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
| Frame | HP | Hardpoints | Speed | MP/Turn | Level Range |
|---|---|---|---|---|---|
| Light | 20 | 3 | 40 ft | 2 | 1-6 |
| Medium | 40 | 4 | 30 ft | 3 | 5-12 |
| Heavy | 60 | 5 | 25 ft | 4 | 10-16 |
| Superheavy | 100 | 6 | 20 ft | 5 | 14-20 |
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:
| Location | Icon | Typical 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 Type | Typical MP Cost |
|---|---|
| Light weapon fire | 0-1 MP |
| Heavy weapon fire | 1-2 MP |
| Missile salvo | 2-3 MP |
| System activation | 1-2 MP |
| Emergency maneuver | 1 MP |
| Boost speed | 1 MP |
Heat Management
Heat Generation
Weapons and systems generate heat when used:
| Source | Heat Generated |
|---|---|
| Energy weapon | 1-2 heat |
| Ballistic weapon | 0-1 heat |
| Missile launch | 1 heat |
| System activation | 0-2 heat |
| Sustained fire | +1 heat |
Heat Thresholds
| Heat Level | Status | Effect |
|---|---|---|
| 0 - 69% | Normal | No penalties |
| 70 - 99% | Warning | -1 to attack rolls |
| 100% (Threshold) | Critical | -2 to all checks; some systems fail |
| Max | Meltdown | Reactor 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:
| State | Description | Effect |
|---|---|---|
| Shutdown | Powered down | Cannot act; immune to EMP |
| Standby | Low power mode | Cannot attack; half speed; reduced heat |
| Combat Ready | Full operation | Normal combat capability |
| Overloaded | Maximum 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
| Location | Effect When Damaged |
|---|---|
| Left/Right Arm | Weapons mounted here cannot fire |
| Left/Right Shoulder | Weapons mounted here cannot fire |
| Torso | -2 to AC; cockpit exposed |
| Legs | Speed 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)