Just to throw in, some friends of mine actually asked for this when Starfinder first came out.
MechWarrior
Hit Points: 6
Stamina: 6 + Con Bonus
Key Ability Score: Wisdom helps with piloting and melee attacks. It is useful because of the way the mechs and pilots interact through the neural helmets. Dexterity is useful for the ranged attacks.
Class Skills: Acrobatics, Athletics, Engineering, Medicine, Mysticism, Perception, Piloting, Profession
Skill Ranks per Level: 4 + Int Bonus
Proficiencies: Mechs-All, Mech Weapons-All, Weapons-Small Arms, Basic and Advanced Melee, Armor-Light
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features
1 1 2 2 0 Mech, Neural Training, Primary Mech Role, Primary Mech Role Technique
2 2 3 3 0 Mech Feat
3 3 3 3 1 Mech Upgrade, Mech Bonding
4 4 4 4 1 Mech Feat
5 5 4 4 1 Primary Mech Role Technique
6 6 5 5 2 Mech Feat
7 7 5 5 2 Mech Upgrade
8 8 6 6 2 Mech Feat
9 9 6 6 3 Primary Mech Role Technique, Secondary Mech Role, Secondary Mech Role Technique
10 10 7 7 3 Mech Feat
11 11 7 7 3 Mech Upgrade, Alpha Strike
12 12 8 8 4 Mech Feat
13 13 8 8 4 Primary Mech Role Technique, Secondary Mech Role Technique
14 14 9 9 4 Mech Feat
15 15 9 9 5 Mech Upgrade
16 16 10 10 5 Mech Feat
17 17 10 10 5 Primary Mech Role Technique, Secondary Mech Role Technique
18 18 11 11 6 Mech Feat
19 19 11 11 6 Mech Upgrade
20 20 12 12 6 Mech Feat, Cockpit Shot
Abilities
Mech
A MechWarrior begins with a mech of his level. It can be any size (up to small) and can be of any frame. It cannot have equipment higher than your level +1.
Neural Training
You get to add your Wisdom Bonus to melee attack roles and to piloting rolls.
Mech Feat
You may select one feat from among the following list: (for now, any combat feat, but it applies only to mechs)
Mech Upgrade
You gain one upgrade slot for either your mech’s armor or one of your mech’s weapons. If you do not already have an upgrade for the slot, you must pay for it separately.
Mech Bonding
You gain +1 to all attack and piloting rolls for a single mech. If that Mech is every destroyed, you may regain the bonding with a new mech after a number of battles equal to half your level rounded up.
Alpha Strike
For 1 resolve, you may make a single roll to hit with all your weapons at once. This roll is at a -4 penalty, but gives you a +1 to hit for each weapon after the first. All the damage counts as a single die roll for overcoming DR (though special weapon effects still count only for that weapon’s dice damage).
Cockpit Shot
For 1 resolve, and a move action, you may make a single shot to the cockpit of another mech. This ignores concealment. If successful, the pilot must make a Fortitude save vs. a DC of 15 + damage or be knocked unconscious for a number of rounds equal to half the damage rounded up.
MECH ROLES
Scout
This role is useful for getting up and personal with opponents so that your teammates can use your location and sensors to more accurately pinpoint the enemy.
Dart (Ex) 1st Level
You gain +4 to initiative and +2 to speed for your mech.
Spotter (Ex) 5th Level
Anyone identified as part of your unit (up to Wisdom Bonus +1, minimum 1) can use your range modifiers for the purposes of determining to-hit rolls.
Telepresence (Ex) 9th Level
For the cost of one resolve point your teammates can use their attack feats through you as though they were actually at your location for Wisdom Bonus +1 round (minimum one).
Direct Link (Ex) 13th Level
Spend a resolve point and grant one member of your unit a +2 scouting bonus to that member’s attack roll. You may not use this on yourself.
Accurate Sensors (Ex) 15th Level
For a resolve point, you can force any single teammate’s successful attack roll to test for a critical. You may not use this on yourself.
Mystech
This role is useful for magically enhancing your mech and those of your teammates to better handle supernatural situations. Unless otherwise stated, each technique can apply only to one mech at a time.
Eldritch Mech (Su) 1st Level
You can imbue one mech with magical power through a rune allowing it to act as a magical item. It will be able to affect incorporeal or objects only damaged by magical items. The mech itself will have DR 3/-. The weapons will also be considered magical for these purposes. This takes 10 minutes.
Mech Spell (Sp) 5th Level
Choose one the following spells and use it like a spell like ability for one resolve point. Your level is your caster level. Fear (1st level), Keen Senses, Reflecting Armor (useable on your mech), Mystic Repair (as Mystic Cure (1st level) but for your mech), Touched Weapon (useable on only one weapon of your mech). This spell is only usable within your mech.
Eldritch Unit (Sp) 9th Level
Spend 2 resolve and grant Eldritch Mech to one additional mech in your unit. You can have up to your Wisdom Bonus +1 mechs as Eldritch Mechs. This takes 10 minutes for each mech.
Advanced Mech Spell (Sp) 13th Level
Choose one of the following spells, and use it as a spell like ability for 2 resolve: Fear (4th Level), Mystic Repair (4th level), Overload Systems, Dismissal, Animate Mech (only works on disabled mechs), Resilient Sphere, Enervation (reduces target mech’s level, not the pilot’s).
Rift Step (Sp) 15th Level
For 2 resolve and a full move action, you may teleport up to half your speed in hexes (A speed 8 could teleport 4 hexes). This gives a +4 circumstance bonus to your AC for one round and allows you to hit as though your opponent is flat footed.
Bombardier
This is the role of the massive weapons platform that stays far from the action and just fires a barrage of missiles and autocannons. The techniques in this role apply only to missiles and autocannons.
Brace and Set (Ex) 1st Level
At the cost of a full action, you may gain a +2 circumstance bonus to your attack roll.
Savage Assault (Ex) 5th Level
For 1 resolve, you may take an additional attack at -4 to-hit penalty. This stacks with other multi attack feats and abilities.
Steady On (Ex) 9th Level
You may Brace and Set after moving at half speed. This counts as a full action.
Let ‘er Rip (Ex) 13th Level
At the cost of two resolve, you can fire all missile/autocannon weapons at no penalty. This stacks with other multi attack feats and abilities, but those still have their assigned penalties.
Unleash Hell (Ex) 15th Level
For the cost of 4 resolve and a full action, you may fire all weapons at a number of targets equal to your wisdom bonus at no penalty. You may do this only once per combat.
Armor
This is the role of the guardian mech. You get in the way of your opponents’ fire to protect your team
Determination (Su) 1st Level
You gain a +1 enhancement bonus to your mech’s armor class. At level 13, this becomes +2
Mech Guard (Ex) 5th Level
As Bodyguard feat. If you already have the mech version of this feat, you can do this for an additional teammate.
Defiance (Su) 9th Level
For 1 resolve, you may gain your Wisdom bonus as DR/- for a number of rounds equal to your Dexterity Bonus (minimum 1).
Target (Ex) 13th Level
As In Harm’s Way feat, if you already have the mech version of this feat, you can do this for an additional teammate
Unleash Hell (Ex) 15th Level
For 2 resolve, you may designate yourself as the target of any opponents’ (equal to Wisdom bonus) on the battlefield. You must do this when initiative is rolled. Any attack, no matter who it is directed to will target you instead. The attack is then rolled normally to see if your opponents hit you or not.
Defender
This is the role for the up close and personal style of mechwarriors.
In Your Face (Ex) 1st Level
Gain an attack of opportunity when you first close with a target and enter melee combat.
Too Close (Ex) 5th Level
You gain +2 circumstance bonus to AC against attacks from an opponent you are currently in melee with.
Distracting (Su) 9th Level
For 1 resolve point, you may penalize your melee opponent’s attack roll by your Charisma Bonus
Second Skin (Ex) 13th Level
For 1 resolve point, you may use athletics or acrobatics through your mech.
One With the Mech (Ex) 15th Level
For 2 resolve, you may use any of your personal combat feats through mech as though your mech was you. This lasts for one combat.
Aerial
This is the role for those MechWarriors you use hybrid mechs.
Quick Change (Ex) 1st Level
Instead of taking a full move action to change into the next form, you can do so as a single move action.
Strafing (Ex) 5th Level
When in fighter mode, you may move over the battlefield in a straight line, firing a continuous attack along that line for the length of your base move. You may roll to attack each individual in that line to do half damage. A critical miss hits an ally in that line.
Aerial Acrobatics (Ex) 9th Level
For 1 resolve point, you may use your Acrobatics skill as your initiative check. If the initiative check is higher than 21, you receive a +2 Dodge bonus to your AC.
Transformation Attack (Ex) 13th Level
For 1 resolve, you my make a full attack while transforming. You get the better of each stat between the forms for that round.
Flyby (Ex) 15th Level
At the cost of 2 resolve, and a full move (you must begin your move on one side of your opponent, move your full movement and end up on the other side of your opponent) you may make one single attack. This attack is at +2 to hit but does an extra d6 of damage. In the meantime, you gain a +2 dodge bonus.