures

When fighting creatures without mechs:

  • Creatures smaller than the mech have difficulty targeting vital systems
  • Swarm-type creatures can attempt to damage exposed systems
  • Large creatures may grapple mechs

Mech Customization

Operators can customize their mechs with:

  • Paint schemes and insignias (cosmetic)
  • Name plates and call signs
  • Trophies from defeated enemies

Last Updated: 2026-01-16See also: Vehicles (sf1e-2.4-3.6-vehicle-systems.md), Starships (Starships_Revised_SF2E.md)