Tech Revolution
Rulebook

Classes
Your body houses an untold number of nanites, tiny machines that can grant you incredible fortitude, transform into tools, and course across the battlefield to decimate your foes. Your total control of these nanites makes you an adept combatant who can manifest the perfect weapon or tool at a moment’s notice. Whether your powers stem from accidental infection, excruciating experiments, or voluntary symbiosis, your nanites grow stronger by the day as you gradually transform into a being more machine than mortal.
Spells
Divination
Mystic1-6
You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information.
Armor
NameLevelPriceEACKACMax Dex BonusArmor Check PenaltySpeed AdjustmentUpgrade SlotsBulk
Heavy
65,100+8+104-1-5 ft.11
Heavy
18380,000+23+255-2-5 ft.41
Heavy
1018,100+13+154-1-5 ft.21
Heavy
2900+2+43-1-5 ft.01
Heavy
1475,500+17+195-2-5 ft.31
Light
31,500+2+44-1-01
Light
1125,000+12+155-1-11
Light
78,000+6+94-1-11
Light
19585,000+19+218--0L
Light
42,100+3+45--1L
Light
1475,500+15+176--1L
Heavy
42,150+5+62-2-5 ft.03
Heavy
19560,000+24+254-2-5 ft.33
Heavy
912,800+14+152-2-5 ft.13
Heavy
1470,000+18+203-2-5 ft.23
Light
1349,750+15+175--11
Light
914,500+10+115--01
Light
17256,000+18+205--21
Powered Armor
NameLevelPriceEACKACMax Dex BonusArmor Check PenaltySizeUpgrade SlotsBulk
18424,000+21+254-3Medium225
1475,000+21+234-4Huge050
1359,400+18+205-3Medium222
65,200+6+105-1Medium116
812,600+13+145-2Medium119
811,200+11+172-4Huge157
20875,000+28+303-3Large432
53,450+10+112-3Large337
1241,200+17+203-3Large235
Armor Upgrades
NameLevelPriceSlotsArmor TypeCapacityUsageBulk
26501Heavy, Light, Powered---
63,9001Heavy, Light, Powered---
1017,5001Heavy, Light, Powered---
1123,8501Heavy, Light, Powered---
52,8001Heavy, Light, Powered---
Weapons
NameLevelPriceDamageRangeCriticalBulkCapacityUsageSpecial
Laser
Heavy Weapon
89,5003d6 F60 ft.Burn 1d6240 Charges10Line, Sniper (150 ft.), Unwieldy
Laser
Heavy Weapon
1475,0007d6 F60 ft.Burn 2d6280 Charges10Line, Sniper (200 ft.), Unwieldy
Laser
Heavy Weapon
20875,00014d6 F60 ft.Burn 4d62100 Charges20Line, Sniper (250 ft.), Unwieldy
Uncategorized
Heavy Weapon
1018,500-15 ft.-380 Charges16Blast, Shield 2d10, Unwieldy
Uncategorized
Heavy Weapon
1472,000-20 ft.-380 Charges16Blast, Shield 3d12, Unwieldy
Uncategorized
Heavy Weapon
64,300-15 ft.-340 Charges8Blast, Shield 1d12, Unwieldy
Uncategorized
Heavy Weapon
18368,000-20 ft.-3100 Charges25Blast, Shield 5d12, Unwieldy
Two-Handed
Flame
Advanced Melee
27401d6 F-Burn 1d6120 1Bright, Powered (capacity 20; usage 1)
Two-Handed
Flame
Advanced Melee
1234,6004d6 F-Burn 2d6140 2Bright, Powered (capacity 40; usage 2)
Two-Handed
Flame
Advanced Melee
89,2002d6 F-Burn 1d8120 1Bright, Powered (capacity 20; usage 1)
Two-Handed
Flame
Advanced Melee
16162,0008d6 F-Burn 2d8140 2Bright, Powered (capacity 40; usage 2)
One-Handed
Sonic
Advanced Melee
18380,0006d10 So-Push (15 ft.)L40 2Powered (capacity 40; usage 2), Thruster, Unbalancing
One-Handed
Sonic
Advanced Melee
1236,7002d10 So-Push (10 ft.)L40 2Powered (capacity 40; usage 2), Thruster, Unbalancing
One-Handed
Sonic
Advanced Melee
64,3501d6 So-Push (10 ft.)L20 1Powered (capacity 20; usage 1), Thruster, Unbalancing
One-Handed
Sonic
Advanced Melee
31,4001d4 So-Push (5 ft.)L20 1Powered (capacity 20; usage 1), Thruster, Unbalancing
Explosive Charge
135---L- --
Explosive Charge
4300---L- --
Explosive Charge
7860---L- --
Explosive Charge
102,575---L- --
Explosive Charge
137,100---L- --
Explosive Charge
1623,000---L- --
Explosive Charge
1976,000---L- --
Sonic
Longarm
1472,0004d8 So30 ft.Deafen 140 Charges2Boost (2d6), Polarize (2d6), Professional (musician)
Sonic
Longarm
1018,4002d8 So30 ft.Deafen 140 Charges2Boost (1d8), Polarize (1d8), Professional (musician)
Sonic
Longarm
64,2801d8 So30 ft.Deafen 120 Charges1Boost (1d6), Polarize (1d6), Professional (musician)
Sonic
Longarm
27651d6 So30 ft.Deafen 120 Charges1Boost (1d4), Polarize (1d4), Professional (musician)
Sonic
Longarm
18372,0007d8 So40 ft.Deafen 180 Charges2Boost (2d8), Polarize (2d8), Professional (musician)
Two-Handed
Uncategorized
Advanced Melee
16169,0007d10 B | S-Staggered 1- -Analog, Lockdown, Modal, Professional (maintenance worker)
Two-Handed
Uncategorized
Advanced Melee
1125,5003d10 B | S-Staggered 1- -Analog, Lockdown, Modal, Professional (maintenance worker)
Two-Handed
Uncategorized
Advanced Melee
64,2501d10 B | S-Staggered 1- -Analog, Lockdown, Modal, Professional (maintenance worker)
Two-Handed
Uncategorized
Advanced Melee
13151d6 B | S-Staggered 1- -Analog, Lockdown, Modal, Professional (maintenance worker)
Relic
Small Arm
1346,0005d4 So40 ft.Digitize 2d6L80 Charges4Bright, Professional (vidgamer)
Relic
Small Arm
19580,00010d4 So40 ft.Digitize 4d6L100 Charges5Bright, Professional (vidgamer)
Relic
Small Arm
76,0002d4 So40 ft.Digitize 1d6L40 Charges2Bright, Professional (vidgamer)
Relic
Longarm
1465,0005d8 So80 ft.Digitize 2d8180 Charges4Bright, Professional (vidgamer)
Relic
Longarm
20900,00010d8 So160 ft.Digitize 4d81100 Charges5Bright, Professional (vidgamer)
Relic
Longarm
88,0002d8 So80 ft.Digitize 1d8140 Charges2Bright, Professional (vidgamer)
Disintegrator
Small Arm
913,7003d4 A40 ft.Wound L20 Charges4Automatic
Disintegrator
Small Arm
20888,0005d10 A60 ft.Wound L80 Charges8Automatic
Disintegrator
Small Arm
15118,0003d8 A50 ft.Wound L40 Charges5Automatic
Disintegrator
Small Arm
31,4901d4 A40 ft.Wound L20 Charges4Automatic
One-Handed
Relic
Advanced Melee
18360,0009d12 S-Embed 8d4L- -Analog, Penetrating, Unwieldy
One-Handed
Relic
Advanced Melee
1232,0004d12 S-Embed 4d4L- -Analog, Penetrating, Unwieldy
Explosive Charge
2130---L- --
Explosive Charge
5430---L- --
Explosive Charge
81,325---L- --
Explosive Charge
113,600---L- --
Explosive Charge
1410,300---L- --
Explosive Charge
1735,000---L- --
Explosive Charge
20118,000---L- --
Explosive Charge
2115---L- --
Explosive Charge
5415---L- --
Explosive Charge
81,300---L- --
Explosive Charge
113,500---L- --
Explosive Charge
149,800---L- --
Explosive Charge
1734,000---L- --
Explosive Charge
20115,000---L- --
Uncategorized
Small Arm
19555,0001d10 A30 ft.Wound L10 Mini-Rockets1Deconstruct 5d4
Uncategorized
Small Arm
1472,0001d8 A30 ft.Wound L10 Mini-Rockets1Deconstruct 4d4
Uncategorized
Small Arm
1125,2001d6 A30 ft.-L10 Mini-Rockets1Deconstruct 3d4
Uncategorized
Small Arm
913,3001d4 A30 ft.-L10 Mini-Rockets1Deconstruct 2d4
Uncategorized
Longarm
75,2503d4 E30 ft.Stunned 12 Nets1Entangle, Stun
Uncategorized
Longarm
41,750-30 ft.-12 Nets1Entangle
Uncategorized
Heavy Weapon
1471,500-100 ft.-23 Missiles1Guided
Projectile
Sniper
914,6002d10 E & P80 ft.Staggered 14 Rounds2Buttressing, Sniper (500 ft.), Unwieldy
Projectile
Sniper
1478,8004d10 E & P80 ft.Staggered 14 Rounds2Buttressing, Sniper (750 ft.), Unwieldy
Projectile
Sniper
19610,0009d10 E & P80 ft.Staggered 16 Rounds2Buttressing, Sniper (750 ft.), Unwieldy
Projectile
Sniper
42,3501d10 E & P80 ft.Staggered 12 Rounds2Buttressing, Sniper (250 ft.), Unwieldy
Shock
Small Arm
75,7502d4 E & P30 ft.Electrocute L20 Round1Injection, Integrated (1 slot)
Shock
Small Arm
25801d3 E & P30 ft.Electrocute L20 Round1Injection, Integrated (1 slot)
Shock
Small Arm
1232,8004d4 E & P40 ft.Electrocute L20 Round1Injection, Integrated (1 slot)
Shock
Small Arm
17232,0008d4 E & P40 ft.Electrocute L20 Round1Injection, Integrated (1 slot)
Projectile
Small Arm
1017,3002d8 P20 ft.--1 Round1Conceal
Projectile
Small Arm
1468,5004d8 P20 ft.--1 Round1Conceal
Projectile
Small Arm
18357,0006d8 P20 ft.--1 Round1Conceal
Projectile
Small Arm
63,9001d8 P20 ft.--1 Round1Conceal
Uncategorized
Small Arm
1125,2002d8 B & F50 ft.Knockdown L4 Mini-Rockets1Integrated (1 slot)
Uncategorized
Small Arm
15102,0005d6 B & F60 ft.Knockdown L4 Mini-Rockets1Integrated (1 slot)
Uncategorized
Small Arm
19525,0008d6 B & F70 ft.Knockdown L4 Mini-Rockets1Integrated (1 slot)
Uncategorized
Small Arm
64,0001d8 B & F50 ft.Knockdown L4 Mini-Rockets1Integrated (1 slot)
Uncategorized
Heavy Weapon
1018,2002d10 B & F80 ft.Knockdown 19 Mini-Rockets1Explode (10 ft.), Integrated (2 slots), Unwieldy
Uncategorized
Heavy Weapon
15108,0004d10 B & F80 ft.Knockdown 112 Mini-Rockets1Explode (10 ft.), Integrated (2 slots), Unwieldy
Uncategorized
Heavy Weapon
20817,0007d10 B & F100 ft.Knockdown 112 Mini-Rockets1Explode (10 ft.), Integrated (2 slots), Unwieldy
Uncategorized
Heavy Weapon
53,0001d10 B & F80 ft.Knockdown 16 Mini-Rockets1Explode (10 ft.), Integrated (2 slots), Unwieldy
Projectile
Longarm
76,8202d8 E & P80 ft.Arc 2d4212 Rounds1Buttressing
Projectile
Longarm
1237,0004d8 E & P80 ft.Arc 4d4215 Rounds1Buttressing
Projectile
Longarm
17264,0008d8 E & P80 ft.Arc 4d8218 Rounds1Buttressing
Projectile
Longarm
29001d8 E & P80 ft.Arc 1d4212 Rounds1Buttressing
Projectile
Sniper
1125,7505d6 P60 ft.Injection DC +215 Darts1Aurora, Injection, Sniper (500 ft.), Stun, Unwieldy
Projectile
Sniper
14001d8 P60 ft.Injection DC +211 Darts1Aurora, Injection, Sniper (250 ft.), Stun, Unwieldy
Projectile
Sniper
17265,00011d6 P60 ft.Injection DC +215 Darts1Aurora, Injection, Sniper (500 ft.), Stun, Unwieldy
Projectile
Sniper
53,1802d6 P60 ft.Injection DC +213 Darts1Aurora, Injection, Sniper (250 ft.), Stun, Unwieldy
Projectile
Small Arm
89,8001d12 P30 ft.-L16 Rounds2Analog, Automatic
Projectile
Small Arm
1350,6002d12 P40 ft.-L18 Rounds2Analog, Automatic
Projectile
Small Arm
18380,0004d12 P40 ft.-L20 Rounds2Analog, Automatic
Projectile
Small Arm
42,1001d6 P30 ft.-L14 Rounds2Analog, Automatic
Augmentations
NameLevelPriceSystems
52,900Spinal Column
1347,900Spinal Column
17242,900Spinal Column
912,900Spinal Column
1351,000Lungs and Throat
53,100Endocrine
1350,000Endocrine
1351,500Throat
913,850Throat
18395,000Throat
53,150Throat
912,900Lungs
19545,000Lungs
31,300Lungs
1349,000Lungs
Cybernetic
42,000Ears
89,500Ears
1232,000Endocrine
63,900Endocrine
18325,000Endocrine
89,900Throat
53,000Endocrine
89,500Endocrine
1125,500Endocrine
1474,000Endocrine
17255,000Endocrine
20850,000Endocrine
1125,000Skin
1235,000All Feet
89,500All Feet
42,100All Feet
16164,000All Feet
63,900All Legs
Cybernetic
31,250All Feet
Cybernetic
1237,000All Feet
76,300Heart
Items
NameLevelPriceBulkHandsCapacityUsage
31,500L-201/reconfiguration
Technological
Worn
912,800L-401/minute
Technological
Worn
42,000L-401/minute
Technological
Worn
1353,5001-4040
Technological
53,100L2201/hour
Technological
52,0001---
Technological
31,250--201/day
32,0002-401/hour
20850,000L1--
Technological
Worn
42,100----
Technological
450L1201/day
Technological
Worn
63,750L-202/hour
1475,0001-101/round
2450----
1124,000L---
77,000L---
Technological
Worn
28504-201/hour
Technological
Worn
13508-201/hour
Technological
Worn
64,3006-802/hour
77,000----
1125,000--404/hour
1150--201/hour
64,50012-1001/hour
1232,5002-804/hour
88,5002-804/hour
16148,0002-1004/hour
16148,0002-1004/hour
Technological
Consumable
43751---
Technological
42,0002-101/hour
Technological
Consumable
1200----
Technological
Consumable
3400----
Technological
Consumable
5750----
1125,000L-51/round
913,200L1205/round
Technological
Worn
89,100L1205/round
31,100L-201/day
180----
52,250----
1120,000----
17190,000----
Technological
Worn
52,750L-201/10 minutes
Technological
Consumable
2100----
64,50011201/minute
Technological
Worn
64,100L-202/10 minutes
Technological
175----
Technological
53,0004---
1125,0001-51/use
Technological
Worn
1200L---
1200L---
1200L---
Technological
Worn
1200L---
1200L---
1200L---
1200L---
Drone Mods
When under attack, your drone can disappear swiftly. Once per minute, as a reaction after taking damage, your drone can immediately activate its reactive camouflage as though it had remained stationary for 1 round, and it can attempt a Stealth check to hide even if it’s currently observed. If the drone also spends 1 Resolve Point while activating this ability, it can also take a defensive step after attempting the Stealth check. This mod requires that your drone has the reactive camouflage mod.
Your drone contains an extensive database of information as well as a powerful processing unit for analysis. Once every 10 minutes, when the drone makes a skill check to identify a creature or recall knowledge, it can roll 1d6 and add the result to the roll as an insight bonus. At 11th level, the drone rolls 1d8 instead, and at 16th level, it rolls 1d10. In addition, the drone adds Computers, Culture, Life Science, Mysticism, Physical Science, and Profession to the skills it can select with its skill unit.
Powerful processors provide your drone with exceptional language mastery. Your drone learns an additional number of languages equal to 4 + the drone’s Intelligence modifier (minimum 2). Every time you gain a level, you can swap out one of these additional languages for a different language.
Select two technological items of no more than light bulk, each with item levels no higher than your mechanic level. Add these items to the tools installed in your drone’s tool arm and to the list of tools that your drone is programmed to use. This mod requires that your drone has the tool arm mod.
Your drone has agile subroutines that can readily read and adapt to social situations. Your drone’s Charisma score increases by 2, and it adds Bluff, Diplomacy, Intimidate, Profession, and Sense Motive to the skills it can select with its skill unit. In addition, it adds the following feats to the list of feats it can choose from: Advance Warning, Antagonize, Diversion, Fast Talk, Greater Feint, Improved Feint, Skill Focus, Skill Synergy, Tactful Advisor, Unfriendly Fire, and Veiled Threat. Finally, the drone gains one of those feats for which it meets the prerequisites.
Your drone incorporates noqual into its armor and several internal systems, dissipating magical effects. The drone gains spell resistance equal to 6 + its level. You can choose this mod a second time, increasing the spell resistance to 11 + its level.
Using sophisticated sensors and ballistics processors, your drone not only provides withering covering fire but can also quickly convey recommendations for how to best target your attacks. Your drone gains a +2 bonus to attack rolls to use covering fire, and it can choose to grant the circumstance bonus exclusively to you, rather than to the next ally to attack that foe. If it does so and that attack hits, it deals 1 additional damage per weapon damage die. You must be able to see or hear your drone to gain this benefit.
Your drone is programmed with an array of emergency protocols. If your drone’s good save bonus is Reflex, the drone gains a +1 bonus to Will saves; otherwise it gains a +1 bonus to Reflex saves. As a reaction, you can issue a reflexive command to your drone, allowing the drone to perform a reaction.
Your drone’s frame is especially thick, housing redundant systems that mitigate otherwise-lethal damage. Your drone gains 3 Hit Points, plus an additional Hit Point for each mechanic level you have.
Advanced
Your drone houses a devastating sound cannon. Once per hour, the drone can activate the sonic blast as a standard action, dealing sonic damage to all creatures and objects in a 30-foot cone; affected targets can halve the damage with a successful Fortitude saving throw (DC = 10 + 1/2 your mechanic level + your Intelligence modifier). The blast deals 1d10 damage for every two mechanic levels you have.
Advanced
Your drone’s echolocation is especially powerful. It gains blindsight (sound) with a range of 5 feet. As a move action, the drone can increase its blindsight range to 30 feet until the beginning of its next turn. While you’re within your drone’s blindsight range, you can sense anything that it senses with its blindsense (sound) and blindsight (sound). This mod requires that your drone has the echolocators drone mod.
Your drone gains two of the following benefits: it gains blindsense (scent) with a range of 30 feet; it gains sense through (vision [smoke only]) with a range of 30 feet; or its insight bonus to Perception skill checks increases to +4. If your drone has the camera mod and you choose the sense through ability above, the camera gains this sense through ability as well. This mod requires that your drone has the enhanced senses mod.
Drone Chassis
SizeMedium
Often built with a low profile to avoid return fire, an artillery drone is a mobile weapons platform strong enough to support the heaviest of ranged armaments. Its heavily armored core belies its exceptional agility and mechanical precision, allowing the drone to perch atop precarious vantage points and make tiny adjustments to line up the perfect shot.
Often built to resemble a sapient species, the protocol drone is an adept translator and negotiator programmed to sense and adapt to a wide variety of social situations and domestic tasks.
SizeTiny
Among the smallest of all drones, the sage drone is an ambulatory supercomputer designed to analyze its surroundings and provide real-time advice. The drone readily identifies and reacts to danger, proving an adept combatant despite its lightweight frame and minimal armor.
Mech Frames
SizeGargantuan
CategoryPhase
SizeHuge
CategoryAmphibious
SizeHuge
CategoryPhase
SizeGargantuan
CategoryTransport
SizeColossal
CategoryPhase
SizeGargantuan
CategoryFlight
SizeColossal
CategoryCombat
SizeGargantuan
CategoryCombat
SizeColossal
CategoryFlight
SizeHuge
CategoryAmphibious, Recon
SizeHuge
CategoryPhase, Recon
SizeColossal
CategoryAmphibious
SizeHuge
CategoryFlight
SizeHuge
CategoryCombat
SizeHuge
CategoryFlight, Recon
SizeGargantuan
CategoryAmphibious
SizeGargantuan
CategoryTransport
SizeGargantuan
CategoryTransport
Mech Lower Limbs
HPEAC/KACSlotsFortRefSpeedCost
0 (0)+2/+20+0+110 ft.1.5 x Tier
0 (0)+0/+10+0+00 x Tier
2 (0)+1/+10+0+120 ft.1 x Tier
4 (1)+1/+11+1+010 ft.2 x Tier
0 (0)+1/+10+0+0fly 10 ft. (perfect)1 x Tier
4 (0)+0/+21+1+110 ft.1.5 x Tier
8 (1)+0/+21+1+11.5 x Tier
Mech Upper Limbs
HP Adv.EAC/KACSlotsMeleeRangedCost
0+1/+23+0*+0*1 x Tier
0+1/+12+0+00 x Tier
0+1/+22+1+01 x Tier
0+1/+12+1*+1*1 x Tier
1+2/+22+0+01 x Tier
Mech Power Cores
RateInitialMaximumCost
2050 x Tier
2161 x Tier
3172 x Tier
3283 x Tier
4394 x Tier
1480 x Tier
15101 x Tier
16132 x Tier
27153 x Tier
29184 x Tier
Mech Power Core Templates
RateInitialMaximumCost
+0-1-10 x Tier
-1+0+10.5 x Tier
+0+0+00.5 x Tier
+0+0+01 x Tier
Mech Weapons
SlotsDamageRangeCriticalCapacitySpecialCost
Ranged
SlotFrame, Upper Limb
1Medium A150 ft.Corrode 10Automatic3.5 x Level
Melee
SlotUpper Limb
1Low S---Analog, Penetrating, Thrown (20 ft.)2.5 x Level
Melee
SlotUpper Limb
2Medium P---Reach, Thrown (40 ft.)2 x Level
Melee
SlotUpper Limb
2Low B---Analog, Block, Reach, Trip2 x Level
Melee
SlotUpper Limb, Lower Limb
1Medium S-Bleed -Thrown (20 ft.)3.5 x Level
Melee
SlotUpper Limb
1Low B---Analog, Reach, Trip3 x Level
Melee
SlotUpper Limb
2Medium F-Burn -Thrown (20 ft.)2.5 x Level
Ranged
SlotUpper Limb
1High F-Burn 5Ignite, Blast (60 ft.), Line (100 ft.)4.5 x Level
Ranged
SlotFrame, Upper Limb
1High C150 ft.Staggered 10Automatic4 x Level
Melee
SlotUpper Limb
2Low C & P-Staggered -Reach, Thrown (40 ft.)2.5 x Level
Ranged
SlotFrame
1-120 ft.---2.5 x Level
Melee
SlotUpper Limb, Lower Limb
1Low B---Analog, Penetrating2 x Level
Ranged
SlotFrame
1Medium F250 ft.-20Automatic3.5 x Level
Ranged
SlotFrame
1Low F & P200 ft.-12-2.5 x Level
Ranged
SlotFrame, Upper Limb
1High E & F100 ft.Wound 10Line4 x Level
Melee
SlotUpper Limb
1High E & F-Severe Wound -Thrown (20 ft.)3.5 x Level
Ranged
SlotFrame, Upper Limb
1High F & P150 ft.-2Explode (10 ft.), Unwieldy4 x Level
Ranged
SlotFrame, Upper Limb
1High P120 ft.-10Automatic3 x Level
Melee
SlotUpper Limb
2Medium S---Analog, Reach, Thrown (20 ft.), Trip2.5 x Level
Melee
SlotLower Limb, Upper Limb
1Low S-Wound --2.5 x Level
Ranged
SlotFrame, Upper Limb
1Medium So80 ft.Knockdown 5Blast, Penetrating4 x Level
Melee
SlotUpper Limb
2Medium P | S---Analog, Penetrating, Reach, Thrown (40 ft.)2 x Level
Melee
SlotUpper Limb
2Medium B | P-Bleed -Analog, Block2.5 x Level
Melee
SlotUpper Limb
1Medium S----2.5 x Level
Ranged
SlotUpper Limb
1Medium B | P80 ft.Knockdown 10-2.5 x Level
Melee
SlotUpper Limb
1Low So-Knockdown --3 x Level
Mech Auxiliary Systems
The mech stores an exceptional amount of ammunition for each of its weapons. The mech can reload each of its weapons two additional times
This system of finely tuned energy rods and powerful heat sinks allows a pilot to boost the mech’s attack accuracy in exchange for stabilizing its weapons’ output.
The mech’s cargo hold conceals subtle boosters that can launch its contents at high velocity.
The mech’s body houses a small garage capable of storing a single creature, vehicle, or other object no larger than two size categories smaller than the mech. An operator can move from a stored vehicle to the mech’s cockpit as a move action, and vice versa. A mech can have no more than two cargo hold systems.
Consisting of light-warping and sound-dampening technomagical mechanisms installed just beneath the armor, a cloaker system enhances a mech’s ability to avoid notice. The mech gains the ability to attempt Stealth checks.
This electromagnetic pulse cannon destabilizes enemy mechs’ sophisticated machinery. Attacks with an EMP cannon target EAC, and the DC of Fortitude saves to resist its effects equal 12 + 1/2 your mech’s tier.
This simple system consists of a secure, reinforced, motion-activated door that’s programmed to open when one of a mech’s registered operators enter or exit. An entry hatch system allows a pilot to enter or exit the mech as a move action. A registered operator can instead spend 1 Resolve Point to enter or exit as a swift action.
This complex system plugs straight into a mech’s locomotive core, stabilizing its maneuvers and allowing for extraordinary bursts of speed.
These circuits channel the dissipating force of a mech’s shields, transforming the energy into offensive power.
Consisting of specialized reinforcements to the mech’s lower limbs, this system allows a mech to plow past obstacles. The mech treats all difficult terrain as normal terrain.
Installed directly into a mech’s sensing and heads-up display systems, a reconnaissance array gives the mech a +2 bonus to Perception checks and a +5 bonus to Computers checks when using the scan action
This device blasts enemies with a wide range of energy waves, overwhelming targets’ sensors and triggering erroneous readouts.
Technomagical conduits weave through every part of the mech, constantly analyzing the mech’s position and calculating dozens of other possible positions nearby. With a burst of energy, the mech can teleport to any of these destinations.
The mech’s array of powerful engines enable it to fly across short distances.
This system consists of energetic nodes that connect to the mech’s sundry weapon mounts. When purchasing this auxiliary system, choose two of the following energy types: acid, cold, electricity, fire, or sonic.
The mech has numerous holsters, harnesses, and other fittings that can hold spare weapons. As a move action, the mech can store one weapon it’s currently wielding in one or more of its upper limb slots, placing it in the weapon rack. As part of that same action, the mech can also draw one weapon from the weapon rack, automatically installing it for immediate use. The weapon rack can be used only to store weapons that occupy upper limb slots, and the rack can hold a number of weapons with a total number of combined slots no greater than 4.
Mech Upgrades
Cost
Increase the mech’s Shield Points by an amount equal to its tier.
3 x Tier
Increase each of the mech’s movement speeds by 10 feet.
2 x Tier
The mech gains a +1 bonus to its EAC and to its Reflex saving throws.
2 x Tier
Increase the mech frame’s base HP by 5, and increase its HP advancement by 1.
1 x Tier
The mech’s onboard computer has a tier equal to half the mech’s tier (minimum 1). The computer also gains the alarm countermeasure and one of the following upgrades or countermeasures: artificial personality, feedback, hardened, security II, or shock grid (rank 2).
0.5 x Tier
The mech gains a +1 bonus to its KAC and to its Fortitude saving throws.
2 x Tier
Vehicle Type Grafts
CoverPartial
CategoryWater
These craft enable travel on the surfaces of liquids, such as water, using a wide variety of propulsion methods.
CoverImproved
CategoryLand
These land vehicles use powerful propulsion methods that enable them to travel at high speeds on open terrain.
CoverNone
CategoryLand
Cycles are vehicles that the pilot (and sometimes a passenger) ride directly on top of, and they can have a wide variety of uses.
CoverTotal
CategoryAir
These speedy air vehicles are designed for continuous forward movement and generally have wings and landing gear.
CoverNormal
CategoryAir
These slower air vehicles provide maximum maneuverability and are often propelled by large rotors or hover pads.
CoverTotal
CategoryWater
These vehicles can submerge completely in a liquid (usually water) for extended periods, providing access to strange new realms for nonaquatic creatures.
CoverTotal
CategoryNone
These heavily armored vehicles resist damage, maneuver ponderously, and are rarely available to civilians, though an adventurer with the right connections (legal or not) can certainly procure one.
CoverNormal
CategoryLand
These rugged ground vehicles transport passengers or cargo.
CoverImproved
CategoryNone
These relatively slow vehicles use numerous legs to stride over challenging terrain with ease.
Vehicle Size Grafts
Adjustments
Only the most massive vehicles are colossal in scope, such as enormous trains and aircraft carriers.
Increase price by 20%, Increase Hit Points by 20%, Increase collision damage by 3 dice, Decrease collision DC by 3, Decrease Piloting modifier by 2, Decrease attack modifier by 2, Increase passenger limit by 400%
At this scale, vehicles tend to be built for mass transit or heavy freight hauling.
Increase price by 10%, Increase Hit Points by 10%, Increase collision damage by 2 dice, Decrease collision DC by 2, Decrease Piloting modifier by 1, Decrease attack modifier by 1, Increase passenger limit by 200%
Huge vehicles excel at moving sizable cargo and ferrying passengers.
Increase price by 10%, Increase Hit Points by 10%, Increase collision damage by 1 die, Decrease collision DC by 1, Decrease Piloting modifier by 1, Decrease attack modifier by 1, Increase passenger limit by 100%
This is the most common vehicle size.
-
Single-occupant and passenger vehicles of this size cater to Small users, such as goblins, halflings, and ysoki.
Decrease collision damage by 1 die, Increase collision DC by 1, If the Piloting modifier is less than +0, increase it by 1
Vehicle Origin Grafts
Adjustments
Created by mechanical artisans, these one-of-a-kind vehicles are an expression of their creators’ visions.
Decrease price by 50%, Increase modification slots by 1
Most vehicles are factory-made, use standardized parts for a particular civilization, and are relatively easy to repair, but have little room for creative modification.
Decrease price by 10%, Decrease modification slots by 1 (minimum 1), While in an area where standardized parts are available (such as a major settlement), decrease repair costs by 10% and decrease repair time by 25%
Design prototype vehicles might represent secret technologies (potentially stolen), yet companies sometimes sell off old prototypes as collectors’ items after their associated technologies are refined, patented, and on the market.
Increase price by 10%, Increase modification slots by 1, Increase repair time and repair cost by 20%
Vehicle Special Grafts
AdjustmentsSpecial
Designed for off-road travel, these rugged vehicles withstand rough terrain, weather, and abuse like no other.
Increase price by 5%, Decrease speed by 5 ft., Decrease attack modifier by 1, When moving through difficult terrain, this vehicle treats every other space of difficult terrain as a space of normal terrain-
These craft travel just as easily on land or in water.
Increase price by 10%, The vehicle becomes a land and water vehicle, gaining either a ground speed equal to its swim speed, or vice versaThe vehicle must have the boat type graft or any type graft that grants a land speed.
These robust vehicles are fitted with armored plates or shielding systems that allow them to withstand punishing conditions.
Increase price by 20%, Decrease speed by 10 ft., Increase EAC by 2, Increase KAC by 2, Increase Hit Points by 10%, Increase hardness by 10%, Increase cover by 1 step (partial cover becomes cover, cover becomes improved cover, etc.)The vehicle can’t have the tank type graft.
Your vehicle contains a limited virtual intelligence that can control the vehicle for short periods of time.
Increase price by 5%-
Your vehicle’s movement is based on hover technology, achieving lift through powerful jets or antigravity fields. These vehicles are relatively fragile, as they need low overall mass to function properly.
Increase price by 10%, Increase speed by 5 ft., Decrease EAC by 1, Decrease KAC by 1, Decrease Hit Points by 20%, The vehicle becomes a land and water vehicle and gains the hover trait to its speeds. It can hover up to 5 feet over surfaces and ignores difficult terrain.The vehicle must have the boat type graft or any type graft that grants a land speed.
These vehicles operate just as effectively on the ground as they do in the air, whether they use extendable wings or jet propulsion.
Increase price by 15%, Increase speed by 10 ft., Decrease EAC by 1, Decrease KAC by 1, Decrease Hit Points by 10%, The vehicle becomes an air and land vehicle, gaining either a land speed equal to its fly speed, or vice versa.The vehicle must have a land speed or fly speed.
These vehicles are made of spare parts and discarded refuse, making for cheap (albeit unreliable) rides.
Decrease price by 20%, Decrease full speed by 50 ft., Decrease Piloting modifier by 3, Decrease attack modifier by 1, The vehicle gains the broken condition when reduced to 75% of its Hit Points instead of 50%.If you have access to inert electronic and mechanical junk, this graft instead reduces vehicle price by 50%. This requires at least 10 bulk of junk for a Medium vehicle. For each size category larger than Medium, multiply the junk required by 8.
These vehicles are built for comfort and boast amenities like fully adjustable heated seats, chilled beverage holders, and premium sound systems.
Increase price by 20%, Increase attack modifier by 1-
Designed entirely for speed, these vehicles are designed for a single pilot for the purposes of racing or high velocity transportation; they also make excellent stunt fighters.
Increase speed by 5 ft., Decrease Hit Points by 10%, Decrease hardness by 20%, Decrease passenger limit by 50%, Increase full speed by 25%-
These vehicles tend to be large and ponderous, but are capable of high speeds over long distances.
Increase overland speed by 20%, Decrease Piloting modifier by 1, Increase passenger limit by 100%-
Vehicle Modifications
LevelPriceCapacityUsage
31,500--
914,000--
20800,000--
1115--
2800--
16175,00051
76,750--
891,000--
42,100--
1018,000--
1475,000405/round
31,200--
19540,000--
1350,000--
52,900--
1235,000--
42,050202
53,100--
1018,750--
15110,000--
2750--
64,400--
1352,000--
88,900--
1351,000--
18385,000--
88,500205/round
2535--
75,700--
1232,000--
17220,000--
913,000--
41,825--
76,500205
31,350--
31,350--
NPC Class Grafts
Your body houses an untold number of nanites, tiny machines that can grant you incredible fortitude, transform into tools, and course across the battlefield to decimate your foes.
Creature Companion Graft
An adoring gremlin that helps you sabotage and control technology.

Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
Starfinder Tech Revolution © 2021, Paizo Inc.; Authors: Kate Baker, Jessica Catalan, John Compton, Basheer Ghouse, Alexi Greer, Amanda Hamon, Gabriel Hicks, Joan Hong, Vanessa Hoskins, Jenny Jarzabski, Lyz Liddell, Ron Lundeen, Ianara Natividad, kieran t. newton, Emily Parks, Pam Punzalan, Mikhail Rekun, Simone D. Sallé, Paul Scofield, Shay Snow, Michael Sayre, Alex Speidel, Calliope Lee Taylor, Jason Tondro, Diego Valdez, Viditya Voleti, and Andrew White.

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