Items
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M.E.C.H. (Mana-Enhanced Combat Harness) is the apex of Imperial micro mana-technology - an advanced armour, the production of which is incredibly complex, resource-intensive and is kept in secret. These systems are reserved exclusively for the most capable individuals within Imperial Spec Ops and Imperial Guard.

M.E.C.H. can be worn over another armour, though the AC bonuses don't stack.

M.E.C.H. can only be worn if you have an 11th-level general feat "M.E.C.H. Training".


Bastion A heavy-chassis variant designed for maximum survivability at the cost of mobility and speed.

Mana-Tech, Mech, Magical, Entrench Melee, Entrench Ranged, Bulwark, Ponderous, Noisy, Rare
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Price 6000 imperials | Level 15

AC Bonus +8 | Dex Cap +0 | Bulk 12 | Group M.E.C.H

  1. Big: This M.E.C.H. increases your size by 1 step. When you wear it, treat its Bulk as 0.

  2. Tactical Force Field [26 HP; Replenishes 5 HP; Flat Check DC 18]: While your force field is active, any physical, energy, spirit or force damage you would take is applied to the force field's Hit Points first before being applied to your Hit Points (including temporary Hit Points). If you have a shield raised, your force field and shield both take damage. If damage from an attack or effect reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. Force fields replenish the indicated number of Hit Points each round at the beginning of your turn while they're active. Each time you're critically hit while your force field is active, attempt a flat check against the listed DC. On a success, it becomes a normal hit.

  3. Low Mobility: Decrease your Speed by 15 feet and gain -2 item penalty to your Acrobatics and Reflex saving throws and DC.

  4. Auto-CPR System: M.E.C.H. monitors your vital signs and automatically administers aid. When you have the dying condition, the DC of your recovery checks is equal to 8 + your dying value (instead of 10 + your dying value).

  5. Load-Lifter: You can carry an amount of Bulk equal to 8 plus your Strength modifier without becoming encumbered, and you can hold and carry a total Bulk up to 13 plus your Strength modifier.

  6. Energy Shielding: Activate—Shielding Mode [three actions] (manipulate) Frequency once per 10 minutes
    You change your energy protection to fire, cold, electricity or acid.

  7. Mana-Radiation Buffer: You treat any Mana-Radiaton Background as 2 steps less severe.

  8. Tactical Rebreather: You can breath underwater for 1 hour.

  9. Muscular Exoskeleton: You gain +4 item bonus to Athletics checks.

  10. Advanced Antimagic Plating: You gain a +2 circumstance bonus to all saving throws against spells and to AC against spells.

  11. Dense Plating: You gain resistance 5 to physical damage.

  12. Massive Fists: Your fists unarmed attack deal lethal damage. Increase the damage dice of your fist attack by 2 steps.

  13. Heavy Fall: You always land on your feet and don’t take damage, regardless of the distance of the fall.

Hunter A more streamlined variant focused on augmenting the operative's offensive and tactical capabilities.

Mana-Tech, Mech, Magical, Rare
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Price 6000 imperials | Level 14

AC Bonus +6 | Dex Cap +1 | Bulk 4 | Group M.E.C.H

  1. Second Skin: With this armor fitting so well, and its exoskeleton helping with bearing it, there is no requirements for Strength, as well as no Check or Speed Penalties.

  2. Visor: a toggable visor provides the user with darkvision.

  3. Tactical Force Field [20 HP; Replenishes 4 HP; Flat Check DC 19]: While your force field is active, any physical, energy, spirit or force damage you would take is applied to the force field's Hit Points first before being applied to your Hit Points (including temporary Hit Points). If you have a shield raised, your force field and shield both take damage. If damage from an attack or effect reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. Force fields replenish the indicated number of Hit Points each round at the beginning of your turn while they're active. Each time you're critically hit while your force field is active, attempt a flat check against the listed DC. On a success, it becomes a normal hit.

  4. Active Camouflage: Hardlight projectors shift the appearance of your M.E.C.H. using shifting colours and patterns that respond to your environment. You gain a +2 item bonus to Stealth checks. You can Hide even without cover or concealment, as the pigmentation shifts to match your surroundings.

  5. Auto-CPR System: M.E.C.H. monitors your vital signs and automatically administers aid. When you have the dying condition, the DC of your recovery checks is equal to 8 + your dying value (instead of 10 + your dying value).

  6. Load-Lifter: You can carry an amount of Bulk equal to 7 plus your Strength modifier without becoming encumbered, and you can hold and carry a total Bulk up to 12 plus your Strength modifier.

  7. Mobility Enhancer: Increase your Speed by 10 feet.

  8. Propulsion Ports: As an Interaction, you can activate a your propulsion ports to gain a fly Speed of 20 feet. This effect lasts for 1 minute or until you Dismiss it. You can use an action to Fly 0 feet to hover in place, but you're off-guard while doing so. It can't lift you if you're encumbered.

  9. Mana-Radiation Buffer: You treat any Mana-Radiaton Background as 1 step less severe.

  10. Tactical Rebreather: You can breath underwater for 1 hour.

  11. Maneuvering Unit: You gain +2 item bonus to your Reflex saving throws and DC.

  12. Tactical Muscular Exoskeleton: You gain +2 item bonus to Athletics and Acrobatics checks and DC.

  13. Antimagic Plating: You gain a +1 circumstance bonus to all saving throws against spells and to AC against spells.

  14. Protective Plating: You gain resistance 2 to physical damage.

  15. Mech Fists: Your fists unarmed attack deal lethal damage. Increase the damage dice of your fist attack by 1 steps.

  16. Cat Fall: Treat falls as 20 feet shorter.

Infiltrator A Hunter variation, designed for the covert operations.

Mana-Tech, Mech, Magical, Rare

Price 6000 imperials | Level 14

AC Bonus +6 | Dex Cap +1 | Bulk 3 | Group M.E.C.H

  1. Visor: a toggable visor provides the user with darkvision.

  2. Tactical Force Field [20 HP; Replenishes 4 HP; Flat Check DC 19]: While your force field is active, any physical, energy, spirit or force damage you would take is applied to the force field's Hit Points first before being applied to your Hit Points (including temporary Hit Points). If you have a shield raised, your force field and shield both take damage. If damage from an attack or effect reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. Force fields replenish the indicated number of Hit Points each round at the beginning of your turn while they're active. Each time you're critically hit while your force field is active, attempt a flat check against the listed DC. On a success, it becomes a normal hit.

  3. Glamer Projector: Adjustable rings project magical holograms onto your M.E.C.H., changing its appearance to match your personal style and suit any occasion.
    Activate—Glamerize! [one-action] (manipulate) You instantly change the appearance of your M.E.C.H. to any set of normal clothes or any other type of light or heavy armor. This upgrade is capable of changing only the appearance of your M.E.C.H., not yourself or the rest of your equipment. You can copy the look of any type of clothing, but you don't gain any item bonuses provided by special types of clothing. Only a creature that's benefiting from truesight or a similar effect can attempt to disbelieve this illusion, opposed by your class DC.

  4. Auto-CPR System: M.E.C.H. monitors your vital signs and automatically administers aid. When you have the dying condition, the DC of your recovery checks is equal to 8 + your dying value (instead of 10 + your dying value).

  5. Load-Lifter: You can carry an amount of Bulk equal to 7 plus your Strength modifier without becoming encumbered, and you can hold and carry a total Bulk up to 12 plus your Strength modifier.

  6. Mobility Enhancer: Increase your Speed by 10 feet.

  7. Cloaking Device: Activate—Bend Light [one-action] Frequency three times per day
    You become invisible for 1 minute, gaining the effects of a 2nd-rank invisibility spell.

  8. Mana-Radiation Buffer: You treat any Mana-Radiaton Background as 1 step less severe.

  9. Advanced Rebreather: You can breath underwater for 4 hours.

  10. Maneuvering Unit: You gain +2 item bonus to your Reflex saving throws and Reflex DC.

  11. Tactical Muscular Exoskeleton: You gain +2 item bonus to Athletics checks.

  12. Antimagic Plating: You gain a +1 circumstance bonus to all saving throws against spells and to AC against spells.

  13. Protective Plating: You gain resistance 2 to physical damage.

  14. Mech Fists: Your fists unarmed attack deal lethal damage. Increase the damage dice of your fist attack by 1 steps.

  15. Cat Fall: Treat falls as 20 feet shorter.