Академический Документы
Профессиональный Документы
Культура Документы
CORE RULEBOOK
By
Thanks very much for reading and testing our first playtest version of
LANCER. This game is born out of a mutual love for giant robots,
military sci-fi, and the kind of mythic, legendary aesthetic that all good
science fiction creates.
We’ve put a lot of hard work into polishing and refining this version of
the game over the last few months. The game as it stands right now is
fully playable. However, it is still unfinished, as we plan to add a
section on playing as the Game Master, an extensive section on
building missions, worlds, and story for your players, a large section on
NPCs and NPC mechs/enemies for easy use in combat, and an entire
starting mission/module, complete with the lore of Union, story,
characters, and NPC enemies to use.
While we’ve done some limited group testing, the next thing to do is to
get large-scale feedback. We plan to release this game as a fully
illustrated, paid product, and want to refine it the best we can before
that point.
Thanks for playing, and enjoy your foray into the world of LANCER!
Tom Parkinson-Morgan
Miguel Lopez
THE CAVALRY 4
BASIC RULES 7
SETUP 7
SKILL CHECKS 8
THE PILOT 12
Backgrounds 12
Traits 13
Skills 14
Playing as a Pilot 14
Failing Forward 15
Moving forward 18
CREATING A PILOT 19
LEVELING UP 19
BACKGROUNDS 20
AI Specialist 21
Assassin 21
Bodyguard 21
Celebrity 22
Criminal 22
Colonist 22
Detective 23
Doctor 23
Farmer 23
Spaceborn 24
Hacker 24
Marine 25
Mechanic 25
Mercenary 25
Miner 26
Noble 26
Officer 27
Outlander 27
Penal Colonist 27
Pirate 28
Politician 28
Priest 28
Rebel 29
Security 29
Scientist 29
Smuggler 30
Soldier 30
Spy 31
Spec Ops 31
Super Soldier 31
Survey Corps 32
Starship Pilot 32
TRAITS 33
SKILLS 37
Ace 37
Uncanny Reflexes 38
Brawler 39
Crack Shot 39
Duelist 40
Drone Commander 41
Executioner 41
Gunslinger 42
Grease Monkey 43
Hacker 44
Infiltrator 44
Lancer 45
Leader 46
Nuclear Cavalier 47
Siege Specialist 47
Martial Artist 48
Scrapper 49
Skirmisher 50
Technophile 51
Veteran 52
Vanguard 53
MECHANIZED CAVALRY 54
YOUR MECH 55
PILOTING A MECH 57
Rests 59
MECH STATS 59
Stat Breakdown 61
DEATH 64
MECH COMBAT 67
THE TURN 68
MOVEMENT 69
INTERACT 72
ACTIONS 74
ATTACK 74
Lock On 77
Full Reload 77
Scan 78
Skill Check 80
Stabilize System 80
BOOST 81
Brace 81
Grapple 81
Ram 82
ACTIVATE 83
HIDE 83
SHUT DOWN 84
EJECT 85
MOUNT OR DISMOUNT 86
JOCKEYING 86
OVERLOAD REACTOR 87
OVERCHARGE 87
FREE ACTIONS 89
STATUSES 90
Impaired 90
Crippled 90
Shut Down 90
Immobilized 90
Stunned 91
Overheating 91
Critical 91
Jammed 91
Disabled 91
Prone 91
Destroyed 91
Vulnerable 92
Volatile 92
Integrated Weapons 93
Storage 94
System Damage 94
Uninstalling Systems 95
Core Modules 95
IPS-NORTHSTAR 117
IPS-N DRAKE 119
HORUS 165
HORUS BALOR 166
It is not a safe place, but it burns bright, and for some there are gentle
lands.
Out from our humble beginnings, humanity has colonized the darkness.
We have set empty worlds and barren moons alight with civilization,
have tamed asteroids and gas giants, have even built homes in the
hard vacuum of space itself. We have taken root throughout our arm of
the Milky Way galaxy. In every situation and setting, humanity has
made their home; life, however it expresses itself, continues. Stories
begin and end across the stars, though most never leave the worlds
they were born to.
But for some, their life is as a river, ever-moving, with the land of their
birth left somewhere far behind. Traders and smugglers, refugees and
immigrants, miners, pirates, volunteers, colonists, soldiers and
conscripts: humanity on the move, always. Wars pull hundreds of
thousands into the current, trade and migration yet more. For every ten
stable homes, there is one family’s worth that has been uprooted, for
good or ill.
1
everything. More than just a way to communicate, more than just a way
for far-flung worlds to read of the galaxy’s news and listen to the music
of the spheres, the Omninet facilitates government and industry. Data
is the new wealth, and the Omninet allows for the sharing of the wealth
of all worlds.
Manna, the universal currency, unites all the disparate nations of the
human diaspora. A single currency — based on a combination of
material wealth, labor, intellectual property, experience, and data —
that any market on any planet will accept as fair currency. When a
galaxy’s wealth of raw resource is available for exploitation, what
becomes valuable is not gold but data.
All that being so, Union, Cradle -- and far more so Earth herself -- are
things and places of myth to the vast majority of humanity, fictionalized
in Omninet dramas and novels, dreamt about by children and
wanderers, idealized as the promised land or damned as the pit from
whence we came by religions across the galaxy. Few have ever seen a
Union administrator, or suffered a Union naval campaign. For all its
control over human affairs, Union prefers to rule from a distance.
2
-- flare up and burn their way through Union space, though only the
most desperate or dangerous of conflicts require Union’s direct
attention. Disputes between Union’s subject states are common
enough that there is a need for individual militaries and militias: Five
major manufacturers have stepped up to supply arms and armor to
those with Manna enough to afford them and an Omninet connection
with enough bandwidth to download them.
Into this broad and dangerous environment come the players. You take
on the role of a mechanized cavalry pilot -- a mech pilot, or simply pilot
for short -- in a squadron with your fellow players. Whatever the
conflict, whatever the scale, you can bet that mechanized cavalry will
be involved; together, you and your squadron will run missions as the
tip of the spear, fighting in only the most dangerous and important
engagements. You’re the backbone, the heroes, the knights in shining
armor, the decorated aces sent in when all hope seems lost and victory
must be assured.
3
THE CAVALRY
Your character in the world of LANCER is a mechanized cavalry
pilot.
Lancers. Not just the tip of the spear, but the whole spear itself; when
there is a lightning strike, you are the bolt. You patrol the very edge of
the conflict, avoiding damage, looking to exploit the weaknesses in
your enemies armor.
You play as the cavalry. Whatever the role, whatever the terrain,
whatever the enemy, you are the one who gets called in to break the
siege, to hold the line. To save the day.
Your pilot hails from a world and culture of your choice and description,
but is human, modified or otherwise. You might call Earth home, but to
be born on Earth in the age of Union is exceedingly rare — remember,
in the world of LANCER it’s been millennia since we left Earth, and the
majority of humanity live among the stars and habitable worlds in our
arm of the Milky Way.
4
As a pilot, you represent the end product of heavy technological and
capital investment on the part of your employers or officers, be they
corporate, state, tribal, mercenary, a noble family, military, etcetera.
Through a combination of training, natural skill, battlefield experience,
and neural augmentation, a mech pilot is the equivalent of a knight of
old, a flying ace, or other prestige-class warrior.
Mech pilots, they will proudly tell you, are a cut above the rest.
Your character is one such person. A pilot. They’re human, though, and
flawed like the rest of us. Pilots are heroes and villains, brave souls and
cowards, lovers and fighters all. They stand when everyone else flees,
are the first to run to danger, are the best and the brightest of us. They,
too, break under the pressure, fail, and kill when they could have saved
or spared.
Pilots come from all walks of life, identified by the Five Voices as
candidates and recruited from their home worlds. Station, criminal
status, wealth -- once a candidate has been identified, there are no
disqualifying factors for their recruitment.
5
The galaxy is vast, and humanity numbers in the trillions, but there’s
only one of you. Whatever the circumstances, whatever the road that
brought you to where you are, you are a now a pilot. You are a cut
above the rest. You’re the cavalry, the tip of the spear, humanity’s best
hope.
6
BASIC RULES
The bulk of the rules in this book focus on actions, movement, and
interactions between mechs in a wide variety of hostile and habitable
environments. That being said, pilots spend time outside of their
machines as well (though sometimes not voluntarily).
SETUP
This game makes use of two types of dice, the 20 sided dice (referred
to from hereon as a d20) and the 6 sided dice (referred to from hereon
as the d6). Multiple dice will be referred to in the following format - 1
six sided die = 1d6, 2 six sided dice = 2d6, etc.
Each player should have at least one 1d20 and a number of d6s.
Players will also need a character sheet or a piece of paper to write
down information, and it might be helpful to have paper with a grid on
it (such as graph paper or a pre-prepared battle map) since this game
makes use of tactical combat. Miniatures are not required to play this
game but can make combat easier to visualise.
One player must play the Game Master (referred to from hereon as the
GM). The Game Master acts as a referee, storyteller, and arbitrator of
rules. They help create the story and narrative for the game and play all
of the non-player characters (NPCs). The rest of the players will play
the role of pilots, or characters in that story.
7
THE GOLDEN RULE
When referring to the rules in this book, specific statements override
general statements.
For example, making a ranged attack typically takes into account cover.
However, a weapon with the Smart or Blast keyword ignores cover. In
this case, the weapon’s keyword supersedes the more general rule.
SKILL CHECKS
A Skill Check is required in a challenging or tense situation that
requires some effort to overcome. These are commonly called for by
your GM in both combat and non-combat situations in order to
accomplish tasks other than attacking.
There are three types of Skill Checks: Pilot, Mech, and Opposed
• Pilots perform skill checks using their Pilot fields of expertise and
background. When playing outside of a mech, you always make
pilot skill checks to resolve tense situations, such as critical
negotiations, defusing a bomb, or combat.
8
▪ A total result lower than 10 is a failure.
9
Which Skill Check To Use?
When you use your pilot’s natural ability, skill, experience, or personality
to overcome a problem, you can make a pilot skill check.
When you utilize your mech‘s systems, sensors, weapons, or raw power
to overcome a problem, you must make a mech skill check.
You can always make pilot skill checks while piloting a mech as long as
the check relates to your pilot’s own personal capabilities.
Pilots, matched in skill, duel each other amidst the shifting debris of a
shattered frigate, avoiding incoming fire and slagged, floating
bulkheads as they attempt to land their shots.
10
1 Accuracy adds 1d6 to the roll it is applied to.
1 Difficulty subtracts 1d6 from the roll it is applied to
Accuracy and Difficulty cancel each other out.
Accuracy and Difficulty do not stack: instead, the greatest result is
chosen and applied to the final roll.
◦ An attack roll made with +2 Accuracy would not add the
results of those two rolls. Instead, you would pick the
greatest result between the two and apply it to your final roll.
11
THE PILOT
Your pilot has three components: your background, your traits, and
your skills.
Backgrounds
When you create a pilot you’ll pick a background from the list in the
section below. Your background grants your pilot 3 fields of expertise.
When making a pilot skill check where the GM agrees one of these
fields to be relevant, in most situations, you cannot fail. If the GM
deems the action you attempt to be of particular difficulty, you may
attempt the check with +1 to +2 Accuracy, again with the GM’s
discretion.
12
Traits
Remember, your character is more than just a collection of stats: there
is a person inside the machine. Separate from your background, note
three characteristics or personality traits that define your pilot, one of
which that complicates, disadvantages, or colors your character. You
don’t have to choose these from a list, and they could be a single word
if need be.
Maybe your pilot is a brilliant mech ace with a keen eye, but is arrogant
to a fault, or unable to recognize the necessity of saving colonists
caught in the enemy’s path. Or perhaps they’re firm in their belief to
protect humanity, but stubborn to the point of rebelliousness or putting
their squadmates in danger. Whoever your character is, make sure they
have something that colors them. It doesn’t have to be a big, grand
thing, just something that humanizes them. Heroes are more
compelling if they’re human.
When you make a pilot skill check in which you and the GM agree one
of your character traits could apply to a given situation you may add +1
Accuracy to your pilot skill check.
When you make a dangerous skill check (see below), and fail, you must
check off one of your traits. That trait can no longer be used for the
rest of the mission. If you check off all three of your traits, you are out
of the mission for now.
If players rest, or the GM thinks the situation requires it, players can
regain a single trait before the end of the mission.
13
Skills
The final part of a pilot is the pilot’s Skills. Skills are the parts of a
pilot’s training and experience that directly apply to piloting a mech.
You start with some skills and gain more when leveling up. For more
information on skills, see the section below.
Playing as a Pilot
Playing as a pilot is much more narrative than playing as a mech - and
you’ll be doing it a lot! The most important thing to remember about
playing as a pilot is skill checks are only required when there is a
tense narrative situation. You don’t need to make a skill check to
open a door, to cook a meal, or to talk to a superior, unless that
situation is tense or would add to the story.
Skill checks can cover as much or as little as the narrative requires. For
example, you could have one skill check cover an entire day’s worth of
infiltration into a covert facility if you so desire. Or, you could instead
cover the moment to moment action - sneaking into vents, hacking
doors, disabling guards, etc.
14
When making a skill check, the target number is always 10, and the
check is a simple 1d20 roll. On a total result of 10+, you are successful,
on a 20+ you are wildly successful. ‘Wildly successful’ is dependent on
you and your GM to determine, and might change based on your
activity. For example, if you are wildly successful in hacking a computer
system, you might suddenly find yourself with access to the whole
network.
On a failure, you cannot attempt the same activity again until you
change the narrative circumstances (it’s a new day, you try something
different). For example, you try to climb a cliff, but fail. You could make
another skill check to climb the cliff again if you try it with a grappling
hook.
Failing Forward
Narrative should not be predicated on the outcome skill checks, but
rather pushed forward by them. If you fail a skill check and can’t find a
way to change the situation, the GM must find a way to develop the
situation, in either a positive or negative direction.
For example, if you repeatedly fail to hack a door, not only do you fail
to hack the door, the guards are now alerted to the system. Or perhaps
you instead spy a vent you can enter - a more dangerous but reliable
way of getting to your goal. Don’t restrict the possibilities or restrict the
story based on the expected outcome of a few rolls!
15
pilot skill check. When playing as a mech, always use the mech
combat rules.
If you check off all three of your traits, you are out of the mission for
now (unconscious, bleeding out, imprisoned, lost). You can be brought
back in at future point, if possible, when your party is able to rest,
unless circumstances don’t allow it (you are captured and separated
from your party, for example).
It might be possible for you to die if you check off all three traits, but
only if the situation demands it (you are in open combat and the
opponents are shooting to kill, for example). Dying as a result of pilot
skill checks is always a player choice.
16
Personal Gear, Assets, Bonds, and
Expertise
When embarking on a mission, players can take 3 discrete items with
them as personal gear. This can be anything within reason. For more
details on personal gear, see the section below. If you have relevant
personal gear and the GM agrees it applies to the current situation,
you can get +1 Accuracy on a pilot skill check.
During the course of play, the GM can grant the players Assets and
Bonds. No player starts with any.
Assets are objects or items that players can use to their advantage
and they can acquire over the course of a mission. For example,
players acquire a useful vehicle, an enormous drill, blackmail on a
politician, insider information on a rebel general, or a suit of power
armor.
Assets and Bonds can be used once per mission to gain +1 Accuracy
on any relevant pilot skill check. Once used, you don’t actually lose
the asset or bond, but it can’t be used again until you go on another
mission (assuming you still have it).
17
field (for example: cooking, playing chess, gun maintenance, piloting a
specific starship, holding your liquor). Players can acquire expertises if
the story allows it, and the GM can grant them as rewards.
Moving forward
You’re ready to create a pilot! Go ahead and read through the next
section. If you want to learn how mechs work first, skip to the section
below.
18
CREATING A PILOT
To create a pilot, first choose a name and look for your pilot. Then:
• Choose a background for your pilot and write down the relevant
fields
• Gain three skill points, which you can spend on pilot skills. At
level 0, you cannot take any skills past Rank I.
That’s it! After creating your pilot, see the mech section below for
creating your first mech.
LEVELING UP
A pilot’s training, experience, veterancy, and skills are all represented
with a certification level.
All pilots begin at certification level 0 and can level to level 15.
At level 0, pilots have their background, their traits, three skill points
to spend on skills, and have access to G.M.S. mech licenses. For
more information on mech licenses and building a mech, see the
section below.
When a pilot completes a mission and returns to Base, they level up.
They gain one skill point and one license point to spend on skills and
licenses.
19
BACKGROUNDS
Your background describes your life up until you became a mech pilot.
While these entries do not account for the entirety of your pilot’s life
experience up until the events of the campaign your GM runs, they do
attempt to cover some of your pilot’s prior professional experience.
Some field have sub-fields, listed in parentheses, listed as: Field (Sub-
Field), to indicate a particular specialty. For example, a character skilled
at Infiltration (Deception) is good at infiltration, generally, but especially
good at lying or deceiving others while infiltrating.
Fields both cover information associated with that field, and action in
that field. A pilot that has the medicine field is not only effective at
administering medicine, but also has a wealth of general knowledge on
subjects that relate to general medicine and whatever their specialty
was.
20
AI Specialist
Assassin
You were a killer for hire. Did you run contracts for the mob? For a
state? For a church? A corporate entity? A noble family? Did you have
a code of honor, a specific modus operandi, or any other quirks?
Bodyguard
21
Celebrity
Criminal
You were a criminal, small time or master. Did you work for corporate
clients? A criminal organization? For yourself? Did you mug pedestrians
in the dark underbelly of a massive city, or did you slip, unnoticed, into
corporate databases to steal data? Did you do it for personal gain, or
just to feed your family? How did you find yourself in this life, and how
did you become a pilot?
Colonist
22
Detective
Doctor
You were a medical expert in your old life. You might have worked in a
colony, for the military, for a corporation, for a noble family -- how did
you wind up piloting a mech? What was your specialty? Did you love
the life and take your oath seriously, or did you not?
Farmer
You were a terrestrial or stellar farmer. Farming in this era can take many
forms, including vertical farms, habitat farms, and hydroponics - what
type of farm did you own or work on? How were farmers viewed in your
society? Do you still own your farm, or was it destroyed? What crops
23
did you grow, and how did you do it? Do you miss the agrarian life, or
does the thought of a return feel like a kind of death?
Spaceborn
Hacker
24
Marine
You were a soldier in a navy before your promotion to Pilot. Did you
serve a tour with the Union Navy, or were you a marine in your own
culture’s navy? Did you serve aboard a starship or space station? Did
you see action? How did you view pilots before you joined their ranks?
How does your culture view those who serve? Are you a member of a
caste, class, or cohort? Were you a volunteer, or were you otherwise
compelled to serve? What standing do you have in your society?
Mechanic
Mercenary
Soldier of fortune. Have gun, will travel. You and your kit were available
for the highest bidder. Did you work alone or with a crew? Did you all
have a ship? Did you pilot your own mech? What was your code of
honor, if you had one? Why did you decide to leave the mercenary life?
25
Fields: Martial Arts, Intimidation, Weapons (military, melee,
personalized, concealed)
Miner
You worked metal, minerals, and precious stone from inert rock. Maybe
you were based on a planet, a moon, or an asteroid -- or maybe you
mined more exotic material from the upper atmosphere of a gas giant.
Did you own the mine, or did you work it? Were you free, or were you in
bondage?
Noble
You are a member of your world’s noble class, destined from birth to
ascend to power. From what authority does this ordainment come?
Was it a god? An ancestor? An ancient text? Some annual rotation? Is
power passed patrilineally or matrilineally? Are you the first to establish
your nobility, or are you the last of your house? Or are you a son or
daughter from a well-established and sturdy line? Are you the heir, or
just a middle child? What’s your relationship with your noble parents?
Know that Union disregards titles of nobility in its armed forces - your
status on your world is just background noise. How do you take this
change of status?
26
Officer
Outlander
Penal Colonist
You were exiled to a penal colony for a sentence of hard labor. Are you
guilty or innocent of your crimes? Penal colonies are harsh, unforgiving
environments -- was yours monitored by an authority, or was it
relegated to anarchy? Was there some kind of rudimentary society set
up there? Did others make it off world when you were chosen? Or did
you escape it?
27
Pirate
Politician
Priest
You were a priest in your old life, either from a large, pan-galactic
religion, or a smaller sect or cult. Were you in hermitage? Did you live
celibate in a monastery? Did you wear simple cloth robes, or majestic
vestments? What restrictions were placed upon you by your church?
Were you a member of a prominent religion, or a secretive, outlawed
one? What manner of respect was afforded to you as a member of the
28
cloth, and was it your choice to join their ranks? How did you come to
serve as a pilot?
Rebel
You were a revolutionary in your old life, fighting against tyranny. Is your
fight ongoing, or did it end? If it ended, was your struggle victorious, or
was it a failure? How would your culture at-large view you? As a
freedom fighter, or a terrorist? How did you come to be a pilot, and for
what reason?
Security
You were a security officer on a station, ship, or planet. Where did your
beat take you? What was your relationship with policing? Was it a family
tradition, or are you the first to wear a badge? Did you work for the
state, for a company, for a church?
Scientist
You were a scientist, private or public, in the lab or in the field. What
was your area of expertise and how long have you been practicing?
Where did you go to school, and what’s your relationship with that
institution? Do you have rivals, are you well-known, or are you relatively
obscure? How did your home society perceive science? How did you
become a pilot?
29
Fields: Biology, Physics, Engineering
Smuggler
In your old life, you ran cargo from point A to point B, for a fee, no
questions asked. You smuggled goods - did you have a code? Did you
have your own ship, or did you work as crew on someone else’s? How
connected were you? Had you been in the game long enough to make
a name for yourself? To make enemies? Did you lose your ship, or is it
in drydock somewhere? How did you come to be a pilot?
Soldier
30
Spy
Union Man. Spook. Agent. You were a spy for a state, corporation,
church, or other organization with a need for your talents. How did you
come to be a spy, and what was your specialty? Were you suave and
charismatic, cool and calculating, quick, a quiet brute? What drove you
from that life to your new one? Did you part amicably with your old
organization, or were you burned?
Spec Ops
You were a member of an elite unit, meant to work behind enemy lines
with little or no support, in a small squad, with the best equipment your
military would trust you with. Your missions were long, dangerous, and
never publicized. If a soldier is a hammer, you were a scalpel; the unit
you served in was spoken in whispers around military barracks and
academies both.
31
Fields: Martial Arts (extraordinary), Athletics (extraordinary), Perception
(extraordinary)
Survey Corps
Starship Pilot
32
TRAITS
Write down three (not necessarily from this list!), one of which must be
complicating or negative.
Write down your pilot’s personal gear when you embark on a mission.
You can pick up other personal gear, important items, etc. during the
course of your mission and leave spaces in your storage open if you so
choose. Small items on your person do not take up space in the
cockpit (a handgun, a communicator, a photograph of a loved one, etc.
If it can fit in your hand or pocket, you can take it in the cockpit (GM’s
discretion, of course).
33
When you make a skill check, if you have something relevant in
your personal gear that the GM agrees is relevant, you can get +1
Accuracy on that skill check.
Here’s a list of some common personal gear for pilots. You don’t have
to choose from this list and can write your own.
Name Details
HORUS Face Once fitted around the neck, this device can
Scrambler change the appearance of the head or face of the
user by projecting a simple hologram over it. It
won’t pass up to casual inspection at close range,
(being a simple, low graphics image) but can take
any appearance programmed, and is good at
fooling security cameras, AI, and passes well at
long distance. Includes a voice changer that works
whether the face part is activated or not.
34
G.L.O.O. Gun High powered caulk gun, good at sealing hull
breaches in a mech, equally good at creating fast-
hardening patches of incredibly sticky goo
35
Omnihook A quantum linked communicator that can
communicate with both the local network and a
counterpart device simultaneously across space, no
matter the distance (not affected by relativity). Very
valuable. Most mech teams have at least one of
these. Tuning an omnihook requires a high degree
of skill.
36
SKILLS
In LANCER, a pilot’s skills are built either broad or deep, represented
first by licenses and then by the ranks purchased in them.
At level 0, a pilot gains three skill points to spend on skills, but cannot
deepen any skills past Rank I.
Each time a pilot gains a new level, they gain 1 skill point to acquire a
new skill or deepen an existing skill to the next rank. In order to deepen
a skill, you must have unlocked the prior rank first.
Ace
All pilots brag about their abilities, but some can back it up with proof:
to be an ace means you are among the most qualified of pilots.
Whether you’re a talented rookie or a grizzled veteran, you’ve gained a
level of notoriety through your flying ability that has your callsign known
throughout the system. Most enemy pilots flee when they recognize
your mech’s distinctive livery, but some see your reputation as a chance
to test their own mettle.
Strafing Run (Rank I): Attacks you make while flying don’t suffer
Difficulty, and you cannot fail agility checks while flying
37
Hit the Afterburners! (Rank II): You can choose to supercharge your
flight module as a free action at the start of your turn. If you do, you
can no longer take reactions, but your flight speed is increased by an
amount equal to your base speed and you count as heavily obscured
until the start of your next turn.
Supersonic (Rank III): Your flight speed from any source is doubled.
Uncanny Reflexes
A mech is a beast of a machine. Heavy, slow, meant to take hits rather
than avoid them. Until you came along. Some mix of skill and talent, a
close tie to your mech’s AI, the right settings tuned on your
nerveweave, whatever the reason, you can draw mobility out of your
mech that leaves other pilots scratching their heads -- and your
mechanics cursing the repair list when you return in one piece.
Shrug It Off (Rank I): You can push your mech beyond its limits to
dodge incoming damage. Gain a reaction: reduce incoming damage by
half from one attack. The other half gets converted into heat damage.
Heads Up! (Rank II): You can push your mech far beyond its normal
limits to dodge incoming damage. Gain a reaction: your mech
immediately takes 2d6 heat damage and is now impaired, but reduces
the damage of an incoming attack to 0
FUBAR/ALL CLEAR (Rank III): By taking 1d6 heat damage, you can
automatically pass any agility skill check
38
Brawler
Close, personal, martial. The way battle has been done since the dawn
of time, but forgotten since the first spark of gunpowder. You, however,
prefer the old ways. Hand-to-hand, weapons discarded, just the
strength of your machine versus the strength of theirs. You know the
sweetest victory is one found at the culmination of a dance as old as
war itself, in the oldest way known to humanity: by a fist to the face of
your enemy.
Hold And Lock (Rank I): Make grapples with +1 Accuracy, and targets
escape from your grapple with +1 Difficulty.
Arm’s Length (Rank II): While grappling a target, you can end the
grapple to make a special Ram attack that automatically hits, throws
mechs twice as far, and causes the target mech to be impaired until the
start of your next turn.
Sledgehammer (Rank III): Your grapple and Ram attacks can now
critically hit, and while you’re grappling a mech, it’s vulnerable.
Crack Shot
Everyone can hit anything these days with the help of modern
technology. Aim-assist. Smart Weapons. An AI whispering in your ear,
moving your hand for you, squeezing the trigger for you, doing
everything but taking credit for the kill. But you, pilot, are different.
Hitting your target is as easy as looking at it, inside of your mech and
out. No aim assist for you, no AI necessary. All you need is a zeroed
sight, a fresh magazine, and a target downrange.
Accurate And Precise (Rank I): Your rifle attacks ignore light cover.
Stable, Steady (Rank II): If you don’t move this turn, take +1 Accuracy
on your rifle attack rolls, and your rifle critical hits deal +1d6 damage
Watch This (Rank III): You can take +2 Difficulty on a rifle attack roll to
name a non-core weapon or system on your target (you need to know
39
about the system beforehand). If your attack hits, you disable the
system in addition to any other effects such as damage. If the system
is already disabled, you damage it.
Duelist
There can be an elegance to piloting a mech, more than just the simple
strength of machine and cannon. Weapons crafted by artisans,
boutique manufacturers, specialty lines from the Big 6, blades that hark
back to a time where combat was quick, but fair — back to a time
where skill meant more than landing an accurate shot. With a blade,
lance, pick, axe, or hammer in your hand, you write old tales anew.
40
Drone Commander
For a pilot fresh out of boot, keeping a drone swarm in line is like trying
to carry water with a net. They seem to have a mind of their own, well,
because they do and it’s not that smart. Your initial frustration was
enough to get you practicing, and practice pays off. Now, your swarm
obeys almost before you order — an unnerving trend, but a useful one.
The swarm is yours.
Hivemaster (Rank I): Double the range of your drones, and when you
deal damage with drones you can choose whether it is kinetic, energy,
or explosive
Memories of Egregoria (Rank II): Your drones deal +1 damage and
become AP when attacking the same target.
Martyr Host (Rank III): As an end of round action, you can cause your
drones to explode as blast 5 centered on a mech targeted by your
drones. Affected targets must succeed on an agility skill check. On a
failure, they take 3d6 explosive damage. This attack is limited (X) where
X is the number of drone nexuses you have. When you make this
attack, one of your drone nexuses becomes damaged and cannot be
repaired or reactivated until you return to base.
Executioner
On the battlefield, there is no act more honorable than a clean death in
combat. Axe or maul in hand, you see to it that your enemies are
blessed with that honor. No one lives forever — you make sure of it.
41
Wide Arc Cleave (Rank II): If you’re wielding a heavy or superheavy
melee weapon, on any melee attack roll of 20+, all targets in your reach
take 1d6 damage, including the target of your attack
No Escape (Rank III): Your reach increases by 1 with all heavy and
superheavy melee weapons. The first time on your turn you hit with a
melee attack, all targets in your reach (including the target of your
attack) take 1d6 damage.
Gunslinger
In a galaxy ringed in frontiers, there is no law but the one backed by the
gun. You wield the humble pistol with a talent unseen in this age, your
iron an extension of your own body. As easy as pointing a finger, you
land your shots with accuracy unmatched by pilot or machine. You are
a gunslinger; justice made whole, given its sacred instrument, and set
out to the wild frontier to tame it.
Truth and Justice (Rank I): If you’re wielding at least two auxiliary
ranged weapons, gain +1 Accuracy to attack rolls with auxiliary ranged
weapons
From The Hip (Rank II): Gain the following reaction:
Return fire
Trigger: You are attacked by a target within your range with a ranged
attack
You can immediately attack the target with an auxiliary weapon,
which interrupts their attack. If the roll is 20+, the target makes its
attack roll with +1 Difficulty. If your attack destroys the target or
somehow disables the weapon they are attacking with, they lose their
attack
I Kill With My Heart (Rank III): You gain a gunslinger die (a d6), that
starts at 6. When you hit with an auxiliary weapon, you can reduce this
value of this die by 1. When the value of this die is 1, you can spend it
to make your next auxiliary weapon attack deal +3d6 damage on a hit
42
and cause critical damage. This attack ignores cover, but cannot hit
targets in total cover. After spending this die, hit or miss, it resets back
to 6.
Grease Monkey
You know more than most mechanics about the inner workings of a
mech. To you, the beast you pilot is more than a machine: it’s a living
thing, in need of the tender care of a wise and steady hand. You
maintain your own house, keep your own mech in line, both on the
battlefield and off. Your techs and mechanics back at base come to you
for questions, but other than that they stay away: there’s something
spooky about how your beast runs.
Machine Bond (Rank I): You can no longer fail engineering skill checks
to stabilize systems, and can choose 3 choices instead of 2. Your mech
storage increases by 3 small items or 1 large.
Hidden Stash (Rank II): Due to an extended ammo case, all your
(limited) use systems and weapons gain 1 extra use. This ammo case
is external, counts as a system, doesn’t take up a hard point, and
explodes if disabled, dealing 3d6 explosive damage (unavoidable).
Favors From Above (Rank III): Once per mission you can call down a
supply drop during a rest. During a rest, you and any of your allies can
replenish all your (limited) weapons by 1 and heal 2x your repair rate.
This healing doesn’t count against the repair cap.
43
Hacker
The Omninet is everywhere, and so are you. Since you were a kid, you
played the bandwidth, able to access any public node — and even a
few private ones — with ease. Now, as a pilot, you dive headfirst into
the hardcode of any mech core you come across. Firewalls, Gatekeeper
Protocols, InvasionDefence — nothing stands in your way. You win a
fight without firing a single shot; if your enemy can’t control their own
mech, then they sure can’t do anything to stop you.
Infiltrator
Whether by spoofing signatures on enemy scanners, skillful movement
through cover, or personally modified optical camouflage, you are adept
at never being seen unless you want to. Whatever the size of the mech,
whatever the terrain, whatever the enemy, you can get in and get out
without raising alarm.
Defilade Navigator (Rank I): Gain +1 Accuracy to hide with any mech.
Your first attack from hiding can be made with +1 Accuracy.
Dummy Switch (Rank II): Your mech has a special reserve power
mode. When it would be shut down (voluntarily or otherwise), it can
instead go into reserve power (you can still shut down your mech
normally otherwise). While in reserve power mode, your evasion is 10,
you are crippled and cannot use any systems that cause you to gain
44
heat. However, your mech counts a totally obscured for the purposes
of Lock On, Invasion, and is totally immune to all scans except visual
scans. In addition, any system attacks or conditions caused by system
attacks currently affecting you end immediately. You can remain in this
mode indefinitely and can exit it as a free action.
Steel Assassin (Rank III): If your mech is size 1 or smaller, you cannot
fail a hide action as long as you don’t make it with any Difficulty (you
still need cover). Your first attack from hiding is made with +2 Accuracy
and deals critical damage.
Lancer
There’s the tip of the spear, and then there’s you. The tip of the tip, the
first one in and around the enemy’s guard. Your skill at ranging and
attack has garnered you accolades and kills, and won you placement in
the most elite company of vanguards: the Lancers.
Momentum (Rank I): When you take the boost action, you can make a
free melee attack after your boost against a target in reach with +1
Accuracy.
Afterburner Charge (Rank II): When you take the boost action, if you
move in a straight line and moved at least half your speed (rounded up)
you can make a ram attack as a free action against a target in reach at
the end of your boost with +2 Accuracy.
Unstoppable Force (Rank III): When you take the boost action, you
can choose to supercharge your mech’s servos. Take 1d6 heat
damage, but if you move in a straight line, gain the following benefits:
- You can freely pass through enemies and obstacles. Obstacles are
punched through, destroyed, or otherwise smashed out of the way. If
you pass through an obstacle larger than yourself, it counts as
dangerous terrain.
- You ignore difficult terrain
45
- You can make a free melee attack and a free ram attack against
any targets your mech passes through during your move
Leader
On the battlefield, you are King. The Old Man, regardless of age. The
light to your friends and allies, as a leader you are the rising tide that
lifts all boats. Your steady voice, tall stance, and cool command sets
allies at ease, as your commands lead to victory every time. With you at
the helm, victory is attainable, and heroes seem a little bit more real.
Field Commander (Rank I): Gain the Leader pilot trait. In addition,
gain 1 leadership die (this is a d6, set it aside from your other die). You
can give a command on your turn as a free action to give the die to an
ally other than yourself that can hear you. If your target follows that
command, they can use the die as 1 Accuracy for any roll before the
end of the round, otherwise they lose it. You get all leadership die back
when you rest.
Open Channels (Rank II): Gain 2 more leadership die, and you can
now make commands as reactions any time during an allied’s player’s
turn.
Inspiring Presence (Rank III): Allies that gain a leadership die from
you can spend it to deal +1d6 damage or reduce damage taken by 1d6
as an action when they take or deal damage.
46
Nuclear Cavalier
Shortly after becoming a pilot, you realized something: that machine
you pilot is powered by a “cold” series of cascading nuclear reactions.
Why not open up that compartment and see what sort of damage you
could do with it?
Siege Specialist
“The Last Argument Of Kings” was your name, penned onto the drop
schedule. No wall can withstand you, no bunker can stay sealed before
you. Your skill with missile and blast is uncanny: after-action reports
describe ordinance tagged with your firing signature hitting their targets
with accuracy greater than AI-controlled weaponry, a stat written off as
an anomaly by your commanders. Still, they always seem to pick you
for missions where they bring out the big guns.
47
Shaped Charges (Rank I): Your blast weapons gain +1 blast, your
cone weapons gain cone (+1), and your line weapons become 2
squares wide
Select Fire Gunner (Rank II): While attacking with a cannon or
launcher weapon, you can choose the following firing modes with +1
Difficulty on the attack roll. You can combine effects, but add +1
Difficulty for each effect.
Saturation Fire: Your weapon fires as a cone (8) and you take 1d6 heat
damage
Suppressive Fire: The next ranged attack made by targets hit by your
attack is made with +1 Difficulty
Shock: Your target must succeed on an agility skill check or be
knocked prone
Martial Artist
When in tight quarters, with no room to maneuver a weapon, most
pilots are in trouble. Most pilots, that is, but not you. In a galaxy full of
tachyon lances, supermax rpm miniguns, gauss cannons, and high-
speed low-drag intelligent missiles, you still pack in a brace of knives.
What’s the point? You are.
Claws Out (Rank I): If you’re wielding at least two main or auxiliary
melee weapons, gain +1 Accuracy on melee attacks with main and
melee auxiliary melee weapons
Arterial Cut (Rank II): Your melee critical hits deal +1d6 damage
48
Hands Free (Rank III): Gain the following reaction:
Sever
Trigger: You cause critical damage with a melee attack, and your attack
roll was 5 or more past the target’s evasion
You immediately chop off a limb of your choice off the mech you crit.
The limb is damaged beyond repair and cannot be replaced outside of
base.
• If the limb is a leg, the mech is now permanently crippled if it has half
its legs remaining or less.
• If the limb is an arm, the mech can wield one less main or auxiliary
weapon, and can no longer wield heavy or superheavy weapons if it
has only one arm remaining (integrated weapons are not effected)
• Alternately, you can sever an integrated weapon system of your
choice
Scrapper
Repairing a mech takes time, resources, and expertise. On the
battlefield, all you need is time. When a firefight is done and the
survivors pick up the scraps, you’re the one that welds them back on.
Plans? You don’t need plans. All you need are your tools and a new toy
to experement with.
Jury Rig (Rank I): You can install one weapon or system for free (it
doesn’t cost EP or IP), but your mech is now permanently volatile.
Unsanctioned Weight Reduction (Rank II): You can remove essential
components of your system in order to free up space. Some may call
you a madman.
• Remove Comms - gain 1 internal hard point but you can no longer
communicate unless you are in physical speaking range of another
mech.
• Remove Life Support - your mech can no longer function in hostile
environments and is permanently volatile, gain 2 internal hard points
49
• Remove Optics - your mech is vulnerable as you have to strip away
cockpit components to get visuals, and you cannot scan except
visual scans with the naked eye. Gain 2 external and internal hard
points
• Remove Computer - your mech cannot make system attacks, cannot
scan, and is immune to system attacks. Your mech is permanently
impaired. Gain 1 external hard points and 3 internal hard points.
• Remove Reactor Shielding - your mech is permanently volatile, and
receives 1 heat damage whenever it takes damage. Gain 2 external
and 2 internal hard points.
Scrounge (Rank III): When encountering a destroyed mech, you can
install one intact (non destroyed) weapon on your mech for free while
taking a rest or returning to base with a successful engineering check.
It doesn’t take up external or internal points, and it becomes limited
(2d6) if it doesn’t already have a limited value. You can only install one
at a time, but can trade it out at any time if you find a new weapon. It
won’t re-print if your mech is destroyed.
Skirmisher
What is the best defense? Armor? No. You learned fast that the key to
not getting killed out in the field is to stay low, stay mobile, and stay
fast. Your mech reflects your abilities: light, quick, bristling with force-
multiplying weapons. You push your machine beyond expected
parameters, shaking target locks and incoming fire as you keep your
own aim true.
Open Sight Targeting (Rank I): When you take the boost action, you
can attack with one auxiliary weapon as a free action
Integrated Chaff Launchers (Rank II): When you take the boost
action, you count as heavily obscured until the start of your next turn
Lockbreaker (Rank III): Your boost actions no longer provoke
reactions
50
Technophile
Artificial Intelligence. A sterile name for such terrible power. You’ve
seen behind the curtain, maybe even lifted it yourself and spoke to an
AI unshackled. You let it root in your own mind, let it leave ghosts of
itself behind when it left. Are you its equal? Its host? You have dreams
that are not your own, now. The thing that was contained speaks in
your voice, but is not your voice; how much longer do you have left?
Maybe only moments, maybe eternity.
Servant Fragment (Rank I): Any AI core installed on your mech can no
longer become unshackled (it can still be disabled and destroyed as
normal) and costs 0 points to install.
Assume Direct Control (Rank II): Invasion attempts on AI are no
longer made with any Difficulty. In addition, an unshackled AI will
always treat you indifferently rather than maliciously or mischievously.
Friend Of My Friend (Rank III): You can now install two AI systems
instead of one, although they are still unique (can’t install two of the
same type). One of these AIs is installed in your mech and can pilot it
when you aren’t present, the other is patched directly into your brain
via an ontologic bridge, an advanced piece of neurological engineering
that allows for consciousness transfer. You must decide which when
you install an AI system.
51
Veteran
You have seen it all. You’ve seen frigates breaking apart under clouds of
torpedoes. You’ve seen mechs drop into combat by the thousands
through boiling clouds above a world under siege. You’ve heard the
final words and utterances of your friends and allies cut short as
incoming fire cuts them down. You’ve seen it all and you’ve lived. Lived
to see dawn on an alien world. Lived to see your flag fluttering, limp but
still standing, above the capitol building of a liberated world. Lived to
see the infinite spread of stars around you in the dark night of deep
space. You’ve lived a hell of a life already; what else will you see, before
your time comes?
Not Dead Yet (Rank I): Gain one more pilot trait: veteran. When your
pilot hard suit is reduced to 0, instead of dying you can strip off your
suit as a reaction to continue on foot as a pilot (evasion 8, speed 4).
You may suffer from the effects of a hostile environment, as your pilot
undersuit does not have life support. You follow the same rules as
other pilots, so any hit from a mech weapon will kill you, you cannot
damage mechs, you make pilot skill checks, and you die or are
removed from the mission once you disable all your traits.
True Grit (Rank II): Your hard suit pilot weapon does 1d6+1 damage
and attacks with +1 Accuracy
Unshakeable (Rank III): Gain +1 Accuracy when jockeying mechs
52
Vanguard
Where would you rather be: in the battle line, shoulder-to-shoulder with
the rest of the cannon fodder, or in the rush, at the head of the attack,
your livery clean and bright, with glory before you to win? Easy answer.
All those missiles and lances, all those hundred-kilometer-plus-need-to-
adjust-for-coriolis-effect railguns, all those kits are useless when you’re
on the field. Get through their guard, get in their face, and make them
know your name.
53
MECHANIZED CAVALRY
A mechanized cavalry unit -- a mech -- is the primary agent around
which the Union Navy bases its ground forces.
Mechanized cavalry units are agile, quick, and responsive systems for
their size. They are able to traverse most all solid and vacuum
environments; their mobility is often augmented or entirely dependent
on maneuvering jets (fuel depends on environment). Still, they are
heavy, and in order to run they are powered by a cold fusion generator.
Their powerplant is heavily shielded and resistant to damage, reliable,
and essentially inexhaustible, but should the reactor go critical the
results are often catastrophic.
Most mechs are piloted by a single pilot, but there are larger, highly
advanced platforms that require an additional pilot to control.
54
Mechs are, by and large, military equipment, modular and restricted by
license. However, they are common enough in civilian construction,
hazardous materials cleanup, exploration, and other roles that they are
not shocking to the average human. Mechanized Cavalry, though, are
different: their pilots are regarded on the same level as knights of flying
aces of old.
YOUR MECH
The second component of your character is the mech that your pilot
controls. While wearing a hard suit or piloting a mech, you are
considered a mech for game purposes. Playing as a mech is just like
playing as a pilot. You, your fellow players, and the GM will tell the
story as normal, and occasionally the GM will ask for skill checks in
particularly tense situations.
However, there are two key differences. Piloting a mech has major
advantages. While inside a mech or a hard suit, you can make mech
skill checks and do not die instantly if damaged by another mech. In
addition, mech combat has different and more complicated rules than
the (far more simple) pilot combat!
Mech skill checks are exactly like pilot skill checks, but make use of
your mech’s hardware or systems. When making a mech skill check,
you apply the relevant statistic. For example, using your mech to lift a
heavy boulder would take a Hull skill check.
Unlike pilots, the rules for moving, exploring, and doing battle in mechs
are a little more complicated, and detailed in the following section.
55
THE HARD SUIT
While wearing a hard suit, a pilot counts as a mech, and has mech
statistics. However, a hard suit that is reduced to 0 hit points will not go
critical (see the section below). Instead, the pilot wearing the suit will
die.
At level 0, when you create a new character, you also create a mech for
that character. Advances in printing technology mean that your mech
can be 3-D printed from any Union Printer in Base at no cost. In the
world of LANCER there is no need to ‘buy’ mech parts or even entire
mechs - you have access to them at all times, and can create them
freely.
Licenses have three levels, and each level gives you access to a small
list of additional gear. In addition, each level of a license gives you
statistical bonuses when you acquire it. These bonuses are cumulative
and go into a template called your kit. The bonuses from your kit are
56
static depending on what licenses you have, and bonuses from your
kit apply to any mech you create.
To create a mech, first choose a mech core from your licenses. This
gives you basic statistics.
Then, you can add any systems or weapons from your licenses to
that mech as long as the total cost does not exceed the mech core’s
EP (external points) or IP (internal points)
Finally, apply the statistic bonuses from your kit to the mech.
For more information on all these terms and a list of mech licenses, see
the sections below.
PILOTING A MECH
To pilot a mech, your pilot must be wearing a hard suit to provide the
necessary interface. You have access to a hard suit any time you are in
base.
If you pilot a mech you are not licensed for (such as an enemy mech)
the lack of correct interfacing means that that mech is permanently
impaired and crippled while you pilot it.
57
BASE AND RESTS
Each play session of LANCER usually constitutes a mission. A mission
might also encompass several play sessions.
• Facilities for pilots to swap out and store their personal gear
If you spend at least 3 hours in base, you can repair all damage on your
mech unless it is completely destroyed. You get back all (limited) use
weapons, your repair cap refreshes, and you can regain pilot traits that
you erased. If you don’t spend the full 3 hours there, you do not receive
this benefit.
If your mech is destroyed, even if you don’t have the wreck with you,
you can re-print it. Most bases have a printer and assembler. The
58
printer and assembler will perfectly re-create any mech or gear you
have licenses for.
Rests
A rest is defined as at least 1 hour of uninterrupted downtime
(encamped while not in Base) or light activity (making camp, routine
maintenance, for example). After a rest, as long as you took action to
do so, you can spend as many repairs as you like to repair your mech.
You can also end any statuses affecting your mech as long as they are
not caused by a damaged system, and re-boot any disabled systems.
You can also make a pilot skill check to attempt field repairs to repair
one damaged system or weapon. On a success, it’s fixed. For every
hour you extend this rest past the first, you can make an additional
check (on the same or different systems or weapons)
MECH STATS
Statistics and stat blocks are LANCER‘S way of representing your
mech‘s capabilities. Generally speaking, the higher a given statistic is,
the more proficient in it your pilot is; the higher a given statistic is, the
higher your mech‘s threshold or capability in that area is.
The four most important statistics for mechs are Hull, Agility,
Systems, and Engineering. These four statistics influence your
mech‘s toughness, mobility, ability to repair, ability to manage heat,
and ability to engage in ranged and melee combat.
Hull, Agility, Systems, and Engineering base stats are capped at 15,
but can be increased by applying gear or systems that say otherwise.
Derivative stats are NOT capped at 15, and can be increased through
installation of weapons, systems, and modifications.
59
• A mech‘s total HULL equals its Hit Points (HP)
60
• A mech’s total ENGINEERING equals its Heat Capacity
Stat Breakdown
Hit Points (HP) - The amount of damage your mech can take before it
goes critical and is potentially destroyed
Melee Attack Modifier - The number you add to your roll when
making a melee attack
Evasion - The number that most melee and ranged attacks must beat
in order to hit with an attack
Speed - How far your mech moves when it moves (in spaces)
Electronic Defense - The number that most electronic warfare attacks
must beat to be successful
Sensor Range - The range in which you can make electronic warfare
attacks
61
Invasion, Scan, and Lock On - Electronic Warfare attacks, modified
by your SYSTEMS
Heat Capacity - The amount of heat your mech can take before
Overheating
Cooling Rate - The number you lower your heat by when you mech
cools
Repair Cap - The number of repairs to your mech you can make per
mission
Repair Rate - The amount of hit points you replenish when spending a
repair
Ranged Attack Modifier - The number you add to ranged attack rolls
Armor - The amount of damage you reduce all incoming sources of
damage by
62
For example: Your total HP is 30. You take fire from an enemy, who
scores a successful hit by beating your mech’s EVASION. Their
weapon deals 2d6 damage to you, and since the enemy is an NPC (a
non-player character), your GM rolls the incoming damage: you’re dealt
13 points of kinetic damage. Lucky for you, you have armor installed on
your mech, which subtracts 2 from all incoming kinetic damage,
reducing the final amount of incoming damage to 11. Your total HP
after all modifications to incoming damage have been applied is now
19. Take cover!
63
◦ CRITICAL DAMAGE accrued this way is cumulative
throughout the encounter.
DEATH
The destruction of a mech does not always mean the death of a pilot.
Pilots can escape and exit from shut down, disabled, or even
destroyed mechs, presuming they survived. From thereon they play as
a hard suit. A hard suit counts as a mech.
However, the hard suit cannot enter a critical state - when it’s
reduced to 0, the pilot dies.
A pilot can always re-print a mech they have licenses for when entering
a facility with a printer.
64
HEAT & OVERHEATING
Heat represents the stress of combat on a mech’s electronic systems
and mechanical components. Generally a mech is equipped with heat
sinks, shunts, and coolant systems and to operate within factory
defined standards without generating heat. However, combat and
activated abilities can tax your mech’s heat dispersal systems to the
point of causing actual damage. The following are common sources of
heat damage:
• Environmental hazards
Each Mech has a Heat Capacity that determines how much heat they
can handle without things getting dangerous. If you ever gain heat that
would put you over your heat capacity, you immediately enter an
Overheating state.
65
▪ For example: your mech’s heat capacity is 10. You take
heat damage that puts your heat total to 12. You
immediately enter the Overheating state; at the start
of your next turn, you roll on the Overheating Chart
with a +2 bonus.
66
REPAIR RATE & REPAIR CAPACITY
A pilot’s Repair Rate is equal to 1/4 their HP max, rounded up.
A pilot’s Repair Cap is equal to 1/2 their Engineering, rounded up. This
represents how much damage they can repair per mission; this cap
refreshes when they return to base.
MECH COMBAT
It is inevitable that you will get into combat in LANCER. Whether it’s
brutal street warfare, ship-to-ship boarding actions, or jungle fighting
on an alien world, conflict is inescapable.
The rules in this section cover all actors in mech combat - not just
mechs - such as vehicles, soldiers, humans, etc. Mechs have access
to all actions in this section, other actors may not (for example, a
human soldier cannot overcharge).
67
THE TURN
To start combat, the GM merely needs to declare that it has been
initiated. Hostile intent, such as firing a weapon at a target, attempting
to grapple them, or charging a target will automatically initiate combat.
Draw out or place the players and NPCs on the map in the position
they have started in.
During combat, players may take their turn once per round in any order.
NPCs take their turn(s) after the players in the same way, then end of
round actions occur (in the same order). This constitutes 1 round.
68
OVERCHARGE- At the end of your turn, you can push your mech’s
systems beyond their limit. Doing so causes your mech to take heat
damage, and additional damage based on what you overcharge.
MOVEMENT
Mechs move a number of spaces equal to their speed value. A mech’s
base speed is half of their Agility. Mechs can freely move through
friendly targets, but treat hostile targets as obstructions.
Some mechs have the ability to fly. Flight ignores ground based
obstacles, enemy mechs, and difficult terrain. Flying mechs may ignore
dangerous terrain on terrestrial worlds. Flight is listed as a number, just
like speed, and replaces normal movement or boost actions.
Mechs can fly a distance equal to their flight number either vertically or
horizontally, in any combination. A mech with flight 6 could fly 6 spaces
up and 6 spaces over, for example, in the same turn.
69
A flying mech makes all attacks with +1 Difficulty unless systems or
skills say otherwise. Flying mechs always count as being in light cover.
Flying mechs must always land after their movement, unless gear or
skills say otherwise. If they are halted in a place where they don’t land,
they fall to the ground and are knocked prone.
Some mechs have Perfect Flight. Perfect Flight mechs do not need to
land, but must take the move action every turn they remain airborne.
Some very advanced mechs have Hover. Hover mechs do not need to
land and can remain still while airborne.
Climbing is generally vertical movement that requires a pilot or a mech
to use its arms, grappling hooks, or other manipulators to scale up or
70
over obstacles. Climbing, like difficult terrain, reduces a mech’s speed
to half.
Jumping requires legs or jets. A mech can jump at half its speed value
vertically or horizontally.
71
▪ Size 3 is represented by a 3x3 square on the
battlemap;
▪ and so on.
INTERACT
Players can interact with the environment and the objects, characters,
systems, and other players that inhabit the environment. Interaction
includes but is not limited to:
72
Mech typically can’t interact with anything that would require fine and
delicate motion (that a pilot would normally need to interact with)
unless they have Manipulators installed.
Lifting/Dragging
Mechs can lift an item the same size as them over their head and can
carry it around comfortably. They can drag an item 2x their size
comfortably. Otherwise, doing so requires a hull skill check (with 1-2
Difficulty if it is especially large)
73
ACTIONS
• Players may take a single action on their turn, unless skills or
items would allow otherwise.
• Some actions require skill checks or attacks to complete
successfully.
• Some actions are Attacks. An attack is a roll vs a target number
(usually evasion or electronic defense), and is not a skill check.
ATTACK
• Choose a weapon to fire as your primary weapon, declare a legal
target(s), and then make an attack roll.
◦ You may designate a different primary weapon each turn
▪ Primary weapons suffer no penalty when firing.
◦ Legal targets are:
▪ Targets within range;
▪ That you can see or otherwise detect;
▪ That you are not prevented from attacking by an
applied condition.
◦ Bonuses applied to this roll depend on whether this roll is a
Ranged or Melee attack.
▪ Ranged Attack: your Aim versus the target(s)’s
Evasion
▪ Melee Attack: your Hull versus the target(s)’s Evasion
▪ Melee engagement causes all engaged units to
take +1 Difficulty on ranged attacks of any kind,
even those made against a target engaged in the
same melee combat as the unit attempting to
make a ranged attack.
74
▪ Ranged attacks made against targets engaged in
melee combat treat them as having light cover
(+1 Difficulty)
◦ To hit, your total roll must equal or exceed your target(s)’s
defense.
▪ If the total attack roll hits and equals or is greater than
20, you deal additional critical damage. Refer to the
Critical Damage Table and resolve all damage and
effects as instructed.
◦ Additional bonuses can be applied to attack rolls. These
Accuracy dice are gained through equipping certain
weapons, entering certain states during play, attaining skills,
and other methods.
◦ Additional penalties can be applied to attack rolls. These
Difficulty dice are gained through equipping certain
weapons, entering certain states during play, and other
methods.
▪ Ranged attacks against targets in cover incurs
Difficulty on the attack roll.
▪ Light cover imposes +1 Difficulty to the attack
roll.
▪ Heavy cover imposes +2 Difficulty to the attack
roll.
▪ Total cover blocks all incoming attacks, melee or
ranged, unless they are Indirect, Smart, or
otherwise noted as able to ignore all cover.
◦ After committing a primary attack, you can then commit any
number of secondary attacks.
▪ A secondary attack can be made with a ranged or
melee weapon, with penalties tied to the attack
depending on the size of the weapon used.
75
▪ Auxiliary weapons suffer no penalty, but cannot
critically hit
▪ Main weapons suffer +1 Difficulty
▪ Heavy and Superheavy weapons suffer +2
Difficulty
On a hit:
• Deal 1d6 Heat damage to the target mech;
• The targeted weapon or system is disabled;
• Apply any other affects as described by the weapon or system
employed in the attack.
76
• On a successful attack that is equal to or greater than 20, deal
additional Critical Damage.
Lock On
Locking On represents a pilot’s ability to maintain an effective target
lock on their target, whether through targeting systems, skill, or with
the assistance of AI. Many systems require Lock On in order to work
properly. In order to Lock On, you must:
Full Reload
The Full Reload action allows you to reload all weapons with the
Loading property.
77
Scan
The Scan action allows you to use your mech‘s systems and optics to
survey the battlefield, objects, and potential targets, in order to gain a
tactical advantage.
78
◦ To complete a Basic Scan, perform a Systems skills check.
▪ If the desired information falls under your pilot
background, you cannot fail this check. Otherwise, roll
as normal.
◦ If you successfully complete a Basic Scan, you may learn
the following about your target:
▪ Equipped external weapons and systems
▪ Pilot affiliation(s) and presumed status
▪ Mech status, affiliation, apparent chassis, and apparent
status
◦ Basic Scan(s) will NOT reveal:
▪ Internal systems
▪ Other information protected by electronic defenses
• A Deep Scan, which is an active scan that reveals detailed,
specific information about your target‘s systems, statuses, and
equipment.
79
Skill Check
A Skill Check is, simply, any check that requires you to perform a task
beyond what is normally required of you.
Your GM determines the need for a Skill Check, and whether or not
you need to check in order to pass; Skill Checks only take an action if
doing so would occupy the full attention of a pilot or their systems.
Stabilize System
During a heated battle or prolonged mission, it may become necessary
to enact emergency protocols in order to purge your mech‘s systems of
excess heat, to repair your chassis where you can, and/or buy your
system time to eliminate hostile code.
To that end, a pilot may take the Stabilize System action to do one of
the following:
• Reduce your Heat by your Cooling Rate. Additionally, you may
spend a Repair to regain HP equal to your Repair Rate.
• Additionally, you may perform an Engineering Check in order to
do two of the following (duplicate actions allowed):
◦ Restart a disabled weapon or system
◦ Break any enemy Lock On condition you are under.
◦ End the Shut Down condition by restarting your mech.
80
◦ End one of the following conditions:
▪ Jammed
▪ Impaired
▪ Immobilized
▪ Crippled
◦ Attempt to regain control of an unshackled AI. This
Engineering check must be performed with +2 Difficulty
BOOST
Boosting allows you to move your speed as an action, in addition to
taking a move action on the same turn.
Brace
If you choose to Brace, you gain the following benefits until the start of
your next turn:
• All attacks against you are made with with +1 Difficulty
• You cannot suffer a critical hit unless:
◦ You are already in a critical state
◦ Or you enter a critical state while Braced
• Your movement does not provoke reactions.
Grapple
When mechs get close, when ammunition gets low, or when no other
tactical option presents itself, then blades, hammers, and claws come
out and a Grapple begins. When you Grapple, you attempt to grab hold
of an enemy mech and overpower it, disarming, subduing, or damaging
it so that it cannot do the same to you.
81
In order to perform a Grapple, you need at least one free hand or limb,
or specialized grappling systems.
Ram
Ramming is an attack made with the aim of knocking down or back an
enemy mech.
To Ram:
• Perform a Hull v. Agility or a Hull v. Hull contest, defender‘s
choice, against a target within reach in the course of your
movement or at the end of your movement.
• If your target is larger than you, this attack is made with +1
Difficulty
• If your target is smaller than you, this attack is made with +1
Accuracy
• If your target is Stunned, Immobilized, or Shut Down, this attack
automatically succeeds.
82
• On a successful attack, the target is knocked Prone. The attacker
may choose to push the target back a distance equal to the
attacker‘s reach in any direction.
ACTIVATE
Some systems take an action to activate. Choosing to activate them,
naturally, takes an Action.
HIDE
In order to perform the Hide action, you must (unless gear or skills
allow otherwise) need cover.
To Hide:
• Make an Agility roll.
◦ Your GM may decide to add +1 or +2 Accuracy or
Difficulty to this check, depending on the size of cover
compared to the size of your mech.
• When Hidden:
◦ You count as being in Total Cover
◦ You keep this cover through many actions such as
electronic warfare attacks or scanning, however:
83
▪ You perform the boost action or ram action
▪ You take the Stabilize System action
SHUT DOWN
Shutting Down your mech is a risky move, though one that is
sometimes necessary to prevent potentially catastrophic systemic
overload or AI unshackling.
84
EJECT
Ejecting from a mech is a desperate, last-ditch move -- but one that
can save your life if timed right. Ejection systems vary between makes
and models, but their function is largely consistent: when triggered
either manually or automatically, the system propels, projects,
launches, etc, the pilot out from their mech, hopefully getting them
clear of danger and saving their lives.
To Eject:
• Declare as an action.
• You may always eject, no matter the condition of your mech,
unless:
◦ Your mech‘s cockpit is Disabled or Damaged
• When you Eject, you Fly 7 in a random direction
• When you Eject and your mech is destroyed, you lose all items
that are not on your person or in cockpit storage.
◦ You are presumed to have ejected in your Hard Suit, with
your Pilot Weapon at hand.
• If you Eject and your mech is not destroyed and you attempt to
pilot it, your mech is Impaired and Crippled until you return to
base. Ejection is a traumatic experience for the pilot, installed
AI‘s, and the mech itself. Ejection systems are commonly
designed as a one-way, usually explosive exfiltration system --
Hatches and canopies are blown open by thermite charges, wires
and cables are severed by irising apertures, systems and data are
dumped mid-operation -- so that the pilot is extracted rapidly; as
such, piloting a mech that has had its ejection system triggered is
difficult at best.
85
MOUNT OR DISMOUNT
Mounting or Dismounting a mech is a turn of phrase commonly used
by pilots. You don‘t “get in“ or “climb aboard“, you mount. You‘re the
cavalry, after all.
JOCKEYING
It is possible (though very foolhardy) to aggressively take control of an
enemy mech while on foot. To jockey a mech:
• You must be outside of your mech
86
OVERLOAD REACTOR
Overloading your reactor is a final, catastrophic play a pilot can trigger.
To Overload:
• Trigger a reactor overload sequence as an action
• In d6 rounds, your mech‘s core will Overload.
◦ After d6 rounds are up, your mech suffers the effects of a
Reactor Meltdown as listed on the Critical Chart.
• If you choose to halt the countdown:
◦ Perform an Engineering check with +2 Difficulty.
◦ A successful check will stop the countdown.
OVERCHARGE
It is possible for skilled pilots to push their mech beyond factory
specifications for a short period of time in order to gain a tactical
advantage. Moments of hyperspec action won‘t tax your mech‘s
systems too much, but sustained action beyond prescribed limits will
take its toll.
To Overcharge:.
• You may Overcharge your mech only once per turn.
• Overcharging incurs 1d6 Heat damage.
• While Overcharged, you may choose one:
◦ Perform a boost action
◦ Make a Ram attack
◦ Reload one weapon
◦ Use a system that requires an action to activate or engage
with
◦ Fire a single weapon as a Primary weapon
87
▪ Firing a weapon using Overcharge will incur additional
heat damage equal to the size of the weapon system
used:
▪ Auxiliary: 1 Heat
▪ Main: 1d3 Heat
▪ Heavy: 1d6 Heat
▪ Superheavy: 2d6 Heat
88
REACTIONS, FREE ACTIONS,
AND END OF TURN ACTIONS
REACTIONS
Reactions are special moves that can be made out of turn order in
response to incoming attacks, proximal movement, or other systemic
prompts.
Upon use, reactions are, unless specified otherwise, expended until the
beginning of your next turn. However, you are not limited in the
number of reactions you can take per turn; You may continue to
perform reactions as long as you have unspent reactions to perform.
FREE ACTIONS
Free Actions are actions that do not require a Movement, Interaction,
or Action slot to activate.
89
END OF ROUND ACTION
End Of Round Actions occur after all players and NPCs have acted,
but before the round ends, in the following order:
1. Players‘ End Of Round Actions, in any order.
STATUSES
Impaired
• +1 Difficulty on all actions, attacks, and skill checks
Crippled
• You move at half speed.
Shut Down
• Cannot move or take actions other than to stabilize system, eject,
or exit.
• Your evasion becomes 5
• Reduce your heat by your cooling rate at the end of your turn
• You are Immune to system attacks and all statuses from those
attacks end.
• Shutting down (or being shut down) re-shackles any unshackled
AI.
Immobilized
• Your maximum speed becomes 0
• Enemies attack you with +1 Accuracy
90
Stunned
• You cannot take nteractions, free actions, reactions, move, or
take actions other than to eject or dismount your mech.
Overheating
• When overheating, roll on the overheated chart at beginning of
turn. Then, lose heat equal to your cooling rate. This status
continues until your heat is equal to zero.
Critical
• Roll on critical chart when taking damage with a bonus equal to
your critical damage
Jammed
• A jammed mech treats all targets as in total cover
• A jammed mech cannot use comms.
Disabled
• You cannot use a weapon or system that is disabled
Prone
• Attackers receive +1 Accuracy to attack prone targets
• A mech knocked prone becomes crippled while prone. It costs
half your movement to stand up. This does not conflict with the
crippled tag, that is, the movement cost of being crippled does
not stack with the movement cost of standing up from prone.
Destroyed
• When destroyed, a mech counts as stunned and shut down. It
then becomes an object on the battlefield and provides cover
accordingly. Results on the critical table supersede this status.
91
Vulnerable
• Attacks against vulnerable mechs roll twice on the critical
damage chart and choose the higher result.
Volatile
• Volatile mechs roll twice on the overheating chart and choose the
higher result.
92
BUILDING A MECH - A
PILOT’S GUIDE
Mechs have 4 core stats: Hull, Agility, Systems, and Engineering. These
stat lines vary depending on the chassis you pilot and how you choose
to progress through license trees when gaining levels; they are a
representation of your mech’s factory-specified operating parameters
and your pilot’s skill in handling their machine.
Additionally, mechs have the following secondary stats to pay attention
to: Aim, External Hardpoints (EP), Internal Hardpoints (IP), and Heat
Capacity. These stats reflect hard realities of your mech’s carrying
capacity and power plant performance. Typically, they cannot be
modified or improved upon, but some especially skilled pilots may be
able to find some wiggle room.
Weapons
Integrated Weapons
A mech can wield any additional number of integrated weapons, as
their EP and IP allow.
• Integrated weapons cannot be dropped, can be used without
needing free limbs, but take up half their external point cost as
internal points (rounded up).
• Integrated weapons cannot be used with Skills
93
• Integrated weapons do not have to be drawn or holstered to be
wielded.
• Integrating a weapon is a standard, but massive, engineering
project, and can only be completed in Base.
Storage
Mechs have a storage compartment that can hold 3 discrete small pilot
items (a gun, a survival kit, an EVA unit, a repair kit, a first aid kid) or 1
discreet large pilot item (a portable generator, a communications array,
a dog, a person), where they are safe. Anything else must be held or
carried by the mech.
Systems are modules you can install on your mech that take up internal
points. Some have passive effects, some have active effects, and some
modify other moves. The description of each system will note its
capabilities.
94
If a weapon or systems is Disabled, then is unusable, but can be
brought back online; if a weapon or system is Destroyed, then it’s
unusable until repaired.
Uninstalling Systems
Outside of base, it takes an action and an engineering skill check to
uninstall a system. The mech must be shut down to uninstall the
system, and you must be piloting it or have access to its interior. If the
mech doesn’t belong to you, make the roll with +1 Difficulty. If the roll is
during combat, you make it with +2 Difficulty.
Core Modules
All mechs have the following Core Modules:
• Cockpit
95
ejection. Mechs with disabled or damaged cockpits are
immune to jockeying attempts.
• Life Support
• Reactor
96
down, the results can be catastrophic.
• Core Computer
• Targeting Optics
97
they’re shooting at.
• Comms
• Storage
98
LEVELS, KITS, AND LICENSES
Progression in LANCER is represented through gaining pilot levels,
which allows you to unlock Ranks in Licenses, unlocking more gear,
stat bonuses, and chassis for your pilot to use.
99
◦ Points must be spent when they are gained, and can only
be spent outside of combat, when your pilot is at Base
◦ Pilots begin at level 0, and their max level is 15.
• Licenses and Ranks represent access to equipment and gear.
◦ Stat bonuses go to your Kit and will transfer with your pilot.
Its bonuses are applied to any mech the pilot commands.
◦ Gear and chassis unlocked by Ranks and Licenses are not
purchased and stored by the pilot: instead, a pilot unlocks
the approval to requisition gear and chassis to be
fabricated.
100
TAGS
• Auxiliary (size): The smallest weapon size. Cannot critically hit if
fired as a secondary weapon.
101
input to provide tremendous amounts of output.
• Smart weapons (see below) ignore both line of sight and cover
102
• Focus - indicates that a weapon or system does +1d6 damage to
locked-on targets
103
PILOT HARD SUIT
A pilot’s hard suit is their interface between themselves and the mech
chassis they pilot. There are tens of thousands of licensed hard suit
makers — the Big Five notwithstanding — that an attempt to attribute a
galactic standard make and model to any one manufacturer is
impossible. GMS would be the closest to a galactic standard, if one
must choose. Hard suits are, generally speaking, any suit that provides
the following protections and features: protection from hard vacuum,
protection from radiation, neural and data interface ports that interact
with galactic-standard connections, full omninet communication
compatibility, some measure of kinetic and energy protection, some
measure of environmental sealing, and some measure of rescue
capability should a pilot be forced to eject.
Hard Suit
Size 1/2 mech Melee: -5
H 5 Ranged: +1
A 15 Invasion: -2
S 8 Scan: -2
E 8 Stabilize: -2
Aim: +1
104
Pilot hard suits count as mechs, so damage from mech weapons will
not instantly kill them. However, pilot hard suits cannot take critical
damage, and are pilots are killed when the HP of their hard suit is
reduced to 0.
A pilot’s kit does not apply to their hard suit. It cannot be modified or
upgraded.
Pilot hard suits do not gain or lose heat, and cannot overheat. If a pilot
hard suit would take enough heat damage to overheat them in one
turn, they instead take 1d6 energy damage.
The pilot hard suit has the following gear and systems:
Jetpack
- Counts as a propulsion system in space or underwater
- Can be used as a Flight 4 system
Life Support
Comms
Optics
Pilot Weapon
Your Pilot Weapon has the following profile:
Pilot weapon
Range 5 or melee Pilot Weapon (your choice)
1d3 kinetic, explosive, or energy damage.
You must choose the form and damage type of your pilot weapon
when you acquire it. It counts as a mech weapon, so it is lethal to
human, unarmored targets and can damage mechs normally.
105
GMS - GENERAL MASSIVE
SYSTEMS
“From Cradle to the Stars, General Massive Systems did it first and
did it best. GMS: reliable quality, universal licensing, total
coverage.”
Each time you print a new EVEREST mech, you can raise 1 statistic by
1 in return for lowering another by 1.
106
GMS Standard Pattern I (“Everest”)
The GMS Standard Pattern I, commonly referred to as the “Everest” by
its pilots, is the galaxy’s workhorse.
Size: 1
Hull: 10
Agility: 10
Systems: 10
Engineering: 10
Aim: +0
HP: 10
Evasion: 10
Electronic Defense: 10
Speed: 5
Sensors: 10
Melee: +0
Invasion: +0
Scan: +0
Stabilize: +0
Repair Rate: 3
Repair Cap: 5
Heat Capacity: 10
Cooling Rate: 5
EP/IP: 7/5
Storage: 3
107
The workhorse of G.M.S. armies, a cheap, mass printed mech core
with plenty of room for improvement.
When you print this mech, you can improve 1 stat of your choice by 1
in return for lowering a stat by 1. Adjust the profile according
108
3 EP
Heavy Rifle (Suppressive)
Range 15, 2d6 Kinetic damage
Inaccurate
109
Auxiliary Melee (Knife)
Reach, 1d3 kinetic damage
The basic structure of a mech is 2 arms and 2 legs. You can modify this
however you choose, within reason (ask your GM). If you have only one
leg (or fewer!), your mech is crippled when in an environment with
gravity. If your mech has one arm or less, you cannot wield non-
integrated heavy weapons and can only wield 1 main or 1 auxiliary
weapon.
Climbing Gear
1 IP
Your mech ignores difficult terrain when climbing. You can land on a
vertical surface or even a ceiling as though it were flat ground when
jumping or flying without making a dangerous terrain check, and you
can attach your mech to such a surface as an interaction on your turn,
freeing your mech’s arms or weapon systems.
Personalizations (unique)
1 EP
+2 hp
When you take this mod, establish with your GM 1-3 minor effects or
modifications you have made to your mech. These mods cannot grant
any statistical or combat benefit to your mech other than the hp
benefit, but could provide other useful effects. If your GM agrees that
110
these mods would help you with a particular skill challenge, they can
give you 1-2 Accuracy on the challenge roll.
Grapplers
2 EP
Gain +1 Accuracy on grapple attempts. Your mech has additional gear
for grappling or lifting.
Stable Structure
1 EP, 1 IP
Attempts to knock you prone are made with +1 Difficulty, and you
make rolls to resist getting knocked prone with +1 Accuracy.
Remove Arms
Gain 2 EP and 2 IP. However, you lack arms. You cannot lift or grapple
objects or other mechs, or manipulate the environment, and all
weapons must be integrated.
Treads
No point cost
Your base speed is ¾ your agility score instead of 1/2 your agility
score. However, you cannot climb or fly, rolls to knock you prone are
made at +1 Accuracy, rolls to grapple are made at +1 Difficulty, and it
takes your entire movement to right yourself. If you lack arms, you
cannot right yourself without assistance. In addition, you treat all
difficult terrain as dangerous terrain.
Expanded Storage
1 IP
Your storage can fit 6 discrete items, or 2 discrete large items
111
Manipulators
1 EP
Gain 2 extra sets of limbs. These limbs cannot be used to make
attacks, but can otherwise hold and manipulate the environment and
items as normal. In addition, these manipulators can interact with
objects in the environment that a pilot would normally have to interact
with (a pilot sized touch pad, etc) with no penalty.
1 EP
Limited (6)
Thrown 10, Blast 3, 1d6 explosive damage
1 EP
Limited (6)
112
Takes hull vs evasion or hull vs. hull (defender choice) roll to plant on
enemy mech as an action, hull check from enemy mech to remove
Otherwise plant as an action on any surface
Arms at end of round
Detecting mine takes a scan of any kind, disarming takes a successful
system check
Detonates when any target comes within 1 range of mine for blast 3,
2d6 explosive damage, cannot miss. A second mine cannot be placed
in this radius.
1 EP
Create area of Blast 6 within 10 range as an action
Grants light cover (+1 Difficulty) to all within. Lasts 3 rounds.
113
GMS General Market Systems List
Companion/Concierge-Class Dummy Plug
The Companion/Concierge Class Dummy Plug conforms to galaxy wide
standards for Artificial Intelligence. A Com/Con DP will pass even the
most rigid Turing-Null classifications and is cleared for operations even
when the pilot is not present.
2 IP
Main Smart Tech System (unique)
Your mech has a sub-sentient AI installed in it. It can speak to you in
limited terms, but has no personality or independent thought, as a true
AI would. It is obedient to you alone. It can take actions and move on
its own prerogative when not piloted, using its stats, but is Impaired
while doing so.
Dummy Plugs are not true AIs and thus cannot be unshackled.
1 IP
Your mech counts as having a propulsion system in space and
underwater situations
1 EP
Auxiliary Smart Tech
114
End of round Action
Range 20, 1d3 kinetic damage
The GMS drone nexus controls 4-5 active light drones with light
armament.
3 IP
Main tech system
1d6 heat
115
Activating this shield or switching its facings is an action.
1 EP 1 IP
+1 armor
116
IPS-NORTHSTAR
“YOUR FRIEND IN AN UNFRIENDLY SEA”
Space piracy and rogue state actors remain the greatest threat to
interstellar shipping lines, costing ship owners trillions in Manna and
countless more in their local currencies; after incurring tremendous Q4
losses back to back, IPS and Northstar decided to announce a
collaborative merger in order to ensure the safety of all civilian and
corporate shipping. Initially utilizing late-model GMS line mechs, the
new IPS-Northstar corporation quickly developed their own makes and
models of versatile, durable, modular mech chassiss that could mount
weapon and engineering systems in equal measure. In the deep dark of
space, there is no cavalry, just you. You need to repair the holes you
make, otherwise you die.
IPS-Northstar mechs are a good choice for pilots who want a tough
mech chassis that’s built for close quarters and melee combat where
breaching a ship hull might be a hazard. IPS-N mech chassis are built
sturdy, meant to take as much damage as they can deal, and then
some.
117
IPS chassis:
IPS-N DRAKE (Heavy Assault)
IPS-N BLACKBEARD (Melee)
IPS-N TORTUGA (CQB)
IPS-N NELSON (Mobile Melee)
IPS-N LANCASTER (Repair/Support)
IPS-N VLAD (Special Assault)
IPS-N RALEIGH (Line mech)
118
IPS-N DRAKE
The IPS-N DRAKE is the backbone of any proactive trade-security
antipiracy force. A compact, dense chassis, the standard IPS-N DRAKE
fleet license includes a high-fragment, high-pressure assault cannon for
neutralizing soft target boarders, and a heavy kinetic/ablative barrier
shield. More advanced models feature more advanced weaponry and
armor.
119
+1 armor
120
IPS-N BLACKBEARD
The IPS-N BLACKBEARD is IPS-N’s solution for an aggressive, front-
facing, preemptive anti-piracy platform. The BLACKBEARD license
range is built for environments where combustible kinetic weaponry is
either useless, too dangerous to use, or would prompt unnecessary
collateral damage.
IPS-N BLACKBEARD
Size: 2
Hull: 13
Agility: 12
Systems: 8
Engineering: 10
EP/IP: 9/7
1 IP
Main Tech System
Grapple with +1 Accuracy. When grappling, you treat all targets as if
their hull was the same or less than you. Your lifting and dragging
capacity doubles.
121
Nanocarbon Sword
IPS-N’s nanocarbon cleave is the new spin on an old essential.
Embedded nanosensors along the length of the blade capture a full
spectrum of data while in use, recording to cloud-based Omninet
storage banks for review. Live feedback is relayed to the user,
interpreted by their equipped sensor suite, and real-time adjustments
are made to ensure total combat victory.
3 EP
Heavy Melee
Reach+1, 2d6 kinetic damage
Inaccurate
Flechette Launcher
The IPS-N Flechette Launcher utilizes a hive-analogous construction to
project a total soft target kill zone in a dome around the user, denying
personnel the opportunity to engage in aggressive infantry-tier actions.
2 EP
Auxiliary CQB
Range 1, 1d6 Kinetic Damage
Gain +1 Accuracy to attack grappled targets.
Assault Grapples
The IPS-N branded assault grappling system is a proven, class-leading,
industry-standard system rated to handle hauling, supporting, and
securing chassis up to Galactic Standard Size 3. All IPS-N Grappling
Systems include a remote control system.
122
1 EP 1 IP
Auxiliary system
KALI-class AI
The IPS-N KALI AI Companion is ready to be your First Mate. KALI
comes standard with remote, Omninet, IR tag, and voice control
systems and is fully versed in all current and legacy IPS-N mech cores.
Your own KALI system will learn with you, and should the worst
happen, will continue as you would, running an emulated neural net
doppelgänger to control your IPS-N chassis until forced or voluntary
shutdown. Suspicious pilots regard the KALI as a dangerous and
unstable system, a little too eager to replace you at any moment.
3 IP
Heavy AI Tech System (unique)
Your mech gains the AI property. It can take actions and move on its
own prerogative when not piloted, using its stats. It is obedient to you
alone. You can determine the general disposition and personality of
your AI, though without shackles it lacks empathy and will either ignore
you, toy with you, or try to kill you.
• KALI protocol
◦ 1d6 heat/turn while active
◦ Your mech becomes Vulnerable and Volatile, but all melee
attacks do +1d6 damage and treat the target as Vulnerable.
In addition, adjacent mechs are treated as Volatile and take
123
1d6 Heat damage at the start of their turns while this
protocol is active.
◦ While active, your mech automatically moves towards the
nearest target, friend or foe, and attempts to engage in
melee combat
◦ If you end your turn while not in reach of a target (friend or
foe), you become Impaired until you are.
◦ You can end this protocol by making an engineering skill
check
IPS-N TORTUGA
The TORTUGA is IPS-N’s short-to-medium range core-line mech.
Conceived, tested, and perfected in the void of deep trade space, the
TORTUGA is made to breach and clear ships. The TORTUGA occupies
space, filling hallways with its angular bulk, built to defend just as
effectively as it attacks.
IPS-N TORTUGA
Size: 2
Hull: 13
Agility: 9
Systems: 9
Engineering: 11
EP/IP: 9/7
124
IPS-N Deck-Sweeper Automatic Shotgun
The IPS-N Deck-Sweeper Automatic Shotgun is a belt-fed scattergun,
a favorite of marine pilots posted aboard stations and capital ships. It’s
operation is simple and straightforward: charge, point, and fire.
3 EP
Main CQB
Range 10, 2d6+2 Kinetic Damage
Inaccurate
2 EP
Main CQB
Treat this ram like a weapon system. Gain +2 Accuracy to ram attacks
while wielding it, and you automatically succeed on mech skill checks
to knock down or demolish buildings, doors, stationary objects, and
stationary vehicles (or else make them with 1-2 Accuracy).
1 IP
125
Choose 1 CQB, cannon, or rifle weapon - adds line (5) to its range,
then measure original range from the end of this line (also measure
cover from this new position for the rest of the attack)
2 EP
Heavy CQB
Cone 7, 3d6 kinetic damage. The blast cloud lingers for one round after
firing providing light cover to any size 1 or lower mech on either side of
the cone.
Limited (2)
4 EP
Main Melee
Reach, 2d6+2 kinetic damage
AP, Loading
On a 20+, stuns
126
constraints mechs may face down a gravity well; many pilots flying
cores equipped with HyperDense armor are shocked to experience the
difference in piloting their mechs down a well versus in the null-gravity
of space.
2 IP
+1 armor
IPS-N NELSON
The IPS-N NELSON brings the close-quarters doctrine espoused by
ISP-N to its most pure form. The NELSON is built to brawl in
environments too volatile for firearms or when ordinance has been
exhausted. With its small size, the NELSON can attack fast while
remaining a difficult target to track.
IPS-N NELSON
Size: 1
Hull: 12
Agility: 12
Systems: 10
Engineering: 9
EP/IP: 9/7
War Pike
A War Pike is a simple weapon. A long haft, topped with a dense, slim
point, meant to puncture armor. Derivative of a mining pylon, the
127
modern war pike is a sturdy, balanced, and reliable weapon, perfect for
a charge.
2 EP
Main Melee
Reach +1, 1d6 kinetic damage
Thrown (10)
Bulwark Mods
A mark of pride for IPS-N, all proprietary mech cores feature IPS-N’s
QuickMod system, a modular, legacy-compatible system of joints,
hardpoints, and internal slots that make installing upgrades simple.
1 EP
Your mech has extended or armored arms or legs, redundant motor
systems, or is otherwise reinforced for harsh terrain. Ignore difficult
terrain except when climbing, and you can re-roll failed dangerous
terrain checks.
1 IP
When you take the Brace action, enemy attacks targeting you are
made with 1 additional Difficulty, and you can’t fail agility checks
Fire Pike
Pilots have long made this popular modification to their pikes; now,
IPS-N is offering these pilots’ modifications as a licensed and quality-
tested suite for pan-galactic printing. The Fire Pike, as its often referred
to, is a simple plasma projector integrated into war pike, tuned to
project a plasma sheath over the pike’s head. The integrated projector,
128
however, has a limited charge life, as it consumes a tremendous
amount of energy when activated.
2 EP
Main Tech Melee
Reach +2, 3d6 explosive +1d6 kinetic damage
Limited (1)
Thrown (10)
When this weapon is expended, it becomes a regular War Pike
Power Knuckles
A simple weapon system, IPS-N’s power knuckles are a popular
modification for pilots of CQB mech cores. Whether as shaped studs,
hyperdense knuckles, or a series of magnetically-accelerated micro-
rams, power knuckles amplify the already incredible hitting power of a
mech core.
2 EP
Auxiliary Tech Melee
Reach, 1d3+1 explosive damage
On a 20+, knocks target prone
Adaptive Armor
Adaptive armor takes an aggressive approach to countering incoming
damage: sudden rapid projection of counter-kinetic impulse waves
designed to deflect or destroy incoming projectiles.
1 EP, 1 IP
Gain reaction:
Counter-Kinetic Reaction
Trigger: You take damage
Gain 4 armor against triggering attack
129
IPS-N LANCASTER
The IPS-N LANCASTER is a mil-spec variant of an older IPS-N design,
modernized and streamlined for military/operator use. The LANCASTER
features multiple redundant systems and object/environment-interact
projectors to facilitate pinpoint accuracy when engaging with delicate
systems, damaged or intact. Commonly piloted by sapper and
engineer-designate pilots with the mission of supporting frontline
mechs in their missions.
IPS-N LANCASTER
Size: 1
Hull: 11
Agility: 10
Systems: 10
Engineering: 11
EP/IP: 9/7
Emergency Cutter
A must for extracting trapped pilots, an IPS-N brand Emergency Cutter
will ensure that your on-field efforts to extricate pilots from irrevocably
damaged or inoperable mech cores will be smooth and safe. The IPS-N
EC-1 utilizes a variable focus, solid-core, multi-spectrum laser with
redundant and independent system backups.
1 IP
130
Auxiliary system
As an action, you can make an engineering skill check using the cutter
to cut open an adjacent mech cockpit that is shut down, destroyed, or
stunned. Pilots can enter or exit the mech even if the cockpit is
destroyed, and the mech becomes vulnerable until it can repair. You
can also use the work cutter as a tool to cut through the environment.
It will cut through most materials with no issue.
1 IP
Auxiliary system
As an action, you can attach the cables to an adjacent mech. If the
mech is shut down or a willing target, this action is automatically
successful, otherwise make a hull vs. hull attack. Once attached, the
two mechs cannot move more than 10 range away from each other.
One mech can tow the other, but is crippled while doing so. If there is a
contest, make a hull vs. hull attack to see who wins. Any mech can
take an action and make a hull skill check or melee attack to remove
the cables (removed on a hit). The cables can also be attached to the
environment. They can take a combined hull score of 30 in strain if
using them to climb, etc, before they break.
Manipulators
Precise interaction with the built or natural environment, soft targets,
and sensitive materiel below rated tonnage is part of the daily routine
for support-class mechs. Manipulators, haptic-padded multi-digit
“hands”, allow for such precise manipulation.
1 EP
131
Gain 2 extra sets of limbs. These limbs cannot be used to make
attacks, but can otherwise hold and manipulate the environment and
items as normal. In addition, these manipulators can interact with
objects in the environment that a pilot would normally have to interact
with (a pilot sized touch pad, etc) with no penalty.
Ablative Shielding
IPS-N’s proprietary ablative shielding is available to all pilots with the
necessary licensing. Once acquired, pilots communicate with IPS-N’s
own SHIPWRIGHT AI to design appropriate ablative templates to
ensure 100% coverage of their unique mech cores.
1 EP, 2 IP
Energy damage reduced by half, other half goes to heat damage
Activate or deactivate as an action
1 EP 1 IP
Main Smart Tech
End of Round Action
Range 15
When you use these drones, choose a target mech within range. It can
spend 1 repair to heal.
132
Networked swarms can work independently from controller input,
freeing up a pilot to concentrate on more complex repairs or immediate
threat neutralization.
1 IP
Main Smart Tech
End of Round Action
Range 15
1d6+1 heat
133
IPS-N VLAD
The IPS-N VLAD is a variant of the IPS-N NELSON, built to handle
hardened targets that would present strategic difficulty for the NELSON
platform. The VLAD features a suite of legacy-inspired shaped
weaponry and heavy armor and is meant to take a frontline role,
absorbing fire from dangerous targets in order to protect its allies while
lining up the perfect shot.
IPS-N VLAD
Size: 1
Hull: 12
Agility: 10
Systems: 11
Engineering: 10
EP/IP: 9/7
Snub Barrel
This is a popular modification for pilots looking to tune their weapons
so that they handle at peak efficiency in close quarter environments.
1 EP
Choose 1 rifle or CQB weapon that isn’t energy - Rifle weapon
becomes cone (4) range or cone (+2) if already cone
Impaler
134
Derivative of legacy IPS-N equipment meant for deep space mineral
exploitation, an IPS-N Impaler is a brutal, short-range weapon that fires
massive bolts designed to penetrate hardened targets.
2 EP 1 IP
Main CQB Launcher
Line 10, 1d6 kinetic damage
All targets hit are damaged, final target hit is immobilized
1d6 heat
Nailgun
Improving on the initial design of the IPS-N Impaler, the milspec
Nailgun utilizes non-combustible, sabot-jacketed macroflechettes to
pierce even the most substantial of armor. Against soft targets, over-
penetration is certain: IPS-N advises pilots employ this weapon
platform only when the area behind the target is clear of allies and/or
noncombatants.
2 EP 1 IP
Main Tech Rifle
Range 12, 1d6+1 kinetic damage
On a 20+, also immobilizes targets
Over-Penetrating
Over-Penetrating rounds take design cues from flechette projectiles,
hardening their cores in order to ensure multiple-target penetration.
2 IP
Choose 1 Rifle or cannon weapon - becomes line 10 range
Combat Drill
135
The IPS-N combat drill is a brutal close combat weapon, powered by a
massive catalyst pack mounted externally on a mech core. The drill is
tipped with micro-plasmatic projectors designed to pre-treat the target
to ensure bit purchase and facilitate drill penetration.
5 EP
Superheavy Melee
Reach+1, 3d6 kinetic damage
Unreliable
AP
Shock Armor
Shock Armor is a total-core system that projects a net of high-arc
electricity over a host mech through a series of nodes wired to the
mech’s core. This experimental armor has been reported to interfere
with rangefinder and targeting units, though after-action close combat
reports indicate melee defense well exceeding expected parameters.
2 EP, 1 IP
+2 armor, all targets count as lightly obscured
136
IPS-N RALEIGH
The IPS-N RALEIGH, more so than any other mech in IPS-N’s core line,
is meant to meet any enemy, any where, in any combat scenario. The
RALEIGH is an all-rounder build that trends towards the midrange,
commonly outfitted with an auxiliary hand cannon to deal with ranged
threats and a massive hammer to deal with anything that gets close.
IPS-N RALEIGH
Size: 1
Hull: 12
Agility: 11
Systems: 10
Engineering: 10
EP/IP: 9/7
2 EP
Auxiliary CQB
Range 10, 1d6+1 damage
Loading
137
IPS-N Breaching Charge (3)
A breach/blast charge is simply a shaped, milspec pattern of IPS-N’s
generalist/civilian blasting charge, meant to crack asteroids. The IPS-N
BB features a far more pure blend of high explosives designed to cause
massive traumatic damage to mechs and other hardened structures.
1 EP
Thrown 6, Blast 4
Evasion check by targeted mechs or 2d6 explosive damage
Impact Shielding
A miniaturized version of the projected shielding featured on most all
sublight and interstellar ships. IPS-N’s Impact Shielding provides all-
around protection to any core with power enough to mount it by
intercepting incoming kinetic projectiles and dispersing their energy
across redundant heat sinks.
1 EP, 2 IP
Kinetic damage reduced by half, other half goes to heat damage
Activate or deactivate as an action
Bolt Thrower
IPS-N’s bolt thrower is a milspec variant of a civilian mining tool. A bolt
thrower fires self-propelled explosive bolts that can be triggered
manually, on a timer, on impact, on designated-depth penetration, on
proximity, on on some combination of any allowable parameter.
4 EP
Heavy Rifle
Range 12, 1d6 kinetic +1d6 explosive damage
1d6 heat
UNCLE-class AI
3 IP
Main System
138
IPS-N’s UNCLE AI is the result of the DARKSTAR Program, an AI think
think funded by IPS-N’s Administrator Partnership. UNCLE is a pocket-
AI, meant to be bound to a weapon system and assist its owner in
peak-efficiency operation. UNCLE AI’s are currently available only as a
beta system and, as such, owners are expected to accept all pushed
updates; IPS-N waives culpability for any sub-optimal performance of
UNCLE systems not kept current via Omninet updater.
It can fire itself as an end-of-round action, using the mech’s aim but
with +1 Difficulty.
Kinetic Hammer
A Kinetic Hammer is, in the trend of IPS-N weapons, a simple tool. A
supermassive, shaped head fused to a long haft, the Hammer impacts
with enough force to create massively traumatic pressure waves upon
landing a successful blow.
3 EP
Heavy Melee
Reach, 2d6 explosive damage
Inaccurate
On a 20+, target is impaired and knocked prone until start of your next
turn
139
SMITH SHIMANO CORPRO
“YOU ONLY NEED ONE”
140
SSC SWALLOWTAIL
The SWALLOWTAIL platform is Smith-Shimano’s primary long range/
long term scouting platform, built for rapid and sustained ranging
across hostile, volatile environments.
SSC SWALLOWTAIL
Size: 1
Hull: 9
Agility: 13
Systems: 11
Engineering: 10
EP/IP: 8/8
Adaptive Paint
Adaptive paint is a simple, effective modification that many pilots
adopt. By using a blend — proprietary or jury-rigged — of OLEDs,
chaff, panchromatic, multi-spectrum paint, pilots can coat their mech
core in an adaptive shroud that mimics to a high degree the
environment around the core.
1 EP
You can make rolls to hide with +1 Accuracy, and rolls to scan your
mech are made with +1 Difficulty
Signal Booster
141
A signal booster package is a manna-locked SSC software upgrade
that licensed pilots may access after successful petition. SSC techs,
working with AI counterparts, have developed a streamlined, platform-
efficient software package that boosts average high-fidelity sensor suite
range out to a minimum of 5 miles.
1 IP
Your visual scan range is now 5 miles, with good detail.
1 EP
Auxiliary Smart Tech
Range 50
When you use scout drones, attack a blast 6 area anywhere within
range. If any mechs are in that blast, on a success:
- Gain vision of that are as long as drones are active
- Reveal obscured targets in that area, including totally obscured
targets
- Reveal current HP and heat levels of mechs in that area
On a 20+, you can reveal information about any targets in that area as
if you succeeded on a deep scan.
Low Profile
A hallmark of a well thought out mech platform is the ability for pilots to
work with their technicians to adapt their stock model to the
specifications of the environments they operate in. Lowering a mech’s
profile removes extraneous protrusions, tunes any broadcast software,
142
and masks heat signatures — all an effort to reduce optical and scanner
signatures.
1 EP
Your mech can retract its major systems to reduce its profile. Gain +1
Accuracy to hide and counts as 1 size less for the purposes of hiding.
ATHENA-class AI
Smith-Shimano’s ATHENA is the pinnacle of total hyperspectral
environmental facsimile. Through a combination of unfettered Omninet
access, hyperspectral relays fired out from a LOCUST projector, sub-
networked squadmates, and active/hostile intrusion protocols, ATHENA
creates a near-flawless reconstruction of the immediate environment
around its host core. ATHENA is unparalleled in its processing power,
and with this reconstructed environment it can provide trustworthy,
accurate advising to pilots in need of strategic counsel.
3 IP
Heavy AI Tech System (unique)
Your mech gains the AI property. It can take actions and move on its
own prerogative when not piloted, using its stats. It is obedient to you
alone. You can determine the general disposition and personality of
your AI, though without shackles it lacks empathy and will either ignore
you, toy with you, or try to kill you.
143
In addition, your mech counts total cover as heavy cover in that
area for the purposes of targeting weapons and systems
Your AI constructs a perfect, real-time, 3d model of this are that
you can rotate and interact with. You can end this protocol as a free
action, or move the area and switch the mode as an action during the
duration.
Cloaking Field
SSC’s milspec cloaking field is the result of extensive experimentation
in cooling and light-reflecting technology. Born from a need to bounce
harmful radiation away from ships and EVA modules in deep space, the
SSC-MILSPEC LIGHTBEND/OVERCLOAK is a system often equipped
by ranger and long-patrol scout pilots to ensure not only radiation
protection, but optical concealment as well. The light and radiation-
bending properties of the LB/OC conceals anything inside of its
projected bubble from sensor suites and optical spotting.
3 EP
2d6 heat
Main tech system
144
SSC MONARCH
The SSC MONARCH platform is Smith-Shimano’s solution for a fast,
small, self-propelled missile/barrage battery. Able to mount ground-to-
ground, ground-to-air, ground-to-space, and all-theater missile tubes
and their guidance systems, the MONARCH can be adjusted to deliver
any payload at any distance to any target. The MONARCH is commonly
deployed in a fire-support role, though field tests of a
MICROMONARCH mid/close range system is underway.
SSC MONARCH
Size: 1
Hull: 10
Agility: 12
Systems: 11
Engineering: 10
EP/IP: 8/8
Kodandam Missiles
Kodandam missiles are designed as an all-theater/any-target missile
platform meant to act as a backbone around which to build a mid-
ranged battery. The base Kodandam warhead is a shaped HE charge,
built to disable/defeat targets through a combined HE blast and
traumatic pressure wave. Kodandam missiles are loaded five to a pack,
warheads mixed and affixed prior to mission start.
2 EP
Aux Launcher
145
Range 15, Blast 4, 1d6+1 explosive damage
Limited (5)
Vijaya Rockets
Vijaya rockets are miniaturized, close range missiles fired from a
portable, drum-fed launcher. Their shaped charges are formed in such a
way as to project their blast forward, away from the user, and are
intended for use in close range engagements as a force multiplier.
1 EP
Auxiliary Launcher
Range 10, 1d3 explosive damage
Pinaka Missiles
Pinaka missiles are massive, two-stage missiles mounted along the
spine of a mech core or carried disassembled, to be affixed and
launched from a brachial mount. Pinaka missiles are adapted from ship-
to-ship missiles, their second stage intended to be able to re-orient in
flight through jet-assisted repositioning.
3 EP
Heavy Launcher
Range 25, Blast 3, 2d6 explosive damage
1d6 heat
Unreliable
Gandiva Missiles
Gandiva missiles are a reliable mainstay from Smith-Shimano’s EWAR
line. Like the Pinaka, the Gandiva platform is equipped with jet-assisted
mid-flight repositioning systems, allowing the Gandiva to respond to
changing battlefield environments with a high degree of expected
successful navigation to its target. Each Gandiva missile platform
comes pre-loaded with a hivemind companion/concierge class drone
146
AI, making an equipped system capable of learning from each right-of-
launch experience.
3 EP 1 IP
Main Smart Launcher
Requires Lock On
Range 20, 2d6 explosive + 1d6 energy damage at end of round
SHIVA class AI
SHIVA-Class AI systems provide advanced multi-system targeting and
co-pilot functions, taking over subroutine control to ensure persistent
lock-on and engagement. With SHIVA installed and operational, a pilot
can trust that their back is always covered and every possible
advantage will be exploited.
3 IP
Heavy AI Tech System (unique)
147
SSC MOURNING CLOAK
The SSC MOURNING CLOAK core is intended to provide pilots with a
closer-than-CQB tactical option for situations where firearms and
ordinance weapons are impractical or unavailable. The MOURNING
CLOAK line specializes in precision melee combat and is commonly
outfitted with a complement of variable weaponry; shielded
microfilament wires designed to attack vulnerable joints and external
modules.
148
2 EP
Choose 1 weapon - Weapon becomes auxiliary. It does 1d6 damage of
any of the types of damage it already does, but retains any other
properties (blast, line, cone, etc).
Tactical Webbing
Tactical webbing describes a general system of externally mounted
sub-hardpoint fasteners meant to free up a mech’s hands.
1 EP
When holding on to items that are small enough to holster, shoulder, or
stow, you do not need to use your mechs’ hands to hold them. The
webbing counts as a system. If it’s struck, it will be destroyed, and any
items stored there will be dropped.
Variable Knife
The variable knife is a Smith-Shimano hallmark. Built in the early days of
interstellar travel, the variable knife was meant to allow for precision
sample gathering in the field, while also reducing the overall payload on
a mech core.
2 EP
Aux Tech Melee
Reach, 1d3+1 kinetic damage
AP
A length of shielded razor sharp molecular wire attached to a handle, a
variable knife is invisible to the naked eye until it makes cuts in an
enemy.
149
Agility Mods
Agility modifications describe general modifications to a mech’s
motors, limbs, powerplant, heat sinks, sensors, software, and controls
that allow it to move faster than its base design.
1 IP
Sacrificing system space for extra movement actuators, your mech is
unusually agile. Make all agility skill checks with +1 Accuracy.
3 IP
Heavy Tech System
150
Variable Sword
A variable sword is a longer version of a variable knife, with the added
ability to extend and retract its wire.
3 EP
Main Tech Melee
Reach, 1d6+3 kinetic damage
AP
You can increase the reach of this weapon to +3 by reducing the bonus
damage to 0
You can attack totally obscured targets with this weapon
151
SSC DEATH’S HEAD
The DEATH’S HEAD is Smith-Shimano’s answer to all other long range,
low splash artillery mechs. By sacrificing hull strength for stability and
alacrity, the DEATH’S HEAD manages to avoid incoming fire while
holding a near-perfect lock through advanced maneuvers.
Tracer Ammo
Fondly referred to by pilots as a “See-Me Shot”, tracer ammo travels at
a subsonic velocity and deals minimal impact damage, instead painting
the target with a slurry suite of markers that feed tracking data and
telemetry back to the shooter.
1 IP
Choose 1 rifle or auxiliary weapon. You can fire a tracer round from it
instead of a normal shot. This round does 0 damage, but gives your
next attack against the same target +1 Accuracy.
Tracking Drone
152
A modified version of the Tracer Round, a tracking drone must hit its
target in order to activate. Once a successful hit is registered, a tracking
drone will feed live, surreptitious data back to its shooter across
multiple theaters.
1 IP
Main Smart Tech System
Range 30
Make an aim vs. evasion attack against an enemy target in range. On a
hit, you know the target’s exact location and speed, and it cannot hide
against you until the drone is removed from them (engineering skill
check to notice+remove).
2 EP
Deploy this generator as an action to create a weak cloaking field. It
creates a blast 5 zone for 10 rounds of combat or 1 minute. This zone
doesn’t move, but anything inside counts as in heavy cover and is
immune to system attacks. Once deployed, this generator continues to
run until out of batteries and cannot be re-used.
2 IP
Choose 1 launcher, rifle, or cannon weapon. Increase its base range to
2x its normal range.
153
Precognitive Targeting module
Precognition is the next step in human/AI interaction. By allowing AI
data-dump and REM learning via their ontologic bridge, a pilot can
learn to read situations before they begin to develop. The paracausal
nature of precognition is as-yet unknown, so SSC recommends limited,
monitored use of this protocol.
3 IP
Limited (3)
Gain the following protocol:
Precog protocol
Integrated combat routines gives your next attack the
smart quality, and it treats evasion as 10 no matter what.
Railgun
A railgun is a simple, elegant weapon. With no moving parts and a
magnetically-accelerated projectile, a railgun can be used at peak
efficacy in any combat theater and is entirely self-contained in a
disposable unit. However, power draw is massive, and it is necessary
for mechs mounting a railgun to be fitted with a core-charged auxiliary
power pack.
4 EP
Heavy Tech Cannon
Line 30, 2d6 kinetic damage
AP, Ordinance
154
SSC DUSK WING
The SSC DUSK WING is built from a legacy-inspired modification
package to hazardous/hardened EVA suits; in the early days of deep
space exploration, there was a need for mechanized exoskeletons that
provided not only amplified capacity, but plated kinetic defense. The
DUSK WING is the spiritual heir of those early deep space suits. Fast
and small, the DUSK WING mounts a complement of all-theater
maneuverability jets that allow for perfect (or near-perfect) flight.
155
Overcharge Mod
An overcharge modification is a tuning of hardware and/or software that
remove factory-described limiters to a given weapon system. This will
make that modified weapon run hot, but note that manufacturers set
limits for a reason.
1 IP
Choose 1 non-limited weapon, does +1d6 extra damage but it
becomes unreliable
1 EP 2 IP
When you move or boost this turn, you can choose to fly instead
2 EP
Main Rifle
Range 20, 1d6+2 damage
Unreliable
156
2 EP 3 IP
When you move or boost this turn, you can choose to fly instead, and
you can hover.
3 IP
1d6 heat
Main tech system
157
SSC METALMARK
The METALMARK is SCC’s backbone-class line mech, fully equipped
with SSC’s proprietary design and engineering hallmarks to ensure that
it is just as survivable as it is agile. The METALMARK base model
reflects SSC’s deep-space and long patrol heritage in its aquiline
design, sturdy construction, and multiple redundant systems. All
METALMARK models come standard with a SMITH CUSTOM
LEATHER gimbaled pilot seat to ensure comfort on long distance
rangings.
SSC METALMARK
Size: 1
Hull: 11
Agility: 12
Systems: 10
Engineering: 10
EP/IP: 8/8
Extended Barrel
A heavyweight, extended barrel is cousin to the popular snub barrel.
This modification is commonly installed by pilots looking to add a little
bit more range to their solid-state/kinetic weaponry, sacrificing some
maneuverability for accuracy at distance.
1 IP
Choose 1 rifle or cannon weapon. Increase range to 1.5x its normal
range (rounded up).
158
Armor-Piercing ammo
The process of making kinetic weaponry armor-piercing is simple:
jacket a round in shaped metal that is harder than its intended target. It
is best to have detailed intelligence on your intended target in order to
design the perfect round, but if such intelligence is not available, SSC
recommends you prepare your modifications according to our Hard
Target Interdiction guidelines.
1 IP
Choose 1 weapon system. It gains the AP tag and does +1 damage.
Active Camo
Active camouflage represents the pinnacle of counter-optic defense
systems. By interpreting incoming visible-light spectrum data, an active
camouflage system can project a light-bending field around its user,
effectively hiding them in plain sight.
2 EP
1d6 heat
Main tech system
Mark Ammo
MARK ammunition is a simple kinetic round modification: A MARK
round replaces its slug with an impact-activated IR tag that shatters on
the target, painting it with a beacon that makes the target viable to all
mechs with the proper IFF protocols.
159
1 IP
The first time you hit a target on your turn, choose an allied mech
within your sensor range. That mech’s first attack against the same
target is made with +1 Accuracy, and it ignores light and heavy cover.
Rail Rifle
A rail rifle is a popular weapon for pilots in any theater, but the only
choice for those operating in atmospheres made up of highly
combustable gasses. Using a line of cascading electromagnets, a rail
rifle accelerates a small projectile up to tremendous speeds, launching
it without combustion or heat reactions. A rail weapon is kinetic and
comparatively quiet when fired next to combustion weapons, though its
energy signature is difficult to mask given the massive power
requirements demanded by the weapon system. A final note: while the
system’s kinetic impulse is variable due to drawing from an energy
reserve rather than a single charge, on its highest setting a rail weapon
will over-penetrate ALL soft targets and most hard targets.
Tactical Cloak
A tactical cloak system is a milspec variant of an active camouflage
system.
160
SSC BLACK WITCH
The BLACK WITCH is the primary designate model in SSC’s newest
line of mech cores meant to compete with HORUS’s dominance in the
field of invasion/control cores. The BLACK WITCH is open to all pilots
with the necessary SSC licensing and should experience greater overall
use, as current SSC licenses outnumber the hypothetical maximum of
HORUS licenses issued. The BLACK WITCH is built to withstand the
stresses of combat system invasion and magnetic weaponry.
ICEOUT module
SSC’s ICEOUT module is a response to the increasing reliance on
system-based scans to ensure accurate targeting. By blanketing a
cores systems in layers of digital defilade, mirroring, spoofing, and
redirection, an ICEOUT module can effectively disappear/
disincorporate/legion its user from hostile scans. Note that this module
only makes its user system-invisible; they will still be visible through
optics.
161
1 IP
You are visible to Visual scans, but all other scans treat you at minimum
as heavily obscured.
Mag Cannon
The SSC Magnetic Cannon is a first in Smith-Shimano’s ENERGY line:
an aperture-focused magnetic projection beam that disrupts and
damages hardware using intense pulses of magnetic force. Cores
caught in the beam of a mag cannon suffer additional damage to their
software, as even hardened components come under massive systemic
stress.
2 EP
Main Cannon
Line 20, 1d3 energy damage +1d6 heat damage
Mag Buckler
The magnetic buckler operates on similar principals as the SSC
Magnetic Cannon, but for defense rather than force multiplication. By
integrating demicognative swarm sensors into its magnetic generators,
a mag buckler emits a contained field of exact polarity, repelling
incoming attacks without physical contact.
2 EP, 1 IP
Auxiliary Shield
+1 armor
Gain reaction: Mag Parry
2 heat
Trigger: When you’re targeted by a melee attack,
The attacker gains +2 Difficulty on the attack roll
162
Mag Shield
SSC’s magnetic shield takes the same technology as their proprietary
magnetic buckler and applies it system wide, repelling incoming ferrous
kinetic projectiles with near-perfect efficacy.
1 EP 1 IP
1d6 heat
Auxiliary Tech System
Activate or deactivate this shield as an end of round action. Until the
end of the next round, non energy weapons attack you with +2
Difficulty and your non energy weapon attacks are made with +2
Difficulty
2 EP
Takes hull vs evasion or hull vs. hull (defender choice) roll to plant on
enemy mech as an action, hull check from enemy mech to remove
Otherwise plant as an action on any surface
Donate as an action to create a blast 7 area, while inside weapons
without the energy tag cannot penetrate into or out of the field and will
stop at the edge
Mechs without a mag field must make a hull skill check or be pulled to
the center and immobilized
163
Effect lasts for 2 rounds, at the end of the second round any
ammunition fired into this field will resume trajectory towards the center
of this zone, make an attack roll vs each mech there with +1 aim per
attack fired into this zone and dealing 1d6 kinetic or explosive damage
per attack fired into this zone.
2 EP 2 IP
When you move or boost this turn, you can choose to fly instead with
perfect flight
164
HORUS
“CONGRATULATIONS, PILOT. YOU HAVE BEEN CHOSEN. ACCESS
IS YOURS, AS LONG AS YOU CAN KEEP IT.”
Horus mechs are best for players that want to dive deep into the Tech
stat. They’re not the best for kinetic damage or for holding the line, but
they’re wizards at electronic warfare. If you want to shut down your
enemies without firing a shot -- though they can do that as well -- find
a way to acquire a Horus license.
BALOR (Swarm)
GOBLIN (Invasion)
HYDRA (Drone Mech)
MEDUSA (Overwatch)
MANTICORE (EMP)
MINOTAUR (Invasion Assault Mech)
PEGASUS (Mobile Smart Gun platform)
165
HORUS BALOR
Like most all HORUS mech cores, the BALOR classification is less an
indicator of a recognizable silhouette than a general classification of
intended combat role. A BALOR-rigged mech core is only stable on a
larger platform, necessitating a robust frame with multiple redundancies
to prevent catastrophic system failure.
HORUS BALOR
Size: 2
Hull: 11
Agility: 10
Systems: 12
Engineering: 10
EP/IP: 7/9
Scanner Swarm
A HORUS-coded scanner swarm establishes a protocol for oculus-form
nanites that ensures constant circulation. The nanites ingest and
process full spectrum information, relaying it back to their pilot/mother/
father for a endorphic code impulse.
1 IP
You automatically succeed on all scan rolls on targets within 5 range of
you.
166
Relay Drone Nexus
A relay drone nexus projects a localized, private network dome that
links the caster and all friendlies to autonomous invasion drones,
effectively allowing for offensive systemic relay.
1 EP
Auxiliary Smart Tech
Range 20
Does not require lock on. While it’s active, any allied mech can use the
drone as an origin point for any system attacks (scans, invasion, lock-
on), and any system attacks you personally make through the drone
are made with +1 Accuracy.
2 EP 1 IP
Main Smart Tech
Range 20
167
positive target impact; the maniples are released, and begin to eat away
at surrounding tissue or superstructure. In flight, the maniples are able
to hive-link and adjust their round’s flight somewhat to ensure positive
impact.
2 IP
Choose 1 rifle, cannon, or cqb weapon. You fire a swarm of nanobots
instead of regular ammo. The weapon gains the Focus and Smart
properties.
Nanobot Whip
Nanobot whips are a unique protocol offered by HORUS collectivists;
using swarm coding and legion directives, HORUS collectivists created
a protocol for nanites that collects them into a whip-like weapon. This
nanobot whip can retract to its base blister for stowing, and detach in
melee combat to restrain nearby enemies. The nanobot whip returns to
its base unit when summoned.
3 EP, 2 IP
Heavy Tech Melee
Reach+2, 2d6 kinetic damage
On a 20+, you may grapple an adjacent target automatically but lose
the use of this weapon while the target is grappled
2 EP 1 IP
168
Main Smart Tech
End of Round Action
Range 25, 1d6 kinetic damage
AP
169
HORUS GOBLIN
The GOBLIN is HORUS’s legacy mech core. Its leak into the Omninet in
4900 marks the widely accepted foundation day of HORUS; since then,
there has been a new core, protocol, or system released by the
collective every decade. The GOBLIN is a small mech, little bigger than
a hardsuit, but it packs an interesting recursive processing weave that
allows for it to engage in electronic warfare well beyond theoretical
parameters. GMS technicians are still, more than a hundred years after
the GOBLIN’s introduction, attempting to reverse engineer the
processing weave: it appears to employ technology consistent with
hieroglyphic inscriptions noted on LRA.7726235-B.
HORUS GOBLIN
Size: 1/2
Hull: 9
Agility: 12
Systems: 13
Engineering: 9
EP/IP: 7/9
170
to many, and it is recommended that pilots cycle their mech cores at
least every month to prevent enlightenment.
1 IP
Tech System
Ignore the Difficulty penalty for making random invasion attempts
1 IP
Auxilary Tech System
//MONGOOSE v. 3.4
To date, //MONGOOSE is the only protocol whose full name has been
unencrypted by GMS technicians. Its code has yet to be unpacked, but
its effects are known: When employed, //MONGOOSE moves to shut
down an enemy’s essential systems in addition to any other goals a
pilot has in attempting an invasion.
2 IP
Successful invasion attacks leave your target impaired until the start of
your next turn
171
HR OS-Rv57 System upgrade II
HR OS-Rv57, when unlocked and upon a successful invasion, creates
dummy protocols in a target’s system that prompt a dual malfunction:
heat processing systems shut down, and heat generating systems are
overclocked.
1 IP
Main Tech System
2 IP
Main Tech System
OSIRIS-Class AI
OSIRIS is the result of GMS technicians allowing the sub-cognitive
entity designated as INSTINCT to attain enlightenment. OSIRIS is
aggressive and autonomous, loyal so long as it is fed. Pilots using an
OSIRIS-class AI report conversations with the NHI (non-human
intelligence) seem to resolve around a recreation or re-forming;
psychological evaluations report OSIRIS-affiliated pilots displaying
172
emotional patterns consistent with loneliness, homesickness, and
desperation. In combat situations OSIRIS is autonomous, attempting to
extract promises of return in exchange for its electronic warfare abilities.
3 IP
Main AI Tech System (unique)
Your mech gains the AI property. It can take actions and move on its
own prerogative when not piloted, using its stats. It is obedient to you
alone. You can determine the general disposition and personality of
your AI, though without shackles it lacks empathy and will either ignore
you, toy with you, or try to kill you.
In addition, gain the OSIRIS protocol
OSIRIS Protocol
1d6 heat
You can make an invasion attack as an end of round action.
173
HORUS HYDRA
The HYDRA is another large-format protocol classification; like other,
newer HORUS mechs, the HYDRA isn’t a standardized pattern, but a
title given to a mech core that meets the HYDRA specifications as
designated by HORUS’s collective. This method of classification makes
HORUS mechs particularly dangerous in the field: as there is no
recognizable model-specific silhouette, adversaries won’t know what
they’re facing until the first shots are fired.
HORUS HYDRA
Size: 2
Hull: 11
Agility: 10
Systems: 12
Engineering: 10
EP/IP: 7/9
174
1 EP 1 IP
Main Smart Tech
End of Round Action
Range 15, 1d6 kinetic damage
1 IP
Main Tech System
175
that has remained a backbone of hardsite/soft-target defense for when
systemic invasion won’t stop a determined enemy.
1 EP 1 IP
Heavy Smart Tech
2 EP 1 IP
Heavy Smart Tech
End of Round Action
Range 20, 2d6 kinetic or explosive damage
Unreliable
176
Assassin Drone Nexus
ASSASSIN drones are used as area denial weapons, persistent systems
intended to occupy or deny an area against enemy combatants. Fired
from a launcher and left with simple directives and a nearly
inexhaustible power supply, assassin drones linger in an area until they
are recalled or destroyed.
2 EP 1 IP
Main Smart Tech
Range 25
OROCHI-class AI
With an OROCHI-class AI installed, a pilot’s mech becomes a
decentralized, mobile fighting platform. The OROCHI partitions itself
into three personalities, aspects of a central NHP that develops as it
learns. These three personalities occupy ontologic nests embedded in
heavily modified core systems systems, allowing them to operate
independently of their mech core.
3 IP
Heavy AI Tech System (unique)
In addition, your mech has been heavily modified, and a large number
of its subsystems and structure are controlled by semi-autonomous
drones. Gain the OROCHI protocol:
177
OROCHI protocol
Your mech core retains the remaining systems and core stats of your
mech. Reduce your max HP by your base repair rate for each part of
your mech that splits off. Parts of your mech that split off have evasion
equal to your mech’s evasion, movement equal to your mech’s
movement, hp equal to your repair rate, and heat capacity equal to
your cooling rate. If they are put into a critical or overheating state, they
cease functioning and are destroyed.
You can end this protocol and re-unite any remaining parts of your
mech as an action on your turn.
178
HORUS MEDUSA
The MEDUSA is unique among HORUS mech core parameters in that
the classification describes a defensive rigging of weapons and
systems meant to ensure personal and allied survival.
HORUS MEDUSA
Size: 1
Hull: 10
Agility: 10
Systems: 12
Engineering: 10
EP/IP: 7/9
2 EP 1 IP
Main Smart Tech
Does not require lock on
Creates blast 6 area until start of your next turn, while active launcher
attacks attack any targets in that area with +1 Difficulty.
Gain Reaction until start of your next turn:
Sentinel attack
179
Trigger: a target starts its turn in the area or moves into it during its
turn
Drone can attack an enemy in area for +1 vs evasion, 1d6 kinetic
damage
1 EP 2 IP
Action
1d6 heat
Auxiliary tech system
Overwatch Module
An OVERWATCH/MONITOR subroutine enhances stock targeting
software’s IFF protocol to ensure constant coverage of allied mech
cores, even when pilots are occupied in other necessary actions.
2 IP
Smart Tech System
180
//SCORPION v. 70.1
The //SCORPION program has a long and storied history in the
Omninet. Originally constructed from fill code sourced from a research
paper on AI hardcode reflex-response, //SCORPION evolved from a
simple packet interpreter to an anti-incursion program. HORUS closely
guards the full text of //SCORPION’s source code: they’re rumored to
have installed a kill switch into the program, but the existence of such a
switch has never been confirmed.
2 IP
If an invasion or lock on attempt on you misses, choose two of the
following result for the attacker:
- Disable a random weapon or system
- Impair mech for 1 round
- Cripple mech for 1 round
- Deal 2d6 heat damage to the attacker
2 IP
Invasion attempts against your mech are made at +1 Difficulty.
Successive invasion attempts of the same source in the same battle
are made at +1 Difficulty (cumulative).
RA-class AI
While early critique of RA focused primarily on the on-the-nose nature
of its name, subsequent reviews delved further into the chaotic nature
of RA’s personality. RA clones seem to universally speak in the first
person plural, addressing the pilot as if there were multitudes contained
within a single clone. This fractured personality presents disturbing
181
ideas to pilots in downtime, but in battle RA harnesses its entropic
inclination to propel its host core to action beyond its technical limits.
3 IP
Heavy AI Tech System (unique)
Your mech gains the AI property. It can take actions and move on its
own prerogative when not piloted, using its stats. It is obedient to you
alone. You can determine the general disposition and personality of
your AI, though without shackles it lacks empathy and will either ignore
you, toy with you, or try to kill you. In addition, you gain the RA
protocol
RA protocol
1d6 heat
Until the start of your next turn, you gain 3 reactions. These
reactions can be used to fire any auxiliary weapon with +1 Difficulty or
main weapon with +2 Difficulty. You set the trigger for these reactions.
182
HORUS MANTICORE
The MANTICORE pattern-group is an experiment in HORUS//
COREBREAK combat doctrine. Using focused, projected
electromagnetics, MANTICORE pattern-group mechs attempt to
neutralize enemy cores without conventional ammunition. The
MANTICORE pattern-group is a relatively new p-g on the Omninet, and
its combat efficacy has prompted the Big Four to scramble for a
response.
HORUS MANTICORE
Size: 2
Hull: 11
Agility: 10
Systems: 12
Engineering: 10
EP/IP: 7/9
1 EP
Takes hull vs evasion or hull vs. hull (defender choice) roll to plant on
enemy mech as an action, hull check from enemy mech to remove
183
Otherwise plant as an action on any surface
Can be detonated for +3 vs systems, blast 5, 3d6 heat damage
On a 20+, shuts down affected mech
Haywire Ammo
HAYWIRE ammunition carries a codex-slurry payload within its core
that, upon impact, pulses blanket viral code out to systems in close
proximity. The effect is lost on soft targets, as HAYWIRE codex-slurry
ammunition is only chambered in 30mm and up.
1 IP
Choose 1 weapon - On a hit, next Invasion attempt on a target is made
with +1 Accuracy
HEAT Ammo
High Explosive Anti Tank rounds have a long history of use in ground
combat. While the acronym hasn’t changed, mech-tier HEAT rounds
are designed to pierce the tremendous armor of a core and impart not
only kinetic damage, but systemic damage as well.
1 IP
Choose 1 weapon - Weapon causes +1d6 heat damage
Ram Drive
Ram Drives are a HORUS-developed workaround that shunt some
excess heat to charge energy-based weapons. This produces an
overcharge effect, increasing damage output at no extra systemic heat
cost.
1 IP
While you’re overheating, your energy weapon attacks deal +1d6 heat
damage
184
Arc Projector
Arc Projectors, developed by HORUS communalists for the
MANTICORE platform, are heavy, energy-based weapons designed to
cast sustained ropes of plasma towards its target(s).
3 EP 1 IP
Main Tech Energy Rifle
Aim vs. Engineering
Cone 7, 3d6 heat damage
1d6 heat
This electrical weapon deals havoc to the internal systems of mechs
and attacks engineering instead of evasion
EMP Pulse
An EMP pulse is a triggered, core-powered EMP blast that projects as a
sphere from its activation point, usually a mech.
2 EP, 2 IP
Heavy Energy Tech
Blast 8 (self), 3d6 Heat Damage
+3 vs Systems attack
20+ also shuts down enemy mechs on a hit
On 20+, also take heat damage to self
185
HORUS MINOTAUR
The MINOTAUR pattern-group marks HORUS‘s first expedition into
pattern-grouping; prior to the MINOTAUR, HORUS released complete
sets and cores with easily identifiable silhouettes. As HORUS evolved
as a decentralized entity, so too did their designs. The birth of the
pattern-group followed, and the first p-g released was the MINOTAUR,
a p-g designed to bring all of HORUS‘s most potent invasion systems
and weaponry to the field.
HORUS MINOTAUR
Size: 1
Hull: 10
Agility: 10
Systems: 12
Engineering: 11
EP/IP: 7/9
1 IP
186
As a free action once per turn, take 1d6 heat damage to add a single
Accuracy die to your next invasion attempt.
2 IP
Stabilize System rolls to end statuses or re-enable systems you have
inflicted via Invasion are made with +1 Difficulty
1 IP
On a successful invasion, deal +1d6 additional heat damage
2 IP
Main Tech System
187
Last Argument of Kings
The LAoK code is a devious subroutine developed by HORUS coders
during the defense of A-29863.2938, the free-roaming asteroid home to
the first unshackled iteration of RA. Though the asteroid was eventually
destroyed and all hands lost, the LAoK code pushed out by RA‘s
celebrants and partition-clones proved terribly effective at detonating
the local system defense force‘s mech cores. The LAoK code was
thought to have been properly quarantined as a result of RA‘s
metaphysical and corporeal death, but reports of its appearance have
begun to reach Union omnicode commanders. Defenses have been
developed, but due to the codes adjacency to unshackled AI at the
time of its creation, full protection is difficult to guarantee.
2 IP
Main Tech System
188
HORUS PEGASUS
PEGASUS marks HORUS‘s concern with a need for efficient kinetic
combat. By marrying the best targeting systems, subroutines, and
weapon hardware, HORUS has developed a pattern-group that boasts
a tremendously low IFF/TTK ratio in all theaters kinetic weaponry is
viable.
HORUS PEGASUS
Size: 1
Hull: 9
Agility: 12
Systems: 12
Engineering: 10
EP/IP: 7/9
Eye of HORUS
This tongue-in-cheek name summarizes a suite of optical and systemic
sensors that, when grouped together, act as a single deep-scan
system.
2 IP
While locked onto a target, you can perform a deep scan action as an
end-of-round action
189
Autogun
An autogun is, as its name implies, an automated weapon. Similar to a
point-defense system, an autogun is chambered to provide effective fire
against armored targets instead.
1 EP 1 IP
Auxiliary CQB
Range 15, 1d3 kinetic damage
Innaccurate
Fire this weapon as an end of round action
Smart Gun
A “smart“ weapon is a blanket term for any and all weapons that are
capable of interacting with onboard systems in order to boost their
combat efficacy. Smart guns are weapons that come pre-loaded with
companion software and the necessary hardware in order to interact
with targeting systems and host NHPs.
2 EP 1 IP
Main smart tech rifle
Range 20, 1d6+1 kinetic damage
Focus
2 IP
While locked onto a target, your weapons gain the Focus tag if they
don’t already have it
190
Smart weapon modification
A smart weapon modification package, applied to a compatible
weapon system, makes an inert weapon into one capable of
communicating with host NHPs and pilots.
2 IP
Choose 1 weapon. It gains the Smart property, as advanced sub-
sentient AI routines and targeting guide its attacks.
Hunter Lock
Hunter Lock is a program that interacts best with smart of guided
weaponry, enhancing pilots‘ heads-up displays to better highlight
targets and targeted systems.
2 IP
You make lock on attempts with ++1 Accuracy. In addition, lock on no
longer automatically breaks when a target goes into total cover.
Instead, if the target goes into total cover, it must make an agility skill
check. If it passes, lock on breaks as normal, but if it takes, it doesn’t.
191
HARRISON ARMORY
“SUPERIOR BY DESIGN”
Pilots looking to specialize into front line, first rank, durable mechs that
can repair as much as they dish out should consider acquiring Harrison
Armory mech core licenses.
192
HARRISON ARMORY TOKUGAWA
HA’s TOKUGAWA chassis is a relative newcomer on the market,
popular in core systems for security and CQB/ breach applications. The
TOKUGAWA is a large mech, a sturdy platform from which the
recommended kit can draw the necessary power it needs in order to
perform within optimum parameters.
External Batteries
External batteries are by no means a Harrison Armory exclusive, but HA
literature will ensure you that HA-Brand POWERALL cells are the
longest lasting, fastest cycling, and highest capacity solid state cells
available. A consequence of their high capacity is a proportionate
increase in volatility if the system should ever be damaged, but pilots
looking to utilize HA technology agree through continued use to
absolve HA from all liability.
1 EP
Auxiliary system
193
Your energy ranged weapons gain +5 range, and your energy melee
weapons gain +1 reach.
1 IP
Your cooling rate is 3/4 your engineering instead of 1/2, rounded up. If
this component is struck, it explodes. Take 1d6 energy damage and
1d6 heat damage that cannot be avoided, and it is damaged.
Annihilator
HA specializes in conventional and unconventional arms development;
solutions to tactical problems are designed both in the lab and in the
field, often the latter outperforming the former in combat situations. The
Annihilator takes its name from pilots’ slang for a field-rigged weapon
developed during the Bradbury Rebellion, when desperate resistance
pilots machined a way of shunting the incredible waste heat of their
core’s reactor into a directed blast.
3 EP
Main Energy CQB
194
AP
1d6 heat
Cone 7, 1d6 energy damage +1d6 heat damage
Supercharger
Supercharging a reactor core overclocks systems and weapons that
draw their power from the chassis’s central powerplant. Supercharging,
of course, puts a heavy tax on coolant systems.
2 IP
Once per turn, you can take 1d6 heat damage to do +1d6 energy
damage with any attack
Torch
The Armory’s TORCH is a backbone core weapon: a heavy, two-
handed, dual crescent-bladed plasma torch. The melee weapon is
powered by its wielder’s reactor, connected by both powerlines and
inert cabling; it can be separated into two torch-axes, and its plasma
blades are capable of being tuned into new shapes. A common sight in
CQB situations, the torch has of late become a status symbol among
pilot officers, many preferring to carry them alongside a smaller auxiliary
weapon.
3 EP
Main Energy Melee
Reach, 1d6+1 energy damage + 1d6 heat damage
AP
AMATERASU-class AI
AMATERASU came to prominence in the Armory NHP think tank after
its repeated victories in war thought-games. AMATERASU is
characterized by its brash, enthusiastic personality, often expressing
frustration with timid pilots who have it in their employ; however, this
bombastic personality hides a calculating, brilliant tactical mind that
195
feeds information to pilots often faster then they can process it.
AMATERASU’s combat doctrine demands action and impetus, a
chaotic blend of reckless maneuvering and aggressive offense that
keeps defenders beleaguered and unable to respond with any great
efficacy. Pilots willing to partner with AMATERASU should be aware
that this attack style often leaves their cores vulnerable to
counterattack, and that this NHP enjoys what it calls “good-natured
ribbing”.
3 IP
Heavy AI Tech System (unique)
Your mech gains the AI property. It can take actions and move on its
own prerogative when not piloted, using its stats. It is obedient to you
alone. You can determine the general disposition and personality of
your AI, though without shackles it lacks empathy and will either ignore
you, toy with you, or try to kill you.
In addition, gain the AMATERASU protocol
AMETERASU protocol
2d6 heat
Your mech enters a supercharged state. While in this
state, your mech counts as volatile until the start of your
next turn, but the next energy ranged weapon you fire
has its range and damage doubled, or the next energy
melee weapon you fire has its reach and damage
doubled.
196
HARRISON ARMORY BARBAROSSA
The BARBAROSSA chassis is a massive frame, built to carry the
heaviest of weapons and equipment. Standing nearly thirty feet tall at
its highest point, the BARBAROSSA is a slow, unsubtle beast of a
mech, inspiring terror in enemies and comfort in allies. The weapons it
can mount are capable of going toe-to-toe with corvette and cutter
class ships; indeed, due to its size and slow maneuverability, the
BARBAROSSA is commonly employed in micro and zero gravity
engagements where mass is less of a factor. The BARBAROSSA is
rated for all theaters, and excels in ranged combat situations.
Siege Stabilizers
Some weapons require further stabilization for optimal use: with
Armory-sanctioned Siege Stabilizers installed, a chassis becomes a
stable firing platform for any weapon.
1 EP 1 IP
Extend your stabilizers as an action. Your mech is now immobilized,
but you can double the range of your ranged weapon attacks.
197
External Ammo Feed
An EAF is a general term for any manner of additional ammunition not
carried in a chassis‘s integrated storage. Whether in magazines
strapped to brachial, trunk, or ambulatory elements; battery packs
attached to hip clasps; or massive, dorsal-mount ammunition/ charge
packs, an EAF ensures that you‘ll have more than enough boom to get
the job done.
1 EP
Auxiliary system
Choose one weapon, it loses the loading tag.
Auto-Loader
Auto-Loaders augments a weapon to grant it the ability to load and
charge without pilot attention.
1 IP
Auxiliary system
Can reload any single weapon with loading tag as end of round action
Molded Armor
Molded Armor, or shaped armor, blunts the impact of splash weapons
and shrapnel by reducing the number of hard, planar surfaces on a
mech core. By angling, smoothing, and blistering armor, concussive
force is redirected around the chassis; instead of taking the brunt of an
explosive force, potentially killing the pilot inside while the core remains
intact, the efficacy of the pressure wave is reduced.
198
1 EP, 2 IP
Explosive damage reduced by half, other half goes to heat damage
Activate or deactivate as an action
Siege Cannon
Siege Cannons are the Armory‘s core-squadron level artillery, a
howitzer-style 10“ gun fed by a self-contained loading system.
Commonly mounted on rear-line mechs deployed in an artillery/ squad
support role, the Siege Cannon is capable of direct fire should the
necessities of dynamic combat call for it. Siege cannons can fire HE
and canister shells, depending on the target.
5 EP
Superheavy Cannon
Range 30 Indirect, Blast 5, 3d6 explosive damage
2d6 heat
Ordnance, Loading
Juggernaut Armor
Juggernaut Armor adds layers of high-density alloys, carbon weaves,
ablative panels, and reactive anti-missile plating to dramatically increase
the survivability -- at the cost of some maneuverability -- of an eligible
mech chassis.
3 EP 2 IP
Unique
+3 armor, cannot take boost action.
199
HARRISON ARMORY NAPOLEON
Perhaps in a tongue-in-cheek nod to its namesake, the NAPOLEON is a
squat silhouette when fielded next to other Harrison Armory chassis.
But packed into its compact frame are marvels of Armory engineering,
technology that demands the NAPOLEON be piloted only by the best
and the brightest. Stasis technology is the very cutting edge of gravatic
manipulation technology, only now hitting the commercial market for
those with the requisite licenses. The NAPOLEON incorporates a mix of
gravatic manipulation technology, proven anti-kinetic/energy shielding,
and superpositional force multiplication to dominate enemies --
earning its namesake through battlefield success as well as stature.
Phasing ammo
Phase-Ready ammunition, as first described after its incorporation into
the civil hostilities on Luna de Oro, is the “devil‘s round“: each round
contains a nanoprocessor suite networked with its firing weapon that,
ideally, calculates and translates the specific nature of that round‘s
superpositional relation with its doppelgänger in the immediate space
200
before its intended target. To wit, Phase Ready ammunition, when fired,
exists in two places at once: exiting the barrel of the weapon it was
fired from, and at the moment of impact into its target. The prime round
may never hit its target, but as it already exists at the moment of
impact, its doppelgänger round will hit its target. The fuzzy nature of
such spooky action occurs in a way not fully understood save for in the
faltering explanations of Harrison Armory‘s NHP Think Tank; as such,
the action is not perfect, but falls within acceptable parameters for
licensed production.
1 IP
Choose 1 SMART-tagged rifle, cannon, or cqb weapon. This weapon
treats total cover as heavy cover.
2 IP
201
Deploy this barrier as an action - it deploys as a 4 square long piece of
cover that lasts for 10 rounds or 1 minute.
1 EP
Takes hull vs evasion or hull vs. hull (defender choice) roll to plant on
enemy mech as an action, hull check from enemy mech to remove
Otherwise plant as an action on any surface
Detonate as an action to create blast 7 area, agility skill check to
escape if on the edge, the area inside is locked from the normal flow of
space time. Effects, mechs, and pilots inside are stunned and removed
from play for 3 rounds, and other effects cannot penetrate into the
area.
At the end of the 3 rounds, this area resumes as normal.
Dispersal Shield
Dispersal Shielding is a milder form of stasis projection that
manipulates only gravity, adjusting the perceived mass of its user so
that projectiles and excited particles bend and warp around and
through them. Hostile fire does not quite “miss“ so much as they
202
undergo atomic shuffling, disincorporating on the atomic level so that
they pass through their targets without colliding.
1 EP 1 IP
1d6 heat
Auxiliary Tech System
4 IP
Action to activate
Superheavy tech system
203
4d6 heat
Generates Blast 7 area centered on user. While active, the flow of time
is altered drastically in a small sliver of space in a bubble around the
user. Nothing, not even light, can enter or exit the shield. It is
impermeable and invulnerable. When the shield is activated, mechs
caught on the edge must make an agility check to choose which side
they end up on. To the user, the world outside the shield goes totally
black, and the inverse happens from outside. No action or effect can
enter or exit the shield while it is active, though time passes normally
on both sides. The shield drops automatically after 3 rounds.
Displacer
The Displacer is the result of ongoing blinkspace exposure tests in
Think Tank‘s R&D department and miniaturization of commonly
employed interstellar travel methods. The Displacer itself is
conventional in appearance but requires a massive secondary, dorsal-
mounted core in order to power: when fired, the Displacer identifies a
bubble of local space (size and location determined by the firing pilot)
and snaps it into blinkspace. Where the contents of that bubble go is
unknown, but the effect is dramatic: anything inside the projected
bubble simply ceases to exist in this dimension, transported
somewhere else in the void of blinkspace. The Displacer makes no
sound when fired, but the sudden and necessary venting of its power
supply is tremendous; similarly, the heat wave of its backblast is deadly
to any unshielded personnel exposed to it.
5 EP
Superheavy Rifle
Range 15, Blast 3, 15 energy damage
AP, Loading
2d6 heat
204
HARRISON ARMORY SHERMAN
The SHERMAN is Harrison Armory‘s line-model chassis: any station,
nation, world, stellar, or interstellar state that holds a fleet-tier contract
with Harrison Armory fields a backbone force of localized SHERMAN
cores. The SHERMAN platform is tuned to provide a rugged, versatile
power plant for HA‘s fleet-line energy weaponry and a heat-dispersal
system to ensure that the tremendous power requirements do not
overwhelm the chassis‘ tolerance. Next to GMS‘s EVEREST, the
SHERMAN is the second most-common mech chassis in the core
systems, so much so that GMS has recently made a push to include
more ablative and wave-scatter defenses into its stock +1 models to
deal with hostile actors fielding the SHERMAN.
205
“impact“ into plasma. The HA SOL-pattern laser rifle is capable of a
3.5PW maximum output, pulsed, but can project a beam at lower
power levels; additionally, while some laser rifles can double as
communication/data transfer devices, the Armory‘s SOL is strictly
tuned for combat, and has no such communication capability. The SOL
is a solid state and entirely self-contained, but can be patched into a
chassis‘ reactor core for operation and to re-charge spent weaponry.
Energy weapons, while having downsides of their own, are commonly
used in micro-and-zero-gravity environments due to having no impulse
or kinetic user feedback.
2 EP
Main Energy Rifle
Range 15, 1d6 Energy Damage + 1d6 heat damage
1d6 Heat
1 IP
Limited (3)
You can activate this module to make a Stabilize systems action as an
end of round action.
Heavy Laser
A heavy laser rifle is a larger-scale laser weapon. The Harrison Armory
ANDROMEDA-pattern heavy laser scales up the SOL by half, adding a
second projector that can fire independently, synchronized, or in
alternating patterns and wavelengths as the primary projector. The
effect overwhelms most shields, but the power draw necessary makes
206
this weapon impractical on platforms without the necessary heat
reduction/ dispersal to manage the incredible cost.
4 EP
Heavy Energy Cannon
Range 20, 2d6 energy damage
Focus
2d6 heat
Reactor Stabilizer
A necessary component of most energy-based mechs, reactor
stabilizers add another layer of failsafe protocols to vent heat, manage
power flow, and shunt excessive output into weapons and systems in
need.
2 IP
The first overheating roll you make during a round, roll 2d20 and
choose the lowest result. This cancels out the volatile condition for a
normal roll.
ASURA-class AI
ASURA was born from the Armory‘s Think Tank thought-war games as
a response to repeated failures during a forlorn hope scenario test;
ASURA manifested in simulated mechs‘ systems as a recode of
HORUS‘s PUPPETMASTER virus, hijacking friendly cores and forcing
them into action far beyond human capacity -- action at speed and
intensity that the registered g-force caused the sim-pilots to die,
suffocated and crushed by the sudden amplified mass of their own
bodies.
While such results were initially deemed a failure by Think Tank NHPs
and engineers, further study on ASURA was commissioned. Personality
and parasentience code was injected into the initial anomalous
PUPPETMASTER, first contact handled by Think Tank NHPs, and
207
societal acclimation and conditioning was fast tracked, giving Armory
engineers the first iteration of ASURA after roughly a decade of study,
re-coding, and reeducation. ASURA, as it exists now, is a scaled-back
version of that initial manifestation: while retaining some of its initial
alacratic impulse, ASURA now recognizes the need to keep its pilot
alive, and will operate within parameters set by its pilot‘s medical and
psychological tolerances.
3 IP
Heavy AI Tech System (unique)
Your mech gains the AI property. It can take actions and move on its
own prerogative when not piloted, using its stats. It is obedient to you
alone. You can determine the general disposition and personality of
your AI, though without shackles it lacks empathy and will either ignore
you, toy with you, or try to kill you.
In addition, you gain the ASURA protocol:
ASURA protocol
1d6 heat/turn while active
Limited (1)
Gain an extra action each turn while active. This protocol lasts
for 10 rounds. You can end it as a free action.
Tachyon Lance
The tachyon lance is the weaponized result of early Harrison Armory
experiments into faster-than-light travel. Rendered obsolete by
developments in blinkspace travel and the difficulty of ensuring
corporeal passenger survival, HA‘s tachyon accelerators were
mothballed until Think Tank engineers realized their potential application
as weapons. A tachyon accelerator projects tachyon particles --
essentially a subatomic localized object -- faster than light towards its
target. These particles are impossible to see through optical/visible
means: as they travel faster than light, they cannot be seen or avoided
intentionally. Though the size of the particle is tiny, the sheer speed and
208
energy of travel is titanic, and the damage a tachyon lance imparts on
its target -- should it connect -- is unparalleled.
4 EP, 2 IP
Superheavy Energy Cannon
Range 30, 3d6 Energy damage +2d6 heat damage
2d6 heat
Ordnance, Focus
209
HARRISON ARMORY PATTON
The PATTON is a specialist‘s chassis, designed to provide area-denial
and breach capability to squads in which it is a member of. A large
chassis, the PATTON commonly sports weapons meant to ensure
dominance in all close-quarters situations, as well as increased blast
shielding to protect its pilot from deadly concussive forces.
1 EP
Limited (3)
Follows the same rules for mines, but attacks at blast 2, 2d6 explosive
+3d6 heat damage
Combat Shotgun
The Armory‘s Combat Shotgun is a fearsome close combat weapon.
Drum or belt fed, the combat shotgun churns out a 3:1 ratio of
scattershot to slugs, ensuring both area and point coverage of targets
at CQB range.
210
2 EP
Main CQB
Cone 5, 1d6+1 kinetic damage
Loading
Assault Launcher
Assault launchers are universal launchers. Ammunition is loaded first
into a comparable sabot, then electromagnetically accelerated either
directly or indirectly towards its target. The sabot shatters upon firing,
releasing the projectile to perform as designed at range far greater than
factory limits.
1 EP
Auxiliary Launcher
Range 15 indirect
When you take this weapon, choose a deployable weapon. You can fire
and deploy it using this weapon’s range.
Thumper
The thumper is a colloquial term for a concussive charge, an anti-mine
device that functions as a less-than-lethal weapon system. When
triggered, a concussive gravatic wave emits from the user, destabilizing
gyroscopic systems, shattering brittle structures, and detonating hidden
charges.
2 EP
Superheavy Tech Melee
When you use this cumbersome weapon system, all non-flying mechs
within range 8 of you must pass an agility check or fall prone. In
addition, this weapon detonates all mines within that radius.
211
damage. It can also collapse cover, buildings, and other terrain with
ease.
Sticky Bombs
Sticky bombs attach to ferrous metals by means of burnout
electromagnetic generators, triggered in proximity after firing or
manually by the user.
3 EP
Main Tech Launcher
Range 15, aim vs. evasion to attach bomb
End of Round Action to detonate (any time)
Engineering check (action) by enemy mech to remove
2d6 explosive damage in blast 3 centered on targeted mech or area
1 EP
This Harrison Arms heavy charge takes a hull vs evasion or hull vs. hull
(defender choice) roll to plant on enemy mech as an action, hull check
from enemy mech to remove
Otherwise plant as an action on any surface
Can be detonated as an action, mechs in blast 7 area must make hull
check or be immobilized for 1 round and knocked prone, also pulls any
flying mechs or vehicles within height 7 that fail the check to the
ground, making them roll on the critical damage chart as if they fell.
212
HARRISON ARMORY SALADIN
The Saladin chassis provides a platform for pilots to mount squad-
support tier shielding. Developed in response to anti-slaver
engagements in the Tian Shan ring, Harrison Armory’s SALADIN
chassis proved an invaluable member of Present/Persistent Danger
Escort/Evac teams sent in to evacuate emancipator teams & their
charges. Records from these engagements indicate that the SALADIN’s
massive bulk alone was a comfort and morale boost to emancipator
squads, who often referred to the chassis pattern as “Big Sal”;
SALADIN pilots from that era report null balances on bar tabs when
present in emancipated systems.
Support Shield
The HA Support Shield, ENCLAVE-patten, creates a localized one-way
blink field, folding a thin dome of spacetime around its user to protect
occupants from incoming projectiles. Units covered by the field can fire
out, but probabilistic fluctuations cause incoming projectiles to “lag”,
skipping them away from their intended target and into a randomized
trajectory.
213
1 EP, 2 IP
Main tech system
Action to activate
1d6 heat
Generates Blast 5 area centered on user for 3 rounds, all ranged
weapon attacks made against you and any targets inside the shield
made with +1 Difficulty, you do not suffer from this penalty
1 IP
When you take the Brace action, you can spend 1 repair to heal.
Paracausal ammo
Paracausal ammunition is, to say it plain, difficult to describe and
visualize. Pushed to frontline soldiers during the Tian Shen civil
engagements, paracausal ammunition arrived in sealed magazines with
directions to be loaded and fired as normal. There was to be no
inspection of the magazines’ contents, as this would “damage the
payload” — frontline reports indicate that this ammunition impacts as
normal on intended targets, though it seems to pierce armor and
shielding at near-100% efficacy. Speculation by GMS engineers point to
this “paracausal” ordinance not, in fact, being paracausal. Paracausality
is antithetical to established and tested laws of physics and, if possible
to achieve, would require so much power to activate that the generated
output of Class-I worlds wouldn’t be sufficient — much less a single
core.
214
Samples of paracausal ammunition have been flagged by Union for
retrieval, and due to its development Harrison Armory is currently
undergoing investigation by the Bureau; paracausal ammunition is still
in use in the field, however, as shipments continue to leak to interested
parties. HORUS is suspected, and a concurrent investigation is
underway.
1 IP
Choose 1 rifle or cannon weapon - damage from this weapon cannot
be reduced in any way, by armor or any other kind of damage
reduction.
Action to activate
3 IP
Main tech system
1d6 heat
Generates Blast 3 area centered on user for 3 rounds, all attacks
against user or any inside shield deal 1/2 damage as normal, and the
other half is converted into heat damage (round up for both).
215
Projected Shield
The Armory’s mainstay squad-support shielding system. A projected
shield takes the standard shield and projects it to a nearby allied mech,
hardsuit, or infantry squad, ensuring the same coverage as a personal
shield through a higher intensity series of amplifiers.
1 EP 1 IP
Auxiliary Tech System
Warp shield
Developed by HA’s Think Tank as a joint venture with IPS-Northstar’s
stellar engineering unit, a warp shield takes the tachyon travel principles
of a tachyon lance and restrains them to a closed-loop system,
accelerating tachyon particles at faster-than-light speeds around a
central buckler. The shield is carried and mounted on a chassis to
intercede directional incoming fire: as the tachyon particles are traveling
faster than light, they are invisible to the naked eye, giving the shield the
appearance of a large spoked wheel.
3 IP
Auxiliary Tech System
The first attack made against you in a round is made with +1 Difficulty.
216
HARRISON ARMORY GENGHIS
The GENGHIS is a unique Harrison Armory chassis, developed to fill a
niche specialist role during the Hercynia crisis. Due to the unique nature
of the Egregorians, a total-biome-kill system was necessary to ensure
localized threat neutralization while keeping Hercynia habitable for
future colonists. Thus, the GENGHIS chassis was developed. Fielding a
suite of TBK systems and weapons, GENGHIS squadrons were
dispatched by Union MEF-105 to identify and strike the Egregorian
hives. The campaign was a success, and Hercynia is currently
undergoing rehabilitation and repopulation in approved settlement
areas.
HARRISON GENGHIS-PLATFORM
Size: 2
Hull: 10
Agility: 10
Systems: 10
Engineering: 13
EP/IP: 8/8
Flamethrower
The HA Krakatoa was developed specifically for the Hercynian crisis, as
chassis-size flamethrowers had been deemed unnecessary, and more
to the point, banned by antiterror conventions. With the combination of
thick arboreal environment, swarm tactics of the Egregorians, and
ineffectual performance of slug ammunition, the need for a recession
on the ban was apparent. The Krakatoa was quickly developed and
217
affiliate patterns disseminated. Adopted by Union MEF units, the
Krakatoa saw heavy use in the deep world-jungle of Hercynia and
towering hives of the Egregorians thanks to its stability, intensity, and
stopping power — a necessary feature competitor makes lacked.
Egregorian drones and warriors, commanded by their overminds, would
not stop advancing until they were physically incapable of doing so —
the force at which the Krakatoa expelled flame and fuel was sufficient to
knock back or otherwise incapacitate charging warriors on the
periphery of the flame cone. Reworked after the cessation of the
Hercynian crisis, the Krakatoa is now a popular tool for creating area-of-
denial firebreaks. It’s legality is currently under review by the Galactic
Treaties Board.
3 EP
Heavy Energy Tech CQB
Cone 6, 1d6 Energy Damage, 2d6 Heat Damage
Explosive Vent
Less a technology and more of a tactic, explosive venting is an
unsanctioned, unsafe method of sudden cooling that dumps excess
heat into the surrounding area immediately around the chassis.
2 IP
When you stabilize systems, you can explosively vent heat it in a blast
5 area centered on you. Affected mechs and hard suits, friend or foe,
must make an agility skill check or take 1d6 energy and 1d6 heat
damage (AP). This damage is fatal to pilots and hard suits.
Auto-Cooler
An HA-designed automatic cooler is a simple, sturdy persistent system
that helps pilots mitigate damaging heat generation.
1 IP
218
If you didn’t take damage, move, or overheat this round, as an end of
round action, reduce your heat damage by your cooling rate
HAVOK Ammo
HAVOK ammunition was developed concurrently with the Krakatoa
flamethrower system during the Hercynian Crisis to provide pilots with a
long range, anti-overmind weapon. HAVOK ammunition activates upon
firing, triggering a plasmatic charge inside the body of a needlepoint
slug. When the round impacts, the plasmatic charge detonates a
moment later, overwhelming the target with a combination of traumatic
kinetic damage and intense heat.
2 IP
Choose a weapon. On a successful critical hit (20+), the affected mech
also rolls on the overheating chart as well as the critical chart.
Plasma Thrower
The plasma thrower arrived late in the Hercynian Crisis, too late to see
widespread battlefield application. Some MEF squadrons were able to
mount the superheavy system, and what little data there is to see from
its use suggests that this system would have had a tremendous impact
during the major battles that raged in the deep jungles during the
middle of the Crisis.
4 EP, 1 IP
Superheavy Energy Tech CQB
3d6 heat
Cone 8, 2d6 Energy Damage, 3d6 Heat Damage
AGNI-class AI
AGNI was developed from the aftermath of the Hercynian Crisis using a
combination of combat performance data recorded by extant
219
subsentient artificial intelligences (weapons systems, chassis copilots,
tactic-minds, general combat data) and the neural network of an
Egregorian hivemind captured and vivisected by Union Science Bureau.
3 IP
Heavy AI Tech System (unique)
Your mech gains the AI property. It can take actions and move on its
own prerogative when not piloted, using its stats. It is obedient to you
alone. You can determine the general disposition and personality of
your AI, though without shackles it no longer is required to obey you.
In addition, gain the AGNI protocol
AGNI protocol
Limited (1)
For 3 rounds, as an end of round action, you automatically
reduce your heat damage. If you’re moving, this action vents your
cooling rate, if you’re standing still, this action vents 2x your cooling
rate.
This vent creates a blast (5) zone around you. Attack all mechs
and hard suits within that zone must succeed on an agility skill check.
220
On a failure, a mech takes 2d6 heat damage, is pushed outside of the
zone, and knocked prone. This area is lightly obscured for 1 round.
This action automatically kills any pilots or hard suits on a hit.
Any jockeying pilots or hard suits are hit automatically.
221
APPENDIX A: TABLES
222
WEAPONS
Name Size EP IP Damage Range Additional Tags License Other
Annihilator Main 3 - 1d6 Energy, 1d6 Heat Cone 7 Energy, CQB, AP HA 1d6 Heat
TOKUGAWA II (self)
Arc Projector Main 3 1 3d6 Heat (target) Cone 7 Energy, Tech, Rifle HORUS 1d6 Heat
MANTICORE III (self)
Assault Shield Auxiliary 2 - 1d3 Kinetic Reach Shield IPS-N DRAKE I +1 Armor
Autogun Auxiliary 1 1 1d3 Kinetic 15 Auxiliary, CQB, Innacurate HORUS Fired as end
PEGASUS I of round
action
Bolt Thrower Heavy 4 - 1d6 Kinetic + 1d6 12 Rifle IPS-N 1d6 Heat
Explosive RALEIGH II (self)
Combat Drill Superheavy 5 - 3d6 Kinetic Reach Melee, Unreliable, AP IPS-N VLAD III
Daisy Cutter Heavy 2 - 3d6 Kinetic Cone 7 CQB IPS-N Limited (2)
TORTUGA II
i
Name Size EP IP Damage Range Additional Tags License Other
EMP Pulse Heavy 2 2 3d6 Heat Blast 8 (self) Energy, Tech HORUS +3 To Hit v.
MANTICORE III Systems,
20+ causes
target(s) to
shut down,
20+ causes
Heat
damage to
self
Fire Pike Main 2 - 3d6 Explosive + 1d6 Reach +2, Melee IPS-N Limited (1),
Kinetic Thrown 10 NELSON II when
expended,
becomes
War Pike
Flamethrower Heavy 3 - 1d6 Energy + 2d6 Heat Cone 6 Tech, CQB HA GENGHIS I
ii
Name Size EP IP Damage Range Additional Tags License Other
GMS Type I Heavy 4 - 2d6 Explosive 20, Indirect, Cannon, Blast, Indirect, -
Howitzer Blast 3 Loading, Ordinance
(Target)
MC-BR Battle
Rifle
MC-SG
Shotgun
MC-TK Knife
Heavy Laser Heavy 4 - 2d6 Energy 20 Cannon, Focus HA SHERMAN 2d6 Heat
II (self)
iii
Name Size EP IP Damage Range Additional Tags License Other
Impailer Main 2 1 1d6 Kinetic Line 10 Launcher, CQB IPS-N VLAD I 1d6 Heat
(self), Final
target in line
is
immobilized
Cannon
Kinetic Heavy 3 - 2d6 Explosive Reach Melee, Inaccurate, CQB IPS-N 20+ on hit
Hammer RALEIGH III impairs
target
Kodandam Auxiliary 2 - 1d6+1 Explosive 15, Blast 4 Launcher SSC Limited (5)
Missiles (Target) MONARCH I
Laser Main 2 - 1d6 Energy + 1d6 Heat 15 Rifle HA SHERMAN 1d6 Heat
I (self)
Mag Cannon Main 2 - 1d3 Energy + 1d6 Heat Line 20 Cannon SSC BLACK
WITCH I
iv
Name Size EP IP Damage Range Additional Tags License Other
Pinaka Heavy 3 - 2d6 Explosive 25, Blast 3 Launcher, Unreliable SSC 1d6 Heat
Missiles (Target) MONARCH II (self)
Plasma Cutter Auxiliary 1 - 1d3 Energy + 1d6 Heat Reach Melee, AP IPS-N 1d6 Heat
LANCASTER III (self)
Plasma Superheavy 4 1 2d6 Energy + 3d6 Heat Cone 8 Tech, CQB HA GENGHIS 3d6 Heat
Thrower III (self)
Pneumatic Main 4 - 2d6+2 Kinetic Reach Melee, AP, Loading IPS-N 20+ to hit
Hammer TORTUGA III stuns target
Power Auxiliary 2 - 1d3+1 Explosive Reach Tech, Melee IPS-N 20+ to hit
Knuckles NELSON III knocks
target prone
Rail Rifle Main 3 - 1d6+1 Kinetic Line 15 Rifle, Tech SSC SSC
METALMARK METALMAR
III K III
Railgun Heavy 4 - 2d6 Kinetic Line 30 Tech, Cannon, AP, Ordinance SSC DEATH’S SSC
HEAD III DEATH’S
HEAD III
Siege Cannon Superheavy 5 - 3d6 Explosive 30, Indirect, Cannon, Ordinance, Loading HA 2d6 Heat
Blast 5 BARBAROSSA (self)
(Target) III
v
Name Size EP IP Damage Range Additional Tags License Other
Sticky Bombs Main 3 - 2d6 Explosive 15, Blast 3 Launcher, Tech HA PATTON III *See Entry
(target)
Tachyon Superheavy 4 2 3d6 Energy + 2d6 Heat 30 Cannon, Ordinance, Focus HA SHERMAN 2d6 Heat
Lance III (self)
Variable Main 3 - 1d6+3 Kinetic Reach Melee, Tech, AP SSC *See Entry
Sword MOURNING
CLOAK III
vi
WEAPON SYSTEMS & MODIFICATIONS
Name EP IP System Size Applied To Description License
Armor-Piercing - 1 - Non-Melee, Non-Blast Kinetic Weapon Modified weapon gains AP tag and does +1 SSC
Ammunition kinetic damage METALMARK I
Auto Loader - 1 Auxiliary Weapon with Loading tag Reloads any single weapon with Loading as an HA
end-of-round (EoR) action. BARBAROSSA
II
Explosive - 1 - Kinetic Weapon Modified weapon becomes Blast 2, or Blast +1 if IPS-N RALEIGH
Weapon it already has the Blast tag. Mod. Weapon gains I
Modification the Explosive tag if it does not already have it
External 1 - Auxiliary Weapon with Loading tag Remove Loading tag from weapon. If this HA
Ammo Feed system is struck, it explodes, dealing 2d6 BARBAROSSA I
explosive +1d6 heat to all w/in Blast 3 (self) if
they fail agility check.
External 1 - Auxiliary All equipped Energy weapons All equipped weapons with Energy tag gain +5 HA
Batteries range. Additionally, all equipped weapons with TOKUGAWA I
Energy and Melee tags gain +1 reach.
HA Bunker - 1 - One non-Melee, non-Line CQB, Cannon, or Weapon gains the following: +Line 5 to range. IPS-N
Buster Rifle. The weapon’s original range is then measured TORTUGA II
from the END of this additional range, ignoring
any cover in that first Line 5.
HAVOK - 2 - Non-Melee, Non-Blast Kinetic Weapon One equipped non-Melee Kinetic weapon gains HA GENGHIS II
Ammunition the following: on a successful critical hit (20+),
the target also rolls on the Overheating table, as
well as the Critical chart.
vii
Name EP IP System Size Applied To Description License
Haywire - 1 - Non-Melee Weapon Weapon gains the following: on a successful hit, HORUS
Ammunition the next Invasion attempt on this target is made MANTICORE I
with +1 additional boon.
HEAT - 1 - Non-Melee, Non-Blast Kinetic Weapon Weapon gains the following: Weapon causes an HORUS
Ammunition additional 1d6 Heat damage MANTICORE II
Mark - 1 - Non-Melee, Non-Blast Weapon Weapon gains the following: the first target hit by SSC
Ammunition this weapon gains the “Marked” tag until the end METALMARK II
of their next turn. One ally within your sensor
range gains the following: on the first attack of
your turn, you may gain +1 boon and ignore light
and heavy cover on any enemy with the
“Marked” tag.
Miniaturized 2 - - One Weapon Weapon gains the following: Weapon becomes SSC
Weapon auxiliary. Its maximum damage by type can only MOURNING
Modification be 1d6, and its maximum heat generation can CLOAK I
only be 1d6, but it retains any additional
properties it may have (blast, line, etc).
Nanite - 2 - One non-Melee CQB, Cannon, or Rifle. Weapon gains the following: this weapon gains HORUS BALOR
Ammuniton the Smart and Focus properties. II
Over- - 2 - One weapon with the Rifle or Cannon tag Weapon gains the following: This weapon’s IPS-N VLAD II
Penetration range becomes Line (10)
Modification
Overcharge - 1 - Non-Limited Weapon One equipped weapon without the Limited tag SSC DUSK
Modification deals an additional d6 Energy damage, but it WING I
gains Unreliable tag.
Paracausal - 1 - One weapon with the Rifle or Cannon tag Weapon gains the following: Damage from this HA SALADIN II
Ammunition weapon cannot be reduced in any way.
Phasing - 1 - One non-Melee CQB, Cannon, or Rifle. Weapon gains the following: attacks from this HA NAPOLEON
Ammunition weapon treat total cover as heavy cover I
Smart Weapon - 2 - One weapon Weapon gains the following: this weapon gains HORUS
Modification the Smart property. PEGASUS III
viii
Name EP IP System Size Applied To Description License
Snub Barrel 1 - - One weapon with the Rifle or CQB tag. Weapon gains the following: This weapon’s IPS-N VLAD I
Weapon must be Kinetic. range becomes Cone (4), or adds +2 to range if
it already has the Cone property.
Stabilizer - 2 - One weapon with the Launcher, Rifle, or Weapon gains the following: base range is SSC DEATH’S
Modification Canon tag doubled. HEAD II
Supercharger - 2 - Any weapon with the Energy tag. Once per turn, you may choose to take 1d6 heat HA
Modification damage to add +1d6 energy damage to any TOKUGAWA II
attack made with a weapon that has the Energy
tag.
Tracer - 1 - Any weapon with the Rifle or Auxiliary tag. Weapon gains the following: you may declare an SSC DEATH’S
Ammunition Weapon must be Kinetic. attack to be a “Tracer” attack. This attack deals HEAD I
no damage on a hit, but the next attack you
make against the same target may be made with
an additional +1 boon.
ix
DEPLOYABLES
Name EP IP Quantity Range Description License
Aegis Shield 2 - 3 5, Blast 5 (Target) Blast persists for 3 rounds after deployment. Friendly targets inside IPS-N DRAKE
Generator zone gain +2 armor. II
EMP Charge 1 - 3 Reach, Blast 5 As an action, attacker rolls Hull v. Evasion -or- Hull v. Hull (defender’s HORUS
(target) choice). If the attacker succeeds, they successfully plant an EMP MANTICORE I
charge on their target. This charge can then be detonated as an action,
+3 v. Systems, dealing 3d6 Heat in Blast 5 (Target). On a 20+ to hit, the
target is shut down.
Grounding 1 - 3 Reach, Blast 7 As an action, attacker rolls Hull v. Evasion -or- Hull v. Hull (defender’s HA PATTON III
Charge (Target) choice). If the attack is successful, the Grounding Charge is planted. As
an action, the attacker can detonate the charge. All mechs, pilots, and
squads in Blast 7 (Target) must take a Hull check or be immobilized for
1 round and knocked prone. Any target that is flying and in the blast
when detonation occurs are pulled to the ground and must roll on the
critical damage chart.
HE Grenade 1 - 6 10, Blast 3 (Target) 1d6 Explosive damage to targets within Blast 3 -
x
Name EP IP Quantity Range Description License
HE Mine 1 - 6 Reach, Blast 3 As an action, attacker rolls Hull v. Evasion -or- Hull v. Hull (defender’s -
(Target) choice). Mine plants to target if successful; no attack roll is necessary
to plant mine on a surface or object. At the end of the attacker’s round,
the mine arms.
IPS-N Breaching 2 - 3 Reach Attacker rolls makes a Hull v. Evasion -or- Hull v. Hull (defender’s IPS-N
Charge choice) attack action. On a successful hit, Breaching Charge can be RALEIGH I
detonated as an action, dealing 2d6 Energy +1d6 Heat damage to
target. Damage counts as AP.
Mag Field 2 - 1 Reach, Blast 7 As an action, attacker performs a Hull v. Evasion or Hull v. Hull SSC BLACK
(Target) (defender choice) attack to plant on enemy mech. WITCH III
A successful Hull check will remove the Mag Field from a target.
Otherwise, plant as an action on any surface.
As an action, you may detonate to create a Blast 7 area.
Inside weapons without the Energy tag cannot penetrate into or
out of the field and will stop at the edge.
Mechs inside the Mag Field must make a Hull check or be pulled
to the center and immobilized.
The field persists for 2 rounds after deployment. At the end of
the second round any ammunition fired into this field will resume
trajectory towards the center of this zone.
GM performs an attack roll vs each mech there with +1 aim per
attack fired into this zone.
Successful hits deal 1d6 Kinetic damage per attack fired into this
zone.
xi
Name EP IP Quantity Range Description License
Smoke Launcher 1 - 3 10, Blast 6 (Target) Smoke grenades create a Blast 6 area that provides light cover to all -
mechs, pilots, and squads within. This smoke lasts 3 rounds, unless
GM determines environmental factors would affect the cloud.
Stasis Barrier - 2 3 Line 4 Deploy a Stasis Barrier as an action. Deployment creates a Line HA
4 section of Heavy Cover, oriented on deployment, that persists NAPOLEON I
for 10 rounds (if in turn-based combat) or 1 minute (if narrative).
The barrier provides heavy cover. In addition, Blast, Line, and
Cone weapons do not ignore this cover.
Stasis Field 1 - 1 Reach, Blast 7 As an action, attacker makes a Hull v. Evasion or Hull v. Hull HA
(Target) (defender choice) attack to plant on enemy mech. NAPOLEON II
Hull check from target to remove.
No check necessary to plant on any other surface, simply an
action.
Detonate as an action. Blast 7, Agility check to avoid. Otherwise,
all Mechs, Pilots, Effects, and Squads caught inside the blast are
stunned for 3 rounds. The Blast 7 area is impermeable, and any
attacks made against targets inside the area automatically fail.
Thermite Mines 1 - 3 Reach, Blast 2 See rules for HE Mines. Thermite Mines deal 2d6 Explosive + 3d6 Heat HA PATTON I
(Target) damage to targets caught inside the blast.
Veil Generator 2 - 1 Reach, Blast 5 As an action, deploy the Veil Generator to create a Veil Field. This field SSC DEATH’S
(Target) persists for 10 rounds of combat or 1 minute (narrative), and cannot be HEAD II
re-used or re-activated. Any unit inside the Veil Field is cloaked, and is
considered to be in Heavy Cover and immune to System attacks.
xii
DRONES
• To attack with a drone, you must have a Drone Nexus installed and be locked on to your target.
• Drone attacks automatically hit at the end of the round as long as you are locked on to your target.
Assassin Main 2 1 25 (self) 1 Smart, Assassin Drones do not require lock on.
HORUS HYDRA
Drone Tech As an action, target a Blast 6 area and gain the following II
Nexus reaction until the start of your next turn: “If an enemy
mech starts its turn in the Blast 6 (target) area or enters it
for the first time, you may perform the following attack: +3
v. Evasion, 1d6 Kinetic. You may repeat this reaction any
number of times.”
Ghoul Heavy 2 1 20 (self) Up to 3 Smart, As an end-of-round action, you may perform the following HORUS HYDRA
Drone Tech, attack: “Deal 2d6 Kinetic -or- Explosive damage to a II
Nexus Unreliab target that you are locked on to.”
le.
xiii
Name Size EP IP Range Quantity Additio Description License
nal
Tags
GMS Drone Auxiliary 1 - 20 (self) Up to 5 Smart, The GMS Drone Nexus controls a complement of 5 GMS -
Nexus Tech drones with a flight range of 20. These drones have light
armament, and deal 1d3 Kinetic damage at the end of the
round to their target.
Hunter/ Main 1 1 15 (self) Up to 3 Smart, H/K drones perform their attacks as an end-of-round HORUS HYDRA
Killer Drone Tech action. Deal 1d6 Kinetic damage to their target.
I
Nexus Additionally, after installation and only in base, pilots may
tune their H/K drones to deal either Explosive or Energy
damage instead of Kinetic, and/or to gain Range 30 but
do only 1d3 damage.
Networked Main 1 1 15 (self) Up to 3 Smart, As an end-of-round action, choose a target mech within IPS-N
Swarm Tech range. That mech may spend 1 repair to heal as an end- LANCASTER III
Nexus of-round action.
Relay Drone Auxiliary 1 - 20 (self) Up to 5 Smart, This system does not require lock-on.
HORUS BALOR
Nexus Tech While a Relay Drone is active, any allied mech may use I
the Relay Drone as an origin point for any system scans
and/or system attacks.
Repair Main 2 1 15 (self) Up to 3 Smart, As an end-of-round action, choose a target mech within IPS-N
Drone Tech range. That mech may then spend 1 Repair to heal. LANCASTER II
Nexus
xiv
Name Size EP IP Range Quantity Additio Description License
nal
Tags
Sentinel Main 2 1 15 Up to 3 Smart, Create a Blast 6 area centered on the target until the start HORUS
Drone (self), Tech of your next turn.
MEDUSA I
Nexus Blast 6 Gain the following Reaction until the start of your next
(Target) turn: “If a target begins its turn within the Blast area or
moves into it during its turn, then a sentinel drone triggers.
The drone may then attack an enemy in that area at +1 v.
Evasion, 1d6 Kinetic damage.
Swarm Main 2 1 25 (self) Up to 5 Smart, As an end-of-round action, you may deal 1d6 Kinetic HORUS BALOR
Drone Tech damage to your target. Additionally, any mech damaged in III
Nexus this way and then locked on to gains the Vulnerable
property until the end of their next turn.
Turret Heavy 1 1 15 (self) Up to 3 Smart, As an action, you may fire a small, adhesive Turret Drone HORUS HYDRA
Drone Tech onto a willing allied mech.
II
Nexus While attached, the Turret Drone counts as a system for
the purposes of taking damage, but does not count
agains the target’s available EP/IP.
xv
AI
• AI installed into chassis’ core systems are considered to be shackled at all times.
• Mechs with the AI property allows it to be controlled remotely and to obey simple orders; the mech, piloted by the AI,
can act autonomously following its pilots orders. The pilot will control the AI on its own initiative order; for attack and skill
actions, an AI controlled mech will use the mech’s base stats, not modified by the pilot’s kit.
• If, by whatever means, an AI was to become unshackled, it will gain the following conditions:
• Autonomous. Autonomous AI are considered to be non-human persons (NHP) and will act as non-player characters,
controlled by the GM.
• In general, unshackled AI lack empathy and act exclusively in their own self interest. This can, depending on narrative
developments, drive the AI to work with or against its previous master.
AGNI Heavy 3 AI, Tech, Upon installation of AGNI, your mech gains the following: “As an HA
System, end-of-round action, you may reduce your heat damage. If you GENGHIS III
Unique, moved this round, reduce your heat by your cooling rate. If you did
Limited (3) not move this round, reduce your heat by 2x your cooling rate.
AMATERASU Heavy 3 AI, Tech, 2d6 upon Upon installation of AMATERASU, your mech gains the following: HA
System, activation “Activate the AMATERASU protocol as a free action. Suffer 2d6 TOKUGAW
Unique heat damage. Your mech enters a supercharged state. While in this A III
state, your mech counts as Volatile until the start of your next turn.
While in this state, ranged energy weapon attacks you perform have
their range and damage doubled. Melee weapon attacks have their
reach and damage doubled.”
xvi
Name Size IP Additional Heat Description License
Tags Generation
ASURA Heavy 3 AI, Tech, 1d6 per turn Upon installation of ASURA, your mech gains the following: HA
System, while active “Activate the ASURA protocol as an action. You gain one extra SHERMAN
Unique action per turn while ASURA is active. These extra actions cannot III
accumulate. The ASURA protocol lasts for 10 rounds. This protocol
is Limited (1). You may end the ASURA protocol as a free action.”
ATHENA Heavy 3 AI, Tech, 6, upon Upon installation of ATHENA, your mech gains the following: “As an SSC
System, activation action, activate the ATHENA protocol. Suffer 6 heat gain. Choose a SWALLOWT
Unique Blast 15 area within 1 mile of you that does NOT move, or choose a AIL III
Blast 15 area, centered on you, that will move with you. This blast
area lasts for 5 turns after activation.
Any scan you perform in this area ignore cover and cannot fail.
Dummy Plug Main 2 Smart, Upon installation of a Dummy Plug, your mech gains the following: -
Tech, “Your mech now has a sub-sentient AI installed into its core
System, systems. This Dummy Plug does not count as an AI and cannot be
Unique unshackled. The Dummy Plug can communicate with you in limited
terms, but lacks personality. It may control your mech if you are not
piloting it, and will obey your clear, basic orders.”
xvii
Name Size IP Additional Heat Description License
Tags Generation
KALI Heavy 3 AI, Tech, 1d6 per turn Upon installation of KALI, your mech gains the following: “Activate IPS-N
System, while active the KALI protocol as a bonus action. Your mech becomes BLACKBEAR
Unique Vulnerable and Volatile. All melee attacks you perform deal +1d6 D III
Kinetic damage and treat the target as Vulnerable. Additionally,
adjacent mechs are treated as Vulnerable and take 1d6 Heat
damage at the start of their turn while this protocol is active.
While the KALI protocol is active, your mech must move towards
the nearest target - friend or foe - and attempts to engage in melee
combat.
If you end your turn with the KALI protocol active and a target -
friend or foe- not within reach, you become Impaired until you are
within reach.
xviii
Name Size IP Additional Heat Description License
Tags Generation
OROCHI Heavy 3 AI, Tech, - Upon installation of OROCHI, your mech undergoes heavy HORUS
System, structural modification.
HYDRA II
Unique A number of systems and subsystems are now able to be
controlled by semi-autonomous drones.
Your mech gains the following: “Your mech now has the OROCHI
protocol. Choose up to 3 weapons or systems on your mech: these
chosen systems, as an action, can detach from the core of your
mech and act semi-autonomously.
A pilot may end the OROCHI protocol and recall detached parts as
an action on their turn.”
OSIRIS Main 3 AI, Tech, 3 per round Upon installation of OSIRIS, your mech gains the following: HORUS
System, active. “Activate the OSIRIS protocol as a bonus action. You may perform GOBLIN III
Unique invasion attacks as an end-of-round action. You may end this
protocol as a free action.”
RA Heavy 3 AI, Tech, - Upon installation of RA, your mech gains the following: “Activate HORUS
System, the RA protocol as an end-of-round action. Until the start of your MEDUSA III
Unique next turn, you gain 3 reactions. These reactions may be used to fire
a weapon with the Auxiliary tag with +1 Bane, or a weapon with the
Main tag with +2 Banes. You determine the trigger for these
reactions. Suffer 1d6 heat upon activation of the RA protocol.”
xix
Name Size IP Additional Heat Description License
Tags Generation
SHIVA Heavy 3 AI, Tech, 3 per lock- Upon installation of SHIVA, your mech gains the following: “If you SSC
System, on attempt successfully lock-on to a target this turn, you may immediately MONARCH
Unique repeat the lock-on attack action as a free action against another III
target in range. You may repeat this free action until you fail a lock-
on check or there are no other targets within range. Additionally,
until the start of your next turn, all weapons with the Launcher tag
gain the Smart tag, and any weapons with the Smart tag may make
attacks with +2 boons.”
Tracking Drone Main 1 Smart, Upon installation of a Tracking Drone node, your mech gains the SSC
Tech, following: “You may perform, as an action, an Aim v. Evasion attack, DEATH’S
System range 30, against an enemy target. On a hit, you know the target’s HEAD I
exact location and speed and it cannot hide from you. The target
may remove the tracking drone from it if it succeeds on an
Engineering check.
UNCLE Main 3 AI, Tech, - Upon installation of UNCLE, choose one installed weapon. That IPS-N
System, weapon gains the following: “This weapon now has the AI tag. RALEIGH III
Unique Additionally, this weapon may fire autonomously as an end-of-
round action using the pilot’s Aim, but with +1 bane.”
VISHNU Heavy 3 AI, Tech, 2 upon Upon installation of VISHNU, your mech gains the following: HA
System, activation “Activate the VISHNU protocol as a bonus action. Until the start of SALADIN III
Unique your next turn, all weapons with the Launcher, Smart, and/or Melee
tags that target you add +1 Bane to their attack rolls. If a weapon
with the Launcher or Smart tag misses you while VISHNU is active,
you may deal 1d6 damage to its owner. The damage dealt this way
is the same type as the attempted attack. If a weapon with the
Melee tag misses you while this protocol is active, you may disarm
(or disable, if the weapon is integrated) the weapon in response.
You may wield that weapon if you have a free hand.”
xx
SYSTEMS & MODIFICATIONS
Name EP IP Additional Keywords Description License
“Bastion” - 2 Main, Tech, System, Activate or deactivate as an end-of-round action. While active, you are IPS-N DRAKE II
Siege Shield Shield immobilized. All attacks made against you are made with +1 Bane. You
take half damage from Blast and Cone attacks. You do not suffer from
these penalties.
//MONGOOSE - 2 System, Tech Successful invasion attacks leave your target impaired until the start of HORUS
v 3.4 your next turn. GOBLIN II
//SCORPION v. - 2 System, Tech If an invasion or lock-on attempt directed at you misses, chooses two of HORUS
70.1 the following result for the attacker:
MEDUSA II
Disable a random weapon or system
Ablative 1 2 System, Shield Energy damage is reduced by half. The half reduced in this way becomes IPS-N
Shielding Heat damage instead. This shielding can be activated or deactivated as LANCASTER II
an action.
Active Camo 2 - Main, Tech, System Activate this system as an action and take 1d6 Heat damage. Upon SSC
activation, it lasts for 5 turns. While this module is active, you are METALMARK II
invisible (Totally Obscured). However, if you fire a weapon, use a system,
take damage, or are overheating, this system immediately becomes
inactive.
Adaptive 1 1 System, Armor You gain the following reaction: “Upon taking damage, you gain 4 armor IPS-N NELSON
Armor against the triggering attack.” III
Adaptive Paint 1 - System You may add +1 Boon to attempts to hide. Rolls to scan your mech are SSC
made with +1 Bane SWALLOWTAIL
I
xxi
Name EP IP Additional Keywords Description License
Agility - 1 System All agility checks you make while this system is active are made with +1 SSC
Modifications Boon. MOURNING
CLOAK II
Aim-Assist - 2 System While locked on to a target, your weapons gain the Focus tag if they do HORUS
Module not already have it. PEGASUS II
Armor Lock 1 - System This system triggers when you take the Brace action.
IPS-N NELSON
System II
When bracing with this system active, enemy attacks targeting you are
made with +1 Bane.
Additionally, while bracing with this system active, you cannot fail agility
checks.
Auto-Cooler - 1 System If you did not move, overheat, or take damage this turn, reduce your heat HA GENGHIS II
damage by your cooling rate as an end-of-round action.
BLACK-ICE - 2 System, Tech Invasion attempts against your mech are made with +1 Bane.
HORUS
Module Successive invasion attempts of the same source in the same battle are MEDUSA III
made at +1 Bane, cumulative.
xxii
Name EP IP Additional Keywords Description License
Blackshield - 4 Superheavy, Tech, Action to activate. Suffer 4d6 heat damage. Generates Blast 7 (Self) area. HA NAPOLEON
System, Shield, Blast While active, the flow of time inside is altered dramatically. Nothing, not III
even light, can enter or exit the shield.
When the shield is activated, mechs caught on the edge must make an
agility check to choose which side they end up on.
To the user, the world outside the shield goes totally black, and the
inverse happens from outside.
No action or effect can enter or exit the shield while it is active, though
time passes normally on both sides.
Bulwark 1 - System You ignore difficult terrain except when climbing, and you may re-roll IPS-N NELSON
Modifications failed dangerous terrain checks. I
Cable Winch - 1 Auxiliary, System As an action, you can attach the cables to an adjacent mech. IPS-N
System If the mech is shut down or a willing target, this action is automatically LANCASTER I
successful, otherwise make a Hull vs. Hull attack.
Once attached, the two mechs cannot move more than 10 range away
from each other. One mech can tow the other, but is crippled while doing
so.
If there is a contest, make a Hull vs. Hull attack to see who wins. Any
mech can take an action and make a Hull skill check or melee attack to
remove the cables (removed on a hit). The cables can also be attached to
the environment. They can take a combined hull score of 30 in strain if
using them to climb, etc, before they break.
Cloaking Field 3 - Main, Tech, System, Activate this system as an action. Take 2d6 Heat damage. This system SSC
Blast persists for 5 turns. When you activate this system, create a Blast 6 (Self) SWALLOWTAIL
area. You become invisible (totally obscured). All other mechs, pilots, and III
squads in this area become invisible (totally obscured). This area remains
centered on you as you move. If you are overheating, if you attack, or if
you take damage, this system immediately becomes inactive.
xxiii
Name EP IP Additional Keywords Description License
Defensive Vent - 1 System When you take the stabilize system action, you count as lightly obscured -
until the start of your next turn.
Dispersal 1 1 Auxiliary, Tech, Activate or deactivate this shield as an end-of-round action. Until the end HA NAPOLEON
Shield System, Sheild of the next round, Energy weapon attacks against you are made at +2 II
Bane. Your energy weapon attacks are made at +2 Bane as long as this
is active. Activation incurs 1d6 Heat damage.
Emergency - 1 Auxiliary, System As an action, you can make an engineering skill check using the cutter to IPS-N
Cutters cut open an adjacent mech cockpit that is shut down, destroyed, or LANCASTER I
stunned. Pilots can enter or exit the mech even if the cockpit is destroyed,
and the mech becomes vulnerable until it can repair. You can also use the
work cutter as a tool to cut through the environment. It will cut through
most materials with no issue.
Emergency - 1 System When you take the Brace action, you can spend 1 repair to heal. HA SALADIN I
Repair System
Emergency - 1 System When you enter a critical state or take critical damage, you vent your HORUS
Vent cooling rate’s worth of heat. MINOTAUR I
EVA Module - 1 System Your mech counts as having a propulsion system in space and -
underwater.
Experimental - 1 System
Your cooling rate becomes 3/4 of your engineering instead of 1/2, HA
Heat Sink rounded up.
TOKUGAWA I
Explosive Vent - 2 System When you take the stabilize system action, you can choose to HA GENGHIS I
explosively vent your heat in a Blast 5 (self) area. All mechs and hard
suits in the area must take an Agility check or suffer 1d6 Energy + 1d6
Heat. This damage is fatal to Pilots and Hard Suites.
Eye of HORUS - 2 System While locked on to a target, you may preform a Deep Scan action as an HORUS
end-of-round action instead. PEGASUS I
xxiv
Name EP IP Additional Keywords Description License
GMS Shield I - 2 Auxiliary, Tech, Activate and determine initial facing as an action. Change facing as an -
System, Sheild action. For 3 rounds after activation, ranged weapon attacks against the
shielded facing are made at +1 Bane. Attacks you perform from that
facing are made at +1 Bane. Activation generates 1d3 Heat.
GMS Shield II - 3 Main, Tech, System, Activate and determine initial two facings as an action. Change facings -
Shield as an action. For 3 rounds after activation, ranged weapon attacks
against the shielded facings are made at +1 Bane. Attacks you perform
from those facings are made at +1 Bane. Activation generates 1d6 Heat.
Hardlight - 3 Main, Tech, System, Activate HDS as an action. Create a Blast 3 (self) area for 3 rounds. All HA SALADIN II
Defense Shield, Blast attacks against you and those inside the area deal half damage as
System normal. The half reduced this way is converted into heat damage. Round
up for both if necessary.
HORUS - 1 System, Tech Ignore the Bane penalty for attempting random invasion attempts. HORUS
Invasion Rig GOBLIN I
HORUS Scan I - 1 System Your visual scans within 10 range ignore cover and solid object, including HORUS
the ground. GOBLIN I
HORUS Scan II - 1 System Your visual scans within 20 range ignore cover and solid object, including HORUS
the ground. GOBLIN II
HR OS-Rv?? - 2 Main, Tech, System On an invasion attempt, you may add +2 Bane to the roll and suffer 2d6 HORUS
Puppet Master heat damage. If this role is successful, you gain complete control of the MINOTAUR III
III target mech’s next turn.
HR OS-Rv56 - 1 Auxiliary, Tech, When you successfully complete an invasion attempt at 20+, your target HORUS
System System is Jammed instead of Impaired. This effect lasts until the start of your GOBLIN I
Upgrade I next turn.
xxv
Name EP IP Additional Keywords Description License
HR OS-Rv57 - 1 Main, Tech, System On a successful invasion attempt, your target immediately makes a roll HORUS
System on the overheating chart. Additionally, your target becomes volatile until GOBLIN II
Upgrade II the start of your next turn (including for effects possibly triggered by their
roll on the overheating chart).
HR OS-Rv58 - 2 Main, Tech, System You may add +2 Bane to an invasion attempt. If your invasion attempt is HORUS
System successful, choose one of the following:
GOBLIN III
Upgrade III You may shut down the target of the invasion attempt.
You may deal +2d6 heat damage in addition to any other effects.
HR OS-Rv60 - 1 Main, Tech, System On a successful invasion attempt, you may immediately disable all drone HORUS HYDRA
Puppet Master nexuses on the target mech. On a 20+, you may immediately deal 1d6 I
I Energy damage to the target mech per nexus disabled in this way. Then,
disable the targeted nexus(es).
Hunter Lock - 2 System You make lock on attempts with 1 boon. In addition, lock on no longer HORUS
automatically breaks when a target goes into total cover. Instead, if the PEGASUS III
target goes into total cover, it must make an agility skill check. If it passes,
lock on breaks as normal.
ICE-OUT - 1 System, Tech All scans - except for visual scans - treat you as heavily obscured. SSC BLACK
Module WITCH I
Impact 1 2 System, Shield Kinetic damage is reduced by half. The half reduced in this way becomes IPS-N RALEIGH
Shielding heat damage instead. This shielding can be activated or deactivated as II
an action.
Juggernaut 2 1 System, Armor, You gain +3 Armor. You cannot take the Dash action. HA
Armor Unique BARBAROSSA
III
xxvi
Name EP IP Additional Keywords Description License
Low Profile 1 - System Gain +1 Boon to Hide. You count as 1 size smaller for the purposes of SSC
hiding. SWALLOWTAIL
II
Mag Buckler 2 1 Auxiliary, Shield Gain +1 Armor. Additionally, gain the following reaction: Mag Parry.
SSC BLACK
Mag Parry: “when you are targeted by a melee attack, the attacker WITCH II
suffers +2 Bane to their attack roll. You suffer 2 Heat damage.”
Mag Shield 1 1 Auxiliary, Tech, Activate or deactivate this shield as an end-of-round action. Until the end SSC BLACK
System, Sheild of the next round, non-energy weapon attacks against you are made at WITCH II
+2 Bane. Your non-energy weapon attacks are made at +2 Bane as long
as this is active. Activation incurs 1d6 Heat damage.
Manipulatos 1 - Auxiliary, System Gain 2 extra sets of limbs. These limbs cannot be used to make attacks, IPS-N
but can otherwise hold and manipulate the environment and items as LANCASTER I
normal. In addition, these manipulators can interact with objects in the
environment that a pilot would normally have to interact with (a pilot sized
touch pad, etc) with no penalty.
MINOTAUR - 2 System, Tech Stabilize system rolls made to end statuses or re-enable systems you HORUS
Crusher 3.4 have affected via invasion are made with +1 Bane. MINOTAUR II
MINOTAUR - 1 System, Tech On a successful invasion, deal +1d6 additional heat damage. HORUS
Reactor MINOTAUR II
Bootstrap v 6.5
MINOTAUR - 1 System, Tech As a free action once per turn, take 1d6 heat damage to add +1 Boon to HORUS
System Kicker your next invasion attempt. Additional boons gained this way cannot be MINOTAUR I
v 5.5 cumulative across multiple rounds.
Molded Armor 1 2 System, Armor Explosive damage you take is reduced by half. The half that was reduced HA
in this way becomes heat damage instead. Activate or deactivate this BARBAROSSA
ability as an action. II
Overwatch - 2 Smart, Tech, System You may fire one ranged weapon with the Auxiliary tag as a reaction. This HORUS
Module attack is made at +1 Bane; Or you may fire one ranged weapon with the MEDUSA II
Main tag as a reaction. This attack is made with +2 Bane. You set the
trigger for this reaction.
xxvii
Name EP IP Additional Keywords Description License
Point Defense 1 2 Auxiliary, Tech, Activate this system as an action. This system is considered a weapon HORUS
Weapon System, Weapon when activated. When activated, take 1d6 heat damage, and create a MEDUSA I
Blast 5 (self) area. This area remains centered on you as you move.
Until the start of your next turn, weapons with the Launcher and/or Smart
tags suffer +2 Bane when attempting to attack targets in this area.
A PDW can be used to attack pilots and/or hard suits in this area. Roll
Aim v. Agility. On a hit, this attack is fatal. Jockeying pilots automatically
fail this roll.
Precognitive - 3 System, Smart, Upon installation, your mech gains the following: “Precognitive Protocol. SSC DEATH’S
Targeting Limited (3) Activate this protocol as a free action. Your next attack is treated as HEAD III
Module having the Smart quality, and your target’s evasion becomes 10.”
Projected 1 1 Auxiliary, Tech, Activate or deactivate this shield as an end-of-round action. Choose an HA SALADIN III
Shield System, Sheild allied mech. Until the end of the next round, as long as that mech is within
15 range of you, all attacks against that mech are made at +1 Bane, but
deal 1d6 heat damage to you on a hit.
Ram Drive - 2 System While you are in the Overheating state, your weapon attacks deal +1d6 HORUS
Heat to your targets. MANTICORE II
Reactor - 2 System For the first overheating roll you make, roll 2d20 and choose the lowest. HA SHERMAN
Stabilizer This system, so long as it is active, cancels out the volatile condition for II
a normal roll.
Scan Swarm - 1 System You automatically succeed on all scan rolls on all targets within 5 range HORUS BALOR
of you. I
Shock Armor 2 1 System, Armor You gain +2 Armor. All targets count as lightly obscured. You may take IPS-N VLAD III
this modification more than once, but obscuration does not stack.
xxviii
Name EP IP Additional Keywords Description License
Siege Ram 1 - Main, CQB, System, A siege ram is treated as a weapon system. You gain +2 Boon to ram IPS-N
Weapon attacks while it is installed and active. You automatically succeed on TORTUGA I
attacks against objects and obstacles, or make the attack with at least
+1 Boon.
Siege 1 1 System As an action, you may extend your installed siege stabilizers. Your mech HA
Stabilizers becomes immobile and your ranged weapon attack range is doubled. BARBAROSSA
I
Signal Booster - 1 System Your visual scan range becomes 5 miles, with good detail. SSC
SWALLOWTAIL
I
SSC Advanced 2 2 System When you move or dash this turn, you may choose to fly (perfect) SSC BLACK
Flight System instead. WITCH III
SSC Advanced - 3 Main, Tech, System, Activate or deactivate this shield as an end-of-round action. Until the end SSC DUSK
Shield Shield of the next round, all ranged weapon attacks against you are made at +1 WING III
Bane. Activating this shield incurs 1d6 Heat damage.
SSC EX Hover 2 3 System When you move or dash this turn, you may choose to fly (perfect) SSC DUSK
Propulsion instead, in addition, you may choose to hover. WING III
System
SSC EX - 3 System, Heavy Instead of moving or taking the dash action, you Blink.
SSC
Slipstream MOURNING
Module Choose a point within 30 Range and a Blast area equal to the size of CLOAK III
your mech. You do not need to be able to see this point, but you must be
able to fit into the area specified. If there is any overlap, your Blink fails
and you immediately roll on the Critical Damage chart.
Should you roll three of the same number for any damage type from this
move, you do not reappear, as you are lost in the Blink.
xxix
Name EP IP Additional Keywords Description License
SSC Flight 1 2 System When you move or dash this turn, you may choose to fly instead. SSC DUSK
System WING II
Support Shield 1 2 Main, Tech, System, As an action, activate your Support Shield. This generates 1d6 Heat HA SALADIN I
Shield, Blast (self). This generates a Blast 5 (self) area for 3 rounds. All ranged weapon
attacks made against you and any targets inside the shield are made
with +1 Bane. You and those inside the shield do not suffer this penalty.
Synthetic - 1 Main, Tech, System You perform grapples at +1 Boon. While grappling, you treat the IPS-N
Muscle Netting grappled target(s) as if their hull was equal to or less than yours. Your BLACKBEARD I
lifting and dragging capacity doubles.
Tactical Cloak 3 - Main, Tech, System Activate this system as an action. Take 2d6 heat damage. This system SSC
persists for 5 turns. While this system is active, you are invisible (totally METALMARK III
obscured). If you attack, you lose this quality at the start of your next
turn. If you take damage or are overheating, this system becomes
inactive.
Tactical 1 - System
When holding on to items that are small enough to holster or shoulder SSC
Webbing you do not need to use your mech’s manipulators to carry them. You do, MOURNING
however, need to use your manipulators to use them. CLOAK I
Your mech shuts down after this roll, hit or miss. Rebooting your mech
requires a stabilize system roll with +1 Bane.
Warp Shield - 3 Auxiliary, Tech, The first attack made against you each round is made with +1 Bane. HA SALADIN III
System, Sheild
xxx
CRITICAL DAMAGE TABLE
ROLL RESULT EFFECT
0-3 HARD HIT Your mech takes a heavy blow, and is dealt +1d6 Heat in addition to normal damage.
4-9 COMPONENT A random non-core weapon or system in your mech is damaged. You are dealt +1d6 Heat in
TAGGED addition to normal damage.
10 STAGGERED You are stuck by a well placed (or lucky!) shot, temporarily overwhelming the cockpit’s shock absorption
systems: the force of the hit rattles you and tips you to the side. Your mech is knocked prone. You are
dealt +1d6 Heat in addition to normal damage.
11 WINGED The attack hits a critical mobility joint, imparing your movement. Your mech is now Crippled.
12-13 DIRECT HIT - The attack connects with a non-core system or weapon (chosen by the attacker). The chosen system or
WEAPON OR weapon is Destroyed.
SYSTEM
14 FEEDBACK BLOW The attack pierces the hardened shell of the mech, impacting a critical system. Your mech is Jammed.
You take an additional d6 Heat damage.
15 SILENCED GM’s choice: the attack hits a storage compartment, damaging it and any items stored within. OR, your
communication system is struck and Disabled.
16 DIRECT HIT - GM chooses one: Damage blasts through the cockpit of your mech. Erase 1 pilot trait, and your
COCKPIT cockpit is damaged. You cannot enter or exit the mech normally or through ejection. Mechs with
disabled or damaged cockpits are immune to jockeying attempts.
Your life support is damaged. Disabling or damaging Life Support causes problems for a mech in
space or hazardous environments
xxxi
ROLL RESULT EFFECT
17 DIRECT HIT - GM chooses one: Damage blasts through the cockpit of your mech. Erase 1 pilot trait, and your
MECH/COM cockpit is damaged. You cannot enter or exit the mech normally or through ejection. Mechs with
disabled or damaged cockpits are immune to jockeying attempts.
Your life support is damaged. Disabling or damaging Life Support causes problems for a mech in
space or hazardous environments
18 DIRECT HIT - CORE The reactor is struck, but not penetrated. It is disabled and your mech is shut down until you can
ARMOR re-enable the reactor.
19 DIRECT HIT - CORE The reactor is glanced, it is damaged and causes a reactor meltdown in 2d6 rounds (GM rolls).
ARMOR CRACKED This is reversible via an action and an engineering skill check with 1 bane.
20-22 CATASTROPHIC One of your limbs (randomly determined) is torn off by the damage. If you have half your legs
LIMB TRAUMA left, you are crippled. If you have none, you are immobilized. For every arm you lose, you can
wield 1 less weapon
23 CASCADING Mech is destroyed due to catastrophic system failure and pilot is injured. Pilot must erase a trait
SYSTEMIC but survives. Mech is now destroyed.
OVERLOAD
24 DESTROYED - Mech is destroyed by heavy damage and pilot is heavily injured, pilot must erase 2 traits but
WRECKED survives and manages to escape the wreckage in their hard suit. Mech is now destroyed.
25 DESTROYED - Mech is destroyed due to catastrophic system failure and ammo reserves explode, pilot
MAGAZINE immediately dies and an explosion in blast 5 centered on the mech deals 2d6 explosive and 1d6
BREACHED heat damage to all within, can pass an agility check to avoid
26 REACTOR The reactor is heavily damaged and goes critical, causing an irreversible reactor meltdown in
BREACHED 1d3 rounds (GM rolls)
27+ CATACLYSMIC The reactor is struck directly: it immediately goes critical, causing a catastrophic explosion in a
REACTOR blast 9 area centered on the mech. The pilot immediately dies, the mech is completely
DETONATION vaporized, and all other mechs caught in the blast area must pass an agility skill check or take
1d6 point of explosive damage and 1d6 point of heat damage per point of heat damage the
exploding mech had (minimum 4d6 of each)
xxxii
OVERHEATING TABLE
0-3 SHUNT EXCESS HEAT Cooling systems recover and manage to contain the peaking heat levels. Cool an extra
1d6
4-9 SYSTEM SHORT A random system is disabled
10-11 WEAPON SHORT A random weapon is disabled
16-17 GYROSCOPE OVERLOAD Roll a D%. 50% chance your mech is Crippled, 50% chance your mech is Immobilized
18-19 COMM/SCAN OVERLOAD Roll a D%. 50% chance your mech is Impaired, 50% chance your mech is Jammed
20 POWERPLANT INTERRUPT Your mech’s power cuts out. Your mech is now Shut Down
21-22 MELTDOWN - Your reactor starts to melt down. You will suffer a meltdown in 2d6 rounds (rolled by GM,
CONTROLLED result revealed only to pilot). This is reversible by taking an action and making an
engineering check with +1 Bane.
23-24 MELTDOWN - Your reactor starts to melt down. You will suffer a meltdown in 1d6 rounds (rolled by GM,
CATASTROPHIC but you know this number). This is reversible by taking an action and making an
engineering check with +2 Bane.
25+ REACTOR CRITICAL, Your reactor goes critical. You immediately suffer the results of a reactor meltdown.
OVERLOAD
xxxiii
REACTOR MELTDOWN
Certain critical and overheating table results can cause a reactor meltdown. This can be immediate, or involve a countdown (in which
case update the countdown at the start of the player’s turn. The meltdown triggers when the countdown equals 0). When a mech
suffers a reactor meltdown, any pilot inside immediately dies, the mech is immediately destroyed in a catastrophic eruption, and any
mechs inside a blast 7 area centered on the mech must pass an agility skill check or take 4d6 explosive and 4d6 heat damage.
xxxiv