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LANCER

CORE RULEBOOK

By

Miguel Lopez and Tom Parkinson Morgan

1.0 Public Test Release 9/25/17


Please do not reproduce without permission

To readers and players:

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 had numerous influences in creating this game, among them


video games, classic and modern science fiction, other role-playing
games, and film. Credit must be given to Schwalb Entertainment’s
fantastic RPG Shadow of the Demon Lord for the Accuracy/Difficulty
dice system, and to the BattleTech series of games for inspiration for
the heat system.

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.

To that end, we highly encourage you to please read through these


rules, create characters, and use this system to run a game. If you do
so, please have feedback in mind. Our primary concern is that the game
is fun to play.
Feedback can be sent by e-mail to Tom Parkinson-Morgan at
ksbdabbadon@gmail.com (@orbitaldropkick on twitter) or to Miguel
Lopez, onlyonelopez@gmail.com (@The_One_Lopez).

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

THE GOLDEN RULE 8

SKILL CHECKS 8

ACCURACY AND DIFFICULTY 10

THE PILOT 12
Backgrounds 12

Traits 13

Skills 14

Playing as a Pilot 14

Failing Forward 15

Pilots and Combat 15

Dangerous Skill Checks 16

Personal Gear, Assets, Bonds, and Expertise 17

PILOTS vs. MECHS 18

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

Star Drive Technician 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

PERSONAL GEAR AND STORAGE 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

THE HARD SUIT 56

CREATING YOUR MECH 56

PILOTING A MECH 57

BASE AND RESTS 58

Rests 59

MECH STATS 59

Stat Breakdown 61

DAMAGE, HEAT, & REPAIR 62

DEATH 64

HEAT & OVERHEATING 65

DISABLED vs. DESTROYED 66

REPAIR RATE & REPAIR CAPACITY 67

MECH COMBAT 67
THE TURN 68

MOVEMENT 69

INTERACT 72

ACTIONS 74
ATTACK 74

Electronic Warfare, Invasion 76

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

REACTIONS, FREE ACTIONS, AND END OF TURN ACTIONS 89


REACTIONS 89

FREE ACTIONS 89

END OF ROUND ACTION 90

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

BUILDING A MECH - A PILOT’S GUIDE 93


Weapons 93

Integrated Weapons 93

Storage 94

Systems and Protocols 94

System Damage 94

Uninstalling Systems 95

Core Modules 95

LEVELS, KITS, AND LICENSES 99


TAGS 101
PILOT HARD SUIT 104
GMS - GENERAL MASSIVE SYSTEMS 106
GMS Standard Pattern I (“Everest”) 107

GMS Weapons List: 108

GMS General Market Chassis Mods: 110

GMS General Market Deployables List: 112

GMS General Market Systems List 114

IPS-NORTHSTAR 117
IPS-N DRAKE 119

IPS-N BLACKBEARD 121

IPS-N TORTUGA 124

IPS-N NELSON 127

IPS-N LANCASTER 130

IPS-N VLAD 134

IPS-N RALEIGH 137

SMITH SHIMANO CORPRO 140


SSC SWALLOWTAIL 141

SSC MONARCH 145

SSC MOURNING CLOAK 148

SSC DEATH’S HEAD 152

SSC DUSK WING 155

SSC METALMARK 158

SSC BLACK WITCH 161

HORUS 165
HORUS BALOR 166

HORUS GOBLIN 170

HORUS HYDRA 174

HORUS MEDUSA 179

HORUS MANTICORE 183

HORUS MINOTAUR 186

HORUS PEGASUS 189

HARRISON ARMORY 192


HARRISON ARMORY TOKUGAWA 193

HARRISON ARMORY BARBAROSSA 197

HARRISON ARMORY NAPOLEON 200

HARRISON ARMORY SHERMAN 205

HARRISON ARMORY PATTON 210

HARRISON ARMORY SALADIN 213

HARRISON ARMORY GENGHIS 217

APPENDIX A: TABLES 222


It’s 5014, and our arm of the galaxy is home to
trillions.

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.  

Blink gates dot the galaxy. These massive, space-bound stations -


gatehouses - fold space and time in a bubble to facilitate near-
instantaneous faster-than-light travel, opening all corners of the Deep
to the daring. This travel is common to those with the permission,
money, or clearance to enjoy it: Thousands of ships travel through the
Blink each standard day for trade, migration, travel, war, or nefarious
purposes.

The Omninet connects all of humanity to one another, a decentralized


network that links every computer, every server, every thing to

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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.

This vast spread of humanity, these trillions of souls, can only be


administered by one body: Union, the hegemonic council that rules
from Cradle, the ancestral home of the human diaspora. Earth and
Mars, Mercury and Venus. Saturn, Jupiter, Neptune, and Uranus. Io.
Titan. Europa. Phobos and Deimos. Sol. These worlds and moons
around this warm yellow star make up Cradle, the seat of Union’s
power, and the very heart of humanity. Union controls the triumvirate of
progress: the Blink Gates, the Omninet, and Manna. Without the
triumvirate, without Union, the galaxy falls into chaos.

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.

The galaxy, despite its interconnectedness, is a dangerous place.


Rebellion, insurrection, piracy, civil wars -- even wars between worlds

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-- 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.

In short, you, the players, are the cavalry.

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THE CAVALRY
Your character in the world of LANCER is a mechanized cavalry
pilot.

Dragoons. Mounted infantry, equipped for any situation, the backbone


of any modern naval infantry. Dependable, solid, and built to dish out
as much as you can take, you are ready for any situation, at any time,
in any place.    

Cataphracts. The big ones, plated in armor and blistering with


weapons. Slow to start, once you get your machine moving you
become both the immoveable object and the unstoppable force.

Hussars. Scouts, infiltrators, black ops. Under cover of darkness or in


plain view, you are hidden, silent, efficient, and deadly. No walls can
stop you, no shields can withstand you, no one can see you.   

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.  

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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.

They are not entirely wrong. Recruiting, training, and maintaining a


mech pilot involves a tremendous amount of capital and time
investment compared to your average soldier. To operate a mech at
peak efficiency, a pilot needs to have extensive physical and mental
augmentation, years of virtual training, extensive field experience, and
rigorous zero-G acclimation. Washout rates are high, as are injury rates
as a result of the demanding training process, but this high bar is
necessary: Once a candidate has attained their final certifications and
has been shipped out to their first post, they face only the most
dangerous missions. Mechs and their pilots aren’t sent in to keep the
peace: they’re sent in when all other options have failed.

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.

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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.

Congratulations. You made it through selection and training. You now


have your requisite certifications. You have your first post, and you are
en route to meet your new squadron. This is the last real downtime
you’ve got before you start your tour, so acquaint yourself with the
rules and regulations. Write down a bit about yourself. Figure out a
callsign, something in Common so no one has to learn your talk.

You’re a pilot now. A rookie, a greenhorn, a wet-behind the ears walker-


jockey. Maybe you’re gonna make a name for yourself out there on the
line, or maybe some deck techs will hose you out of what remains of
your rig’s cockpit.

Either way, as they say, you’re a cut above the rest.

Let’s see what you got.

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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).

Pilots and mechs are two components of the same character.


The first section of these rules will tell you how to make a pilot and how
playing as a pilot works, the second how to make a mech and how
mechs work.

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.

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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.


◦ If you are proficient in the skill required by the check, you


usually automatically pass. 


◦ Otherwise, perform a Pilot Skill Check:


▪ Roll a d20 and apply any Accuracy or Difficulty


▪ A total result of a 10 or higher is a success. 


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▪ A total result lower than 10 is a failure. 


▪ A total result greater than 20 is a critical success


▪ Pilots might take damage if the skill check is


dangerous


• While piloting a mech, you may perform Mech Skill Checks


using your mech or hard suit‘s stats.


▪ These checks have the same success requirements as


a Pilot Skill Check, but you may apply bonuses
gained from your Hull, Agility, Systems, and
Engineering scores. 


▪ Your GM determines the required skill, unless the


triggering event states a specific check. 


• You may be called on to perform a skill check as a result of a


hostile attack or ability. This is an Opposed Skill Check.


◦ Perform the skill check as normal. A success, however,


requires your total result after all Accuracy and Difficulty is
applied to be greater than your opponent‘s. 


◦ Note that for an Opposed Skill Check, you do NOT need to


have a roll greater than 10; simply a roll greater than your
opponent‘s total roll. 


◦ If the result is a tie, re-roll the check


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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.

You may perform skill checks in combat as situations requiring a skill


check arise.

ACCURACY AND DIFFICULTY


Accuracy and Difficulty represent the momentary advantages and
disadvantages gained and lost during rapid, chaotic moments of action
in combat:

Opposed offensive and defensive electronic warfare systems bombard


each other with viruses and counter viruses, spoofing targeting systems
and layering desperate firewalls.

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.

Their mech about to overload, a pilot struggles against an unshackled


AI to regain control of their machine, pitting their skill against the best
efforts of their newly freed system.

These situations (and more!) cause pilots to accrue Accuracy and


Difficulty on rolls.

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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.


◦ An attack roll made with +1 Accuracy and +1 Difficulty


would have no bonus or subtraction applied to it: the single
Accuracy die and single Difficulty die would cancel each
other out before there is a need to roll.


◦ An attack roll made with +2 Accuracy and +1 Difficulty


would be made, ultimately, as a roll with +1 Accuracy: one
Accuracy die and one Difficulty die cancel each other out,
leaving only one Accuracy remaining to be applied to the
roll. 


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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.

Based on your background, you should try and come up with a


backstory. A backstory attempts to explain some of who your character
is as a person; your background in LANCER has rules and associated
skills attached to it, and should be used as a guide for constructing
your character’s backstory. When determining your backstory, ask and
do your best to answer a number of questions: How did you become a
pilot? What motivates you? What’s your call sign? Where are you from?
Get invested in your character, it’ll only make roleplaying them better.

If you want, write down an affiliation. This is the group or organization


you are primarily affiliated with, whether it’s your mercenary band,
naval squadron, corporate benefactor, government, pirate gang, or
simply your friends. Watch each other's backs.  

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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.

Traits function in two ways - to give you bonuses, and as a health


system for your pilot.

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.

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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.

Cases like a brutal firefight, a barroom brawl, a tense escape, decoding


an encrypted message, hacking a computer, talking down a pirate,
picking someone’s pocket, distracting a guard, hunting alien wildlife, or
flattering the planetary governor are all situations that have some
degree of tension and consequence, and might require a skill check.

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.

Remember, you should usually automatically succeed skill checks


where you have a relevant background, and you might gain bonuses
from your traits as well as bonds, assets, personal gear, and
expertise.

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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!

Pilots and Combat


When playing as a pilot, combat is resolved narratively. Any actions
you take, such as shooting a gun, throwing a grenade, diving for cover,
or fighting your way to the bridge of a starship can be covered with a

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pilot skill check. When playing as a mech, always use the mech
combat rules.

Dangerous Skill Checks


When playing as a pilot (outside of your mech), the GM can determine
some skill checks to be particularly dangerous. The simplest example
of a dangerous skill check is combat. A GM can declare a skill check
dangerous if it carries a particular degree of risk (for example: a fist
fight, trying to sneak past armed guards, climbing a high cliff with no
gear, making a spacewalk with limited air). If you fail a dangerous skill
check, you suffer harm and must check off one of your traits.

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.

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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.

Bonds are positive relationships that players make with NPCs or


groups of NPCs. For example, players might become friendly with the
local rebel group, or the hard-bitten mercenary at the bar, or the
socialite who controls the cash flow on the space station.

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).

Finally, the GM might choose grant players Expertise. No player starts


with any, but might acquire some during play.

An Expertise is like a background - if you have something relevant to


an expertise, you automatically succeed or else get 1-2 Accuracy on a
pilot skill check. An expertise can be anything, but covers one specific

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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.

PILOTS vs. MECHS


Whenever pilots embark on a mission, pilots wear a hard suit. The
hard suit counts a mech, and has some basic stats and abilities.
Outside of their hard suit, any damage from a mech weapon will kill
a pilot. A pilot that’s not wearing a hard suit cannot typically harm a
mech - the firepower required to do so must be mounted on a mech or
hard suit. Exceptions can be made for story purposes, but the most
damage a pilot can do to a mech without extenuating circumstances
should be 1d3-1d6. A GM can increase this damage at their discretion
(for example, a pilot has a belt of grenades).

For the purposes of mech weapons, a pilot is size ½, has evasion 8


and speed 4. Pilots can benefit from cover.

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.

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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 


• Write down your pilot’s three traits


• Choose three items for your pilot’s personal gear


• 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.

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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.

Think of backgrounds as a prompt for you to draw from when


describing your pilot’s full backstory: how did they first become a
soldier, a doctor, or a miner (or whatever your background may be), and
from there how did they become the pilot they are now?

Remember, a background does not describe your pilot’s role in the


squadron now — a background tells your GM and fellow players a bit
about what your pilot did before they enlisted. How you play now, what
role your pilot takes now, will most likely be inspired by the background
you picked OR will be a reaction to it. I.e. if they were a celebrity before
enlistment, would they want to cling to that status, or would they reject
it? If they had been a soldier before becoming a pilot, is that something
they would want others to know, or does that past life carry with it
ghosts and memories they would rather forget?

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.

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AI Specialist

You were heavily involved in the study, creation, or maintenance of


artificial intelligence, robots, or other intelligent systems. Do you have a
personal connection to an AI or AI platform? Did you interact with an AI
as a scientist or engineer would, or as priest or shaman would? How do
you view AI now, in your role as a pilot?  

Fields: Artificial Intelligence, Information systems, Electronics

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?

Fields: Infiltration (stealth, marksmanship, demolition), Weapons


(military, exotic, concealed, melee), Martial Arts

Bodyguard

You were the personal bodyguard or a member of an elite guard for an


important individual. Your charge was a high ranking corporate officer, a
member of the nobility, a politician, religious figure, celebrity, or other
ranking individual.

Fields: Weapons (melee, concealed, non-lethal, civilian), Intimidation,


Perception

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Celebrity

You were a popular entertainment figure. Were you an actor? A singer?


An artist? An athlete? The public face of a corporate or military
advertising campaign? In your previous life you couldn’t go anywhere
without the paparazzi hovering nearby. How are you adjusting to your
new life as a pilot? Did you volunteer, or were you conscripted?

Fields: Pop Culture, Etiquette (cultural, class), Persuasion (charisma,


reputation)

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?

Fields: Criminal (forgery, deception, disguise), Survival (urban),


Intimidation

Colonist

You were a settler on a planetary frontier. You’re used to the demands


of a frontier life and know well the precarious position most
homesteaders live in. Why did you leave? Were you forced to flee as a
refugee? Did you choose to enlist? And what of the home you left
behind - is the colony still there? Is your family still there?  

Fields: Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons


(civilian, hunting)

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Detective

You were an investigator. Did you work for a state? A corporation? Or


were you a private detective? How good of a detective were you? Is
there a case that haunts you, or did you always get your man?  

Fields: Infiltration (stealth, disguise), Weapons (civilian, concealed, non-


lethal), Perception

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?

Fields: Biology, Medicine, Persuasion (diplomacy, professional)

Star Drive Technician

You were an engineer working on starship drive maintenance. Such


workers are in high demand and highly educated - so how did you
become a pilot? Did you work in a station or onboard a massive
starship? Did you work on military or civilian star drives? How well-
traveled are you? Do you have a specific ship that you love or hate?  

Fields: Starships (Drives, Reactors, Maintenance), Physics, Electronics

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?  

Fields: Biology, Medicine (animal, plant, holistic), Mechanics (space,


terrestrial)

Spaceborn

You grew up on a space station, in tight quarters and small populations,


surrounded by the unforgiving hard vacuum of space. Were resources
scarce or plentiful? Was your station isolated, or was it a system (or
galactic!) hub? Was it parked in the endless night of deep space, or was
it in orbit above a planet, moon, or other stellar body? Was it entirely
man-made, or was it built into an asteroid or moon? Did you grow up
watching great ships dock and depart, exposed to the thousands of
languages and cultures of the galaxy, dreaming of exploration, or did
you grow up in dark, rocky halls, ignorant of the galaxy outside? In
short, what was life like where you grew up, why did you leave, and can
you go back?

Fields: Mechanics (space), Survival (Space, asteroid, habitats),


Etiquette (Habitats)

Hacker

You specialized in information warfare and data espionage, whether for


your own gain or the benefit of your employers. How did you come to
this life? Did you grow up plugged in to the Omninet, or did you come
to it late? How well-versed in the hidden places, tricks, and secrets of
the Omninet are you? How notorious were you before you became a
pilot, and are you still?

Fields: Hacking, Information systems, Criminal (forgery, deception)

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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?

Fields: Weapons (military, close quarters), Survival (space, terrestrial,


frontier), Starships (maintenance, weapons)

Mechanic

Grease Monkey, Wrench, Union man. You were a mechanic prior to


becoming a pilot. Did you work in space, swaddled in an EVA rig,
patching up damaged starships? Did you work planetside in a motor
pool, tuning trucks and haulers? Did you tune mechs, dreaming of one
day piloting your own? Did you own your own garage, or did you work
for someone? Were you military, corporate, or a member of a caste or
union?

Fields: Mechanics (starship, space, terrestrial), Electronics, Information


Systems

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?

Fields: Mechanics (space), Demolition, Survival (space, asteroid,


habitats)

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?   

Fields: Etiquette (class, cultural, political), History, Persuasion (privilege,


charisma, diplomacy, reputation)

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Officer

You were a commissioned or noncommissioned officer in your home


world’s military. Was this rank earned on the battlefield, purchased,
earned through an academy, or given? How highly ranked were you?
How long were you in the military? Were you a volunteer, or a member
of a caste or some other order? How many soldiers did you have under
your command, and was your parting amicable, hostile, or due to
casualties sustained in battle?  

Fields: Weapons (military), Etiquette (military, cultural), Persuasion


(charisma, reputation, rank)

Outlander

You grew up on the edge of human civilization, in a homestead colony


of less than a hundred souls. You’re familiar with many of the exotic,
horrifying, and wondrous things that make their home in the unforgiving
environment there. Do you long to return, or are you happy to be free of
that terrible place? What are your dreams for that little world? Did you
know of Union?

Fields: Xenobiology, Weapons (military, exotic), survival (frontier, space)

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?

Fields: Athletics, Survival (space, terrestrial, frontier, urban), Intimidation

27
Pirate

You were a desperate individual with your own starship -- or crew on a


larger one -- raiding shipping lanes under the old black flag. Did you
have a home port, or did you wander the stars? Was there a pirate lord
that you served? What was your code of honor, or did you have one at
all? Were you more of a privateer than a pirate? Do you have a bounty
on your head?

Fields: Intimidation, Starships (piloting, weapons, maintenance),


Weapons (military, melee, archaic, personalized)

Politician

You were a politician or member of the political class before you


became a pilot. You may have been a governor or president, a member
of a corporate board, or simply a low-level representative or magistrate.
What motivated you to become a pilot, or were you conscripted? Were
you successful in your political maneuvering, or were your plans
frustrated at every turn? Did you come from an open, democratic
society? An oligarchic state? A hereditary republic? A communist
state?

Fields: Etiquette (political, cultural), Persuasion (charisma, reputation,


diplomacy, ideological), History

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?

Fields: History (religion), Persuasion (charisma, religious), Survival


(space, terrestrial, frontier)

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?

Fields: Infiltration (stealth, demolitions, disguise, marksmanship),


Persuasion (ideological), Weapons (military, concealed)

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?  

Fields: Weapons (civilian), Perception, Martial Arts

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?

Fields: Starships (piloting, maintenance), Criminal (forgery, deception),


Perception

Soldier

Grunt. GI. Enlisted. Man-at-Arms. You were a rank-and-file soldier for a


planetary defense force, a local militia, national army, or king’s own.
How long did you serve before your Union call-up? What specialty was
your focus? Have you seen combat before, or are you green? Are you a
volunteer, a conscript, a member of a warrior caste? Is soldiering a
proud family, civic, or religious tradition, or is this a life that you regret?
Where are the other soldiers from your old squad, and what is your
relationship with them like?

Fields: Weapons (military, heavy, melee), Athletics, Martial Arts

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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?  

Fields: Infiltration (deception, disguise, forgery, stealth), Persuasion


(charisma), Hacking

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.

Fields: Infiltration (demolition, stealth), Survival (terrestrial, space,


frontier, urban), Weapons (military, melee, close quarters, heavy)

Super Soldier

You are the result of a corporate or state project to create a better


soldier through biological enhancement, gene therapy, neurological
enhancement, or simply extreme conditioning. Were you raised from
birth to become what you are, or did you volunteer as an adult for a
super soldier program? Was the project sanctioned or not? Did it
succeed? Have you tested your abilities in the field, or are you
unproven and eager to see what you can do?

31
Fields: Martial Arts (extraordinary), Athletics (extraordinary), Perception
(extraordinary)

Survey Corps

You were a member of a survey corps, working on the frontier and on


the edge of civilization to evaluate strange worlds and planetoids for
anomalies, interesting discoveries, and habitability. What have you seen
on the wild frontier? How many worlds have you traveled? Do you
survey alone, or with a crew? Where is your homeworld? Is there a grail
world, an Eden out there that you seek? What drives you to
exploration?

Fields: Survival (terrestrial, frontier), Biology, Xenobiology

Starship Pilot

You flew a starship, civilian, corporate, military or otherwise. You may


have piloted a freighter, a fighter, a shuttle, or a larger ship. Did you
have a run that you frequented, or did you fly anywhere? Did you have a
crew, or were you a member of one? What happened to your ship?
What kind of flying did you do?

Fields: Starships (Piloting, weapons, maintenance), Survival (space),


Electronics

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TRAITS
Write down three (not necessarily from this list!), one of which must be
complicating or negative.

Example Personality Traits

Positive: Brave, Erudite, Charismatic, Loyal, Calm, Rational, Easygoing,


Friendly, Mannered, Worldly, Empathetic, Selfless, Resilient, Witty.

Complicating: Cowardly, Greedy, Lazy, Deceptive, Nervous, Ignorant,


Dogmatic, Reckless, Choleric, Impulsive, Naive, Cold.

PERSONAL GEAR AND STORAGE


All mechs have a storage compartment that can hold 3 discrete items
(a pilot weapon, a survival kit, spare ammo, a repair kit, a first aid kid)
or 1 discreet large item (a portable generator, a large battery, a spare
pilot hard suit, a communications array, a dog). Any item so stored in
this manner is considered to be environmentally shielded, radiation
shielded, pressurized appropriately, in a space that has circulated,
breathable air, climate control, and adequate padding. Unless, of
course, the pilot wishes to modify the compartment to remove any of
those features.    

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

Camo Cloth A 5x5 square of reactive material that slowly shifts


to reflect the environment around it. The effect
takes about 10 seconds to complete, and makes
anything hidden underneath very hard to spot

Extra Rations Pilot rations are typically no better than their


nautical antecedents - hard tack and nutritious
paste. It’s not uncommon for pilots to store extra
food or luxuries such as chocolate, coffee, alcohol,
or canned or dried goods from their home world

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.

First aid This reactive pseudo-skin can seal wounds and


medi-gel deliver immediate relief. Using it won’t regain your
pilot any traits, but it will stop immediate bleeding,
greatly lower pain, and increase mobility.

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

I.P.S. Throwing this device down releases a sticky foam


Deployable polymer that creates a 4 foot high bulwark. It is
Defilade highly resistant to fire, explosives, and impact
absorbent enough to withstand gunfire

Reactive These clothes can change color, pattern, or texture


Clothing as programmed. They can also be set to
camouflage, reflecting the environment around
them. This effect takes about 10 seconds and
makes the wearer’s outline hard to see, but doesn’t
work well when moving.

Reactive Popular on many worlds, this makeup reacts to


Makeup electronic signals or even moods. It can change
color or even texture.

Handheld A miniaturized version of the much larger Union


Printer printers, can make simple objects out of a flexible
and durable plastic as long as you have the pattern
chip for them

Mag-clamps These clamps attach easily onto any metal surface,


giving good maneuverability in zero-g or when
repairing mechs. Can be fitted to boots.

Nanite Spray This spray paint can be sprayed on any surface. It


is invisible to the naked eye but can be used to
transmit a simple message when scanned via
electronic transfer

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.

Personal A small, non-combat drone. Fairly noisy, but can fly


Drone up to half a mile without losing signal and can relay
audio and visual information

Scope A powerful electronic scope that can give good


vision up to one or two miles away

Sleeping Bag Compact enough to fit in a mech cockpit, highly


resistant to changes in temperature. Some mech
pilots swear by them as emergency fire protection

Sound Though not strictly necessary, many mech pilots


System hook up internal speakers to give them a clear line
to their compatriots during combat, or simply play
music

Stimulants Uncontrolled use can be very dangerous to the


body and is a constant problem amongst pilots.
Keeps a pilot focused and awake for up to 30
hours. Sometimes administered automatically by
built-in injectors in a pilot’s mech cockpit, or even
their body.

Wilderness Contains many of the essentials for surviving in a


Survival Kit hostile environment - rebreather, water filter, backup
environmental suit, bivouac kit, etc

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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.

Skills represent a pilot’s knowledge, experience, veterancy, and talents.


Skills require skill points to gain or deepen; skill points are gained when
you create your pilot, and when your pilot levels up. When spending a
skill point, a pilot can choose to broaden their knowledge by acquiring
a new rank I skill, or they can choose to deepen their knowledge of a
skill they already possess.

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.

Integrated weapons do not count as wielded weapons for the


purposes of skills.

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

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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.

Man-At-Arms (Rank I): If you’re wielding a single main or auxiliary


melee weapon and no other melee weapon (shields do not count as
melee), gain +1 Accuracy on melee attacks
Blademaster (Rank II): You can forgo your Accuracy from this feature
on your next melee attack to gain one of the following benefits:
- Guard: Until the start of your next turn, the next melee
attack against you is made with +1 Difficulty
- Feint: Until the start of your next turn, your movement
doesn’t provoke reactions from your target
- Lunge: Your reach increases by 2
- Trip: The target must succeed on an agility skill check
or fall prone
Flurry (Rank III): Once per round, on a melee attack roll of 20+ that
beats the target’s evasion by at least 5, you immediately gain another
action after this one

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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.  

Backswing Cut (Rank I): If you’re wielding a heavy or superheavy


melee weapon, you gain cleave with that weapon. When you hit on a
melee attack with that weapon, you can make a second attack against
a different target in your reach with +1 Difficulty.

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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

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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.

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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.

Snow_Crash (Rank I): On invasion attempts of 20+, you damage non-


core systems instead of disabling them
MINOTAUR Protocol (Rank II): Gain the following protocol:
   MINOTAUR protocol
   Until the start of your next turn, your invasion attacks cause you to
take 1d6 heat damage but you can make them with +1 Accuracy
Safe_Cracker (Rank III): You can now target core components of a
mech with invasion attacks

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

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   - 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.

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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?  

Aggressive Heat Dispersion (Rank I): While overheating, your melee


and ranged attacks do +1d3 heat damage (roll once then add the same
number for all attacks)
Fusion Pulse (Rank II): While overheating, you tap your reactor to do
+1d6 energy damage with all weapons that deal energy damage
Here, Catch! (Rank III): You can modify your mech to fire its fuel rods
as a weapon. Gain a new weapon with the following profile. It doesn’t
take any EP or IP.
   Fuel Rod Gun
   Auxiliary Tech (unique)
   Range 10, 1d3 energy damage + 1d6 heat damage
   When you fire this weapon, hit or miss, reduce your heat damage by
1d6
   Limited (6)

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.  

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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

Self-Propelled Apocalypse (Rank III): You can cause your mech to


enter or exit a special siege mode as an action. While in siege mode,
you are crippled and cannot boost, fly, or climb, but the range of your
cannon and launcher weapons is doubled, you can move and fire
ordnance weapons with +1 Difficulty, and your weapons lose the
inaccurate or unreliable properties.

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

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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

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• 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

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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.

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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

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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.

Handshake Etiquette (Rank I): Gain +1 Accuracy when you attack


with a CQB weapon at a target within 5 range
See-Through Seeker (Rank II): You’ve modified your sensors and
ammo to punch through, disregard, or otherwise ignore cover up close.
You can ignore cover for attacks you make with CQB weapons when
your target is within 5 range of you. You can even attack totally
obscured targets.
BREACH And Clear (Rank III): You can swap your mech into a hyper-
alert breach mode. Gain the following protocol:
   BREACH protocol
   1d6 heat
   Until the start of your next turn, you can attack any target that moves
or enters within 5 range of you with a CQB weapon as a reaction. You
can repeat this reaction, but each time you do, you make it with +1
Difficulty (cumulative)

53
MECHANIZED CAVALRY
A mechanized cavalry unit -- a mech -- is the primary agent around
which the Union Navy bases its ground forces.

Mechanized cavalry, depending on the chassis, stand anywhere from


eight to twenty feet tall and are bi-, qadra-, or hexapedal. The majority
of them are brachial, featuring one to two pairs of arms able to
manipulate to-scale weaponry and interact with the natural
environment. Some pilots and units prefer to integrate their mech’s
weapon systems to the unit’s chassis and, depending on the size or
power of the weapon system, such an integrated system might be
required.

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.

Mechanized cavalry typically support mounted or unmounted infantry


as a heavy weapons platform or force multiplier. They operate on their
own in hostile environments in squadrons of two to five, often dropped
either far behind enemy lines or at the front, where the fighting is
thickest and they can be used as line-breaker shock troops.  

Most mechs are piloted by a single pilot, but there are larger, highly
advanced platforms that require an additional pilot to control.

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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.

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THE HARD SUIT

In order to pilot a mech, pilots must be wearing a suit of powered,


interfaced armor known colloquially as a ‘hard suit’. The hard suit is
freely available to all mech pilots while in Base (more on that below). It
provides the necessary neurological shielding and interfacing to protect
a pilot’s neural links from the mech’s hardware, as well as greatly
enhances the pilot’s speed, agility, and resilience.

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.

CREATING YOUR MECH

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.

However, in order to have access to these parts, you need Licenses.


At level 0, you only have access to gear from the GMS license (see the
section below). However, each time you level up, you gain 1 license
point to spend on any license. You can only gain higher ranks of a
license if you have the preceding rank.

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.

It takes an action to mount or dismount a mech. Once inside, you can


act as normal. A mech’s cockpit must be intact to pilot it.

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.

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BASE AND RESTS
Each play session of LANCER usually constitutes a mission. A mission
might also encompass several play sessions.

A missions always begins and ends back at base. Base is loosely


defined as a safe, secure place controlled by an organization friendly to
you. It can be the same place you return to over and over again, or it
can be a series of different places.

If Base loses the safe, secure, or friendly qualities, it ceases to become


Base!
Base always has:
• Facilities for mech maintenance, storage, and repair.


• Facilities for pilots to swap out and store their personal gear


• Facilities for pilots to rest, recuperate, plan, and socialize


• Access to hard suits for pilots to wear


• A printer to create new mechs


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.

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• A mech‘s total HULL equals its Hit Points (HP) 


◦ ¼ of your HULL (rounded up) equals your Repair Rate


◦ The difference in HULL points from 10 equals your mech‘s


Melee Attack Modifier


▪ For example, if your HULL is 14, your base HP is 14;


your base Melee Attack Modifier is +4. If your HULL is
8, your base HP is 8 and your Melee Attack modifier is
-2.


• A mech‘s total AGILITY equals their Evasion


◦ Your mech’s Speed is equal to half of your mech’s AGILITY


score, rounded up. 


▪ For example, if your AGILITY is 15, your mech’s speed


is 8.


• A mech’s total SYSTEMS score is its Electronic Defense and


Sensor Range. 


◦ The difference of your SYSTEMS score from 10 is applied to


your mech’s Invasion, Scan, and Lock On modifiers. 


▪ For example, if your SYSTEMS score is 12, then your


mech’s Electronic Defense  is 12 and your Sensor
Range  is 12; Your mech’s Invasion, Scan, and Lock On
modifiers are +2


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• A mech’s total ENGINEERING equals its Heat Capacity


◦ Half of your mech’s ENGINEERING score is its Cooling


Rate, rounded up. 


◦ Half of your mech’s ENGINEERING score is its Repair Cap,


rounded up. 


▪ For example, if your mech’s ENGINEERING score is


13, then its Heat Capacity is 13; your mech’s Cooling
Rate is 7; your mech’s Repair Cap is 7.


• A mech’s AIM is added to its Ranged Attack Modifier


• A mech’s ARMOR reduces all incoming damage by that amount.


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

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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

DAMAGE, HEAT, & REPAIR


DAMAGE & CRITICAL DAMAGE

Damage is a generalized numerical representation of harm dealt to your


mech, its systems, modules, and the pilot inside.

You want to avoid or mitigate incoming damage as much as possible,


but know this: Sometime, somewhere, someone is going to punch a
few holes in your kit.

To that end, damage in LANCER resolves as follows:

On a successful hit — melee or ranged — your defenses have been


breached. You suffer damage equal to the total of all damage rolls and
bonuses made against you— less any damage reduction your mech
may have, such as armor. Damage is dealt to your HP, your HIT
POINTS.  

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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!

If your mech’s HP is ever reduced to 0 you do not immediately die.


Instead, you’re at the CRITICAL THRESHOLD.

If you are on the CRITICAL THRESHOLD and take additional damage,


you are now in the CRITICAL state.
◦ Any additional damage you take while CRITICAL does not
resolve as normal damage, instead, it becomes CRITICAL
DAMAGE. Roll on the Critical Damage Chart to determine
final damage and any additional effects. 


◦ CRITICAL DAMAGE is converted to a bonus, applied to the


roll made on the Critical Damage Chart. 


▪ For example: Your HP is 5. An attack hits you and


resolves. The damage roll resolves at 8, reducing you
to 0 HP — you enter the CRITICAL THRESHOLD.
Because there is 3 damage yet to be resolved, and that
3 damage would reduce you to negative HP, you suffer
a roll on the CRITICAL DAMAGE chart with a +3
bonus. 


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◦ CRITICAL DAMAGE accrued this way is cumulative
throughout the encounter.


▪ For example: In the next round, you take another 4


damage. This 4 damage is converted to CRITICAL
DAMAGE and added to the 3 critical damage you’ve
already suffered. Your attacker then makes another roll
on the critical damage chart with a +7 bonus. 


◦ Overheating, some skills, and some abilities may also cause


you to take critical damage. If that occurs, roll on the critical
damage chart as normal.


▪ If you are NOT in a critical state when that damage


occurs, there is no additional bonus to the critical
damage roll. 


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.

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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:

• Electronic warfare attacks


• Environmental hazards


• Weapons that deal heat damage


• Firing weapons that generate heat


• Overcharging your mech on your turn


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.

While you are in the Overheating state:


• At the start of your turn, roll on the Overheating Chart


◦ This roll is made with a bonus equal to your excess heat;


any point over your Heat Capacity adds 1 to the bonus.


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▪ 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. 


◦ After rolling and suffering the effects, reduce your heat


damage by your cooling rate. 


▪ If this reduction drops your heat to 0, you are no


longer overheating.


▪ If not, you are still overheating


◦ Players can further reduce Heat by taking the Stabilize


System action.


DISABLED vs. DESTROYED


It is possible from taking electronic warfare attacks, critical damage,
and overheating effects for systems and weapons to be disabled or
destroyed.

Disabled weapons or systems cannot be utilized until they are no


longer disabled. They can be re-enabled by a stabilize systems check
or by taking a rest.
Destroyed or Damaged weapons or systems cannot be utilized at all
until you return to Base. When you take a rest, you can make a
successful pilot skill check to repair one destroyed weapon or system.

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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.

Unlike pilot combat, mech combat is more structured. Mech combat


takes place in turn based, tactical combat. Many abilities, actions, and
mech systems also use measurements of spaces in order to function
(with a space being 10’ by 10’). For this reason, it is highly
recommended you use a tactical battle map or a grid to represent
actors and the battlefield during combat.

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).

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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.

On a turn, players can perform one MOVEMENT, one INTERACTION,


and a single ACTION, in any order; additionally, players may perform
any number of FREE ACTIONS on their turn. COMMUNICATION
between players and NPCs takes no action, unless a GM determines
otherwise.

Players may also choose to OVERCHARGE once per turn, allowing a


number of additional actions at risk of taking HEAT damage.  

MOVE - A player can move their mech/pilot up to their full movement


speed, hindered or assisted by positive or negative conditions.

INTERACT - A player can interact with an object, a system, another
player, an NPC, or the environment.

ACTION - Taking an action represents either an offensive or defensive


effort on the part of the player. When a player makes an attack with a
weapon or electronic warfare system, attempts to grapple another
mech, or do anything tagged with the keyword ACTION, they have
taken an action.  

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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.

COMMUNICATE - Communication between players and NPCs


describes the conversations, utterances, and orders relayed between
players and NPCs throughout a combat or skill check event. Generally
speaking, communicating with players and NPCs will not replace an
action or interaction, subject to the GM’s discretion, of course.

1 round is equal to about 6 seconds of narrative game tim

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.

Landing a mech with flight in difficult terrain, dangerous terrain, or


adjacent to another mech requires a successful agility skill check.
Otherwise, roll on the critical damage chart with no bonus.

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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.

Difficult Terrain reduces a mech’s speed by half; 1 square of


movement through Difficult Terrain costs 2 squares worth of movement
speed.

Dangerous Terrain prompts an ability check (hull or agility, determined


by the GM, as appropriate to the terrain) to navigate. Should a player
fail that check, they take critical damage.

Obstructions block passage. Obstructions are typically environmental,


but can include NPCs and other players.

◦ Obstacles equal or greater in size than the moving object


stop the moving object, unless the GM determines
otherwise. 


◦ Obstacles smaller than the moving object do not block


movement, and can be passed through freely.  



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

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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.

Falling causes damage if a mech falls 3 or more squares and cannot


recover before it hits the ground. Roll on the critical damage table for
every 3 distance that a player or NPC falls, choosing the single highest
result. Resolve that result.   

Cover: Cover is obscurement from observation or gunfire. In narrative


terms, cover refers to smoke screens, hard cover (a building, a wall, a
bulkhead, etc) between the attacker and the target, soft cover (trees,
earthen mounds, etc) between the attacker and the target, obscured
vision, electronic countermeasures, or any other obstruction physical,
mental, electronic, etc, between an attacker and their target.

Light Cover adds +1 Difficulty to an attacker’s roll to hit.


Heavy Cover adds +2 Difficulty to an attacker’s roll to hit.
Total Cover means that an attacker cannot see their target. This
nullifies most attacks, however some weapons, systems, skills, etc,
have ways of getting around this modifier.  

Size indicates the space a unit occupies on the battlemap.  


◦ A size 1 unit is represented by a 1x1 square on the
battlemap;


▪ Size 2 is represented by a 2x2 square on the


battlemap;


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▪ Size 3 is represented by a 3x3 square on the
battlemap;


▪ and so on.  


◦ A mech’s reach is equal to its size or 1, whichever is higher.


▪ Humans occupy half a square, and multiple humans


can occupy the same square. 


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:

Making a skill check (unless your GM determines otherwise)

Lifting or dragging an inanimate, restrained, or otherwise incapacitated


object or item.

Dropping or setting an object down.

Reading detailed information from a console, a readout, etc.

Holstering one weapon and or drawing one weapon (this type of


interaction can only occur once per turn)

Conversation that requires a skill check.

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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.

A good rule of thumb is that if it requires a skill check, it counts as an


interaction

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)

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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.

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▪ 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. 


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▪ Auxiliary weapons suffer no penalty, but cannot
critically hit
▪ Main weapons suffer +1 Difficulty
▪ Heavy and Superheavy weapons suffer +2
Difficulty


Electronic Warfare, Invasion


A player may Invade an enemy mech’s systems and components
through use of certain Electronic Warfare Systems.

To Invade, choose a non-core system or weapon on a target within


your sensor range.
• You can only target a system if you know of its existence.
• You cannot make this attack if your target is in total cover.
• You can choose to target a random system instead (which could
result in targeting a system you don’t know about), but the
attempt must be made with +1 Difficulty

Then make a Systems vs. E-Defense attack.


• If the targeted system or weapon has the Smart keyword, you
attack with +1 Accuracy
• If the targeted system or weapon has the AI keyword, you attack
with +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. 


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• 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:

• Make a System vs. E-Defense attack against a target within your


sensor range.
• You suffer a penalty of +1 Difficulty to lock onto targets in light
cover.
• You suffer +2 Difficulty against targets in heavy cover.
• You cannot lock on to totally obscured targets.

• If your check is successful, you are now Locked On to that


mech.
• Lock On is broken if you or your target ends their turn totally
obscured or in total cover from you.


Full Reload
The Full Reload action allows you to reload all weapons with the
Loading property.

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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.

For all Scan actions:


• Scanning a target in Light Cover incurs +1 Difficulty to your
check
• Scanning a target in Heavy Cover incurs +2 Difficulty to your
check
• Scanning a target in Total Cover is impossible unless gear or a
skill allows you to do otherwise; refer to that equipment or skill for
details. 


There are three types of Scan actions you can perform:


• A Visual Scan, which reveals details about the battlefield,
structures, enemy mechs, and situations using visible light; a
Visual Scan is, simply put, you looking at the battlefield with the
naked eye and/or through your mech‘s optics.
◦ An object, structure, feature, person, vehicle, mech, ship,
etc, must be within one mile for detailed information to be
discovered. Anything further than that simply conforms
positioning, presence, direction, and general information (I.e.
Is it a mech or a building?).
◦ The target of your Visual Scan does NOT need to be within
sensor range.
◦ You don’t need to make a skill check to make a Visual Scan


• A Basic Scan, which reveals basic systemic information about


your target; a Basic Scan is performed with standard tactical
systems, able to detect specific information the naked eye is
otherwise unable to perceive.

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◦ 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. 


◦ To perform a Deep Scan, make a System v. E-Defense


attack.
▪ The target of this attack must be within your sensor
range.
▪ This attack cannot trigger a critical roll
◦ Should an attempted Deep Scan succeed, you may do 1d3
of the following (duplicate choices are allowed):
▪ Learn your target‘s current HP, Heat, and Speed.
▪ Learn detailed information about one of your target‘s
weapons or systems.
▪ Learn one secret piece of information, GM‘s discretion. 


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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.

To roll a Skill Check:


• First, determine the necessary skill and any bonuses you may
receive (GM‘s discretion)
• Then, roll a D20. Add any relevant skills and bonuses.
• A total roll equal to or greater than 10 is a success.
• A total roll of 20+ is a critical success


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. 


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◦ 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.

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In order to perform a Grapple, you need at least one free hand or limb,
or specialized grappling systems.

In order to perform a Grapple:


• Make a Hull v. Evasion or Hull v. Hull contested check,
Defender‘s choice.
◦ The attacker automatically succeeds on this contest if the
defender is Immobilized, Stunned, or Shut Down.
◦ If one party is larger than the other, that party gains +1
Accuracy on the contest
• A successful attempt locks both the attacker and defender in a
grapple. The defender is immobilized as long as the grapple is
maintained, and the attacker can move at half speed, moving the
defender with them.
• The defender can end the grapple as an action by successfully
repeating this contest.


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.

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• 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. 


• To detect a Hidden target:


◦ Perform a Scan (see the Scan action for details)


• When Hidden:
◦ You count as being in Total Cover
◦ You keep this cover through many actions such as
electronic warfare attacks or scanning, however:

◦ You lose cover and obscurement if:


▪ You move from cover
▪ You perform a ranged attack
▪ You perform a melee attack
▪ You enter or are pulled into a grapple


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▪ 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.

When you take the Shut Down action:


• Your mech powers completely off and enters the Shut Down
state. While Shut Down:
◦ Your mech cannot move or take actions. Your Evasion
becomes 5.
◦ The only mech action you can take while Shut Down is to
Reboot.
◦ Your mech is immune to all System attacks
◦ Your mech looses Heat damage equal to its cooling rate
▪ This occurs as a constant end-of-round effect
◦ Any System attacks against the mech immediately end,
along with any conditions or subordinate effects they
caused.
◦ Re-shackles unshackled AI.
▪ NOTE: If you are attempting to shut down a mech
controlled by an unshackled AI, then you must pass an
Engineering skill check at +1 or +2 Difficulty, GM’s
discretion.
• If character other than the mech’s pilot attempts to Reboot a
mech, they must take a Stabilize System action as well to
complete the rebooting process.

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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. 


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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.

• Mounting or Dismounting a mech is an action.


• You must be adjacent to your mech to Mount it.
• When you Dismount your mech, you are placed adjacent to it.
◦ You may always Dismount your mech, unless your cockpit
is Disabled or Damaged 


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

• You must be wearing a hardsuit

• You must be adjacent to the mech you wish to jockey


To initiate a jockeying attempt, you must first successfully grapple your


target.

Against a target grappled by you, you can take an action to attempt


to jockey the mech. Make a hull vs hull contested check against that
mech. On a success, you kill or disable the pilot (your choice), and
mount the mech as a free action, gaining control of it.

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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

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▪ 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


▪ When firing with Overcharge, you may fire a primary


weapon you have already activated that turn as a
primary weapon.


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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.

Reactions are granted upon installation of certain systems, weapons,


and skills gained in pilot levels.

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.

All mechs are able to perform a single Opportunity Attack


• Opportunity Attacks are Reactions that are Triggered by an
enemy moving out of your reach.
◦ When this reaction is triggered, you may make a Melee or
Ranged attack against the triggering enemy
◦ You may react this way once per turn.


FREE ACTIONS
Free Actions are actions that do not require a Movement, Interaction,
or Action slot to activate.

Pilots may perform any number of Free Actions on their turn.

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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.

2. NPC End Of Round Actions, in any order, GM‘s discretion. 


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


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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.

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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.


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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

A mech can wield 2 Auxiliary or Main weapons at once (in any


combination), or 1 heavy or superheavy weapon.

A mech can wield and/or mount duplicate weapons, unless those


weapons have the Unique tag.

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

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• 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.

These storage units are commonly pressurized, temperature-


controlled, and wired into the mech’s life support system; they are
meant to keep their cargo alive, working, and in one piece (unless, of
course, the pilot would prefer otherwise).

Systems and Protocols

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.

Protocols are special moves unlocked by systems or skills. Activating a


protocol is a free action during your turn, though deactivating may not
be.
   
System Damage
All weapons and systems can take damage or be disabled by critical
damage.

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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.

Systems can only be installed inside of Base.

Core Modules
All mechs have the following Core Modules:

• Cockpit


◦ The cockpit is the control center of the mech. This is where


the pilot controls their machine from, belted into their crash
couch and surrounded by consoles and shock-absorbent
padding. Some cockpits have canopies or ports to view the
outside world from, tactical information overlaid on the
pilot’s heads-up display; others are darkened shells, the
outside world projected on screens surrounding the pilot;
some go further, suspending the pilot in a counter-pressure
amniotic sac, feeding a dream-time relay of the surrounding
environment direct to the pilot’s subconscious. However you
structure the cockpit of your mech, as long as you can fit
inside and drive the thing, it counts as a cockpit.   


◦ Disabling or damaging the cockpit prevents a pilot from


exiting or entering the mech, normally or through

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ejection. Mechs with disabled or damaged cockpits are
immune to jockeying attempts.


• Life Support


◦ Life Support systems are necessary to ensure a pilot stays


alive —though not necessarily comfortable! — inside their
mech. A life support system circulates breathable air
through the cockpit, regulating humidity and temperature to
ensure that a pilot can breath comfortably. Some life
support systems have taps for water, caffeine and other
stimulants, and catheters to circulate fluids through the pilot
during long missions or periods of transit. Life support
systems monitor the pilot’s vital signs, adapting as
necessary to ensure the pilot stays not only alive, but
conscious should they take an especially hard hit.    


◦ Disabling or damaging Life Support causes problems for


a mech in space or hazardous environments. A mech in a
hazardous environment without life support has enough
residual support for a number of minutes equal to its
engineering score.


• Reactor


◦ The mech’s reactor is the mech’s beating heart: a reactor is


a mech’s powerplant, a shielded, hardened, cold fusion core
of nuclear energy that powers the walker and all installed
systems. Reactors are tremendously powerful and provide
the necessary power to make mechs a viable battlefield
unit; however, if a reactor is breached and begins to melt

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down, the results can be catastrophic. 


◦ Disabling the reactor shuts down the mech. Damaging


the reactor immediately causes a reactor meltdown


• Core Computer


◦ The core computer, to stay with the body metaphor, is the


brain and spine of a mech. A core computer combines
processing speed and power to keep its mech upright and
walking, the pilot oriented and informed, and all weapons
and systems networked, debugged, and running. Core
computers, while incredibly powerful themselves, are not
intelligent in the way a paraconscious computer is. Non
Human Persons (AIs, though the term is increasingly viewed
as a slur in some circles) rankle at the idea of being
compared to a core computer, likening it to a human being
equated with an especially smart horse or other beast of
burden. 


◦ Disabling or damaging the computer Jams the mech


and it cannot make or be the target of system attacks.


• Targeting Optics


◦ Targeting optics are the input end of any targeting system: a


suite of weapon and mech-mounted cameras, two-way
diodes, live-feed satellite imagery, and squad-tier IF/F
networks all digested by the core computer and piped to
the pilot’s HUD to give them a better-than-accurate
rendering of the battlefield, all to ensure they hit what

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they’re shooting at.  


◦ Disabling or damaging targeting optics Jams the mech


• Comms


◦ A mech’s communication system — often abbreviated to


comms — are simple, reliable, universal systems of
communicating between squadmates, individuals, and
others on private, public, or group channels. Whether by
radio waves, lasers, low-power tachyon beams, or some
combination of carriers, comms allow pilots to talk to
someone other than themselves.   


◦ Disabling or damaging comms prevents mechs from


communicating. Players with disabled comms can only
talk to the GM.


• Storage


◦ Disabling storage prevents items in there from being


retrieved, damaging storage destroys those items


These components do not take up hard points, but can be damaged or


disabled through critical damage or invasion.

These components can also be manually disabled by their pilot, should


they so choose. 


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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.

A pilot’s Kit is built from stat bonuses accrued through unlocking


Ranks in Licenses. Your Kit represents the wealth of knowledge,
experience, personal enhancements, and veterancy your pilot builds as
they survive the rigors and danger of the campaign. A pilot’s Kit, then,
is not tied to any chassis they use; the Kit transfers with the pilot
regardless of what machine they drive.

For quick reference:


• Licenses have three ranks
• Skills have three ranks
• Pilots level up when they complete a mission and return to Base
• When a pilot levels up, they gain 1 license point to spend and 1
skill point to spend.
◦ These points can be spent on a rank. Ranks must be
purchased in sequence (i.e, you must have spent a point on
Rank 1 before you can get Rank 2).
◦ These points can be spent to unlock a new License or Skill.
There is no prohibition on which license or skill you can
unlock with points spent in this way, unless the license or
skill states otherwise.
▪ License points can only be spent on licenses or ranks
in licenses you have already unlocked.
▪ Skill points can only be spent on skills or ranks in skills
you have already unlocked.

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◦ 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.   


• Pilots begin at level 0 with the following:


◦ Access to all GMS chassis, weapons, and equipment.


◦ A pilot Hard Suit

◦ Three rank 1 Skills


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TAGS
• Auxiliary (size): The smallest weapon size. Cannot critically hit if
fired as a secondary weapon.


• Main (size): A normal sized weapon.


• Heavy (size): A large sized weapon. 


• Superheavy (size): A very large, usually special-class weapon. 


• Explosive (Damage/ Weapon type): the Explosive tag


commonly describes the projectile fired, launched, or otherwise
deployed by the weapon itself. Explosive weapons deal their
damage in a single, sudden, and incredibly powerful burst of
shrapnel, flame, and/or pressure, blasting in a radius around their
point of detonation. 


• Kinetic (Damage/ Weapon type): Kinetic weapons fire solid


projectiles of various calibers and sizes, inert or innervated, that
rely on simple collision to deal damage from point-of-impact
through to point-of-exit. Kinetic weapons utilize chemical and
electronic methods of firing or launching their projectiles, and are
commonly fed by belts, boxes, and/or internal or external
magazines. 


• Energy (Damage/ Weapon type): Energy weapons are weapons


that project beams, lances, bolts, waves, or cones of different
energy to damage and destroy their targets. Commonly powered
by external or internal batteries, or hooked directly into a mech’s
power core, energy weapons demand tremendous amounts of

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input to provide tremendous amounts of output.  


• Heat (Target): this tag indicates a weapon or system that deals


additional Heat damage to its target. 


• Heat (Self): this tag indicates a weapon or system that deals


Heat damage to its user, applied immediately upon firing. 


• Blast (x) is a radius of X from a point or square. Ignores effects of


cover. 


• Cone (x) is a cone x squares wide at its longest end, and x


squares long. Ignores effects of cover. 


• Line (x) is a straight line x squares long. Ignores effects of cover. 


• (Target) indicates the blast is centered on a target.


• (Self) indicates the blast centered on its point of origin. 


• Indirect weapons ignore line of sight but don’t ignore cover


• Smart weapons (see below) ignore both line of sight and cover


• Integrated weapons cannot be dropped. Integrated weapons do


not have to be drawn or holstered to be wielded. When you install
a weapon, you decide whether it is integrated or non-integrated.


• Armor Piercing (AP) - indicates that a weapon or system ignores


target(s) armor. 


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• Focus - indicates that a weapon or system does +1d6 damage to
locked-on targets


• Inaccurate - indicates that a weapon or system must make


attack roll(s) with +1 Difficulty


• Unreliable - indicates that a weapon or system weapon jams on


any dice roll of 1 on the weapon damage die


• Ordnance - indicates that a weapon or system cannot be used


after moving.


• Loading - indicates that a weapon must be reloaded by the Full


Reload or Overcharge actions or an appropriate system before it
can be fired again. 


• Unique - indicates that a weapon or system cannot be duplicated


on a chassis.


• Thrown - indicates that a weapon or system can be thrown at


range indicated as if it were a melee attack.


• Smart - indicates that a weapon or system ignores cover and line


of sight.


• Limited (x) - indicates that a weapon or system can only be used


x number of times per mission unless replenished.


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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

HP:    5 Repair Rate: 2


Evasion:     15 Repair Cap: 4
EDefense:    8
Speed:    7
Sensors:    8

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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

A pilot suit has no cockpit, but can be dismounted or mounted freely


as an action. It has a rudimentary computer and storage capacity, but
nothing rivaling a mech’s.

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.

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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.”

General Massive Systems, GMS for short, is the galactic standard


for non-civilian mechs. Reliable, sturdy, and solidly built, with
universal components, full radiation and environmental shielding, and
tens of thousands of pre-loaded languages, a pilot in their GMS mech
will have all they need to get the job done in a hostile galaxy.

GMS is one of the oldest galactic corporations, getting their start as an


early player in the colonization rush of the 2400’s after constructing the
first Alcubierre Gates. GMS hails from Cradle, the home systems of
Union and all humanity, and their designs reflect the aesthetics and
intentions of those first pioneers to seek the stars.   

GMS mech cores are capable of being printed by manna, so long as a


pilot has license approval to do so; All GMS Patterns and licenses are
available to all pilots, and don’t have license levels like other patterns.
The GMS core is the all-rounder standardized EVEREST core. Variants
of this core exist, such as the ANNAPURNA (CQB), the HOOD (Heavy),
The LHOTSE (interdictor), the DENALI (speed), the KAROKORAM
(engineering), and the MASSIF (artillery) mechs.

In game terms, this is represented by a modification you make to the


EVEREST mech when you acquire it.

Each time you print a new EVEREST mech, you can raise 1 statistic by
1 in return for lowering another by 1.

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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

GMS Weapons List:


GMS Type I 20mm Hardpoint Anti-Material Rifle
3 EP
Heavy Rifle
Range 30, 2d6+2 kinetic damage
Loading, Ordnance

GMS Type I Howitzer


4 EP
Heavy Cannon
Range 20 Indirect, blast 3, 2d6 explosive damage
Loading, Ordinance

GMS Type I MC-AR


2 EP
Main Rifle (Assault)
Range 12, 1d6 kinetic damage

GMS Type I MC-BR


2 EP
Main Rifle (Battle Rifle)
Range 15, 1d6+1 kinetic damage
Unreliable

GMS Type I MC-MG

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3 EP
Heavy Rifle (Suppressive)
Range 15, 2d6 Kinetic damage
Inaccurate

GMS Type I High-Arc Mortar


2 EP
Main Launcher
Range 15 Indirect, Blast 2, 1d6+1 Explosive Damage
Inaccurate

GMS Type I MC-P


1 EP
Auxiliary CQB (Pistol)
Range 10, 1d3 kinetic damage

GMS Type I MC-RPG


2 EP
Main Launcher
Range 15, Blast 3, 1d6+1 explosive damage
Loading

GMS Type I MC-SG


2 EP
Main CQB (Shotgun)
Range 5, 1d6+1 kinetic damage

GMS Type I MC-BLD


2 EP
Main Melee (Sword, Axe)
Reach, 1d6 kinetic damage

GMS Type I MC-TK


1 EP

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Auxiliary Melee (Knife)
Reach, 1d3 kinetic damage

GMS General Market Chassis Mods:


Structure Mods
No point cost

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

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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.


Custom paint job


1 EP
A custom paint job counts as a system for the purpose of taking critical
damage. It cannot be disabled however - once struck, it is damaged,
and it cannot be repaired outside of base.

GMS General Market Deployables List:


GMS Pattern-A “Apple” High Explosive Grenades(6)
The GMS Pattern-A HEX Grenade is a pilot’s best friend in a tight spot.
Inert until activation by its neuro-coded welder, the “Apple” is
guaranteed to neutralize any hard or soft target within its effective
radius.   

1 EP
Limited (6)
Thrown 10, Blast 3, 1d6 explosive damage

GMS “Pancake” Anti-Vehicular Mines (6)


Used primarily for area denial, the GMS AV Mine system has begun to
see more offensive employment by GMS pilots in combat theaters.  

1  EP
Limited (6)

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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.

GMS Pattern-A Smoke Launcher (3)


The Pattern-A/SL is a cheap, reliable, and low-system-cost method of
deploying effective cover in a high-velocity kinetic scenario. Mixed with
a proprietary blend of chaff, particulates, accelerants, and defilade-
enhancers, Pattern-A/SL smoke is effective at obscuring most all
sensor suites.

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.

GMS EVA Module


A GMS Extra Vehicular Activity Module allows for pinpoint maneuvering
in micro to zero-gee environments.

1 IP
Your mech counts as having a propulsion system in space and
underwater situations

GMS PanOpticon Drone Nexus


The PanOpticon Drone Nexus is GMS’s premiere field-tested, universal
drone control unit. With a PanOpticon installed on your GMS chassis,
any drone that falls within GMS Standard Classifications A through Z
can be commanded, regardless of code language.

1 EP
Auxiliary Smart Tech

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End of round Action
Range 20, 1d3 kinetic damage

The GMS drone nexus controls 4-5 active light drones with light
armament.

GMS Shield Type-I


The GMS Shield Type-I utilizes a projected, aggressive, anti-ballistic
superpositional shield to trap and deny incoming solid and wave-based
projectiles.
 
2 IP
Auxiliary tech system
1d3 heat

For 3 rounds, ranged weapon attacks on a facing of your choice (front/


back/side) are made with +1 Difficulty against you, and your weapon
attacks in that direction are made with +1 Difficulty. Activating this
shield or switching its facing is an action.

GMS Shield Type-II


The GMS Shield Type-II Improves on the Type-I, bringing a larger
powerplant and more wide-angle projectors for increased coverage.
The Type-II, while providing enhanced protection, does run hot, and
requires a core with heat sinks and frame space large enough to mount
the system.

3 IP
Main tech system
1d6 heat

For 3 rounds, ranged weapon attacks on two facings of your choice


(front/back/side/side) are made with +1 Difficulty against you, and your
weapon attacks in those direction are made with +1 Difficulty

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Activating this shield or switching its facings is an action.

GMS Modular Ceramo/Ferrous Plated Armor


GMS’s proprietary blend of ceramics and hardened alloys is the galactic
standard for defence against all kinetic threats.

1 EP 1 IP
+1 armor

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IPS-NORTHSTAR
“YOUR FRIEND IN AN UNFRIENDLY SEA”

IPS-Northstar is the child company of the merger of civilian cargo


lines Interplanetary Shipping and Northstar.

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 available to pilots who are licensed to pilot


them. They frown on sharing their technology with pilots who hold a
Horus license, but Manna is Manna; Horus and IPS-Northstar are on
opposite sides of the stellar piracy game.

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.  

All IPS-Northstar mech chassis come standard with a built-in EVA


module. This does not occupy an EP or IP slot.

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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)

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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.

I. +4 hp, +1 hull . IPS-N Assault Cannon, IPS-N “BARRIER” Assault


Shield
II. +4 hp. DRAKE mech chassis, Aegis Shield Generator, “BASTION”
Siege Shield
III. +1 aim. Leviathan Assault Cannon, Argonaut Shield

IPS-N DRAKE CHASSIS


Size: 2
Hull: 12
Agility: 10
Systems: 10
Engineering: 10
EP/IP: 9/7

IPS-N Assault Cannon


3 EP 1 IP
Heavy Cannon
Range 15, 2d6+1 Kinetic Damage
Unreliable

IPS-N “BARRIER” Assault Shield


2 EP
Auxiliary Shield
Reach, 1d3 kinetic damage

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+1 armor

IPS-N Aegis Shield Generator (3)


2 EP
Deploys into a blast 5 zone for 3 rounds, inside zone targets have +2
armor

ISP-N “BASTION” Siege Shield


2 IP
Main tech system

You can activate or deactivate this shield as an end of round action.


While activated, you are immobilized, but all attacks against you are
made with +1 Difficulty, and you take half damage from blast and cone
attacks. You don’t suffer from these penalties.

IPS-N Leviathan Heavy Assault Cannon


3 EP
Heavy Cannon
1d6+1 heat
Range 12, 2d6 kinetic damage

IPS-N Argonaut Shield


2 EP
Main Shield
Reach, 1d6 kinetic damage
+2 armor
Can be deployed as 2 length deployable cover (+2 Difficulty to attack
while hiding behind, 5 defense, 10 health)

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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.

I. +4 hp, +1 hull. Synthetic Muscle Netting, Nano-Carbon Sword


II. +2 hp, +1 melee attack. BLACKBEARD Mech Chassis, Flechette
Launcher, Assault Grapples
III. +1 hull. KALI class AI, Nano Carbon Axe

IPS-N BLACKBEARD
Size: 2
Hull: 13
Agility: 12
Systems: 8
Engineering: 10
EP/IP: 9/7

Synthetic Muscle Netting


IPS-N’s proprietary Synthetic Muscle Netting is a field-proven
augmentation compatible with existing IPS-N chassiss. The SMN
system is a spray-on catalytic/structural enhancement that boosts
manipulator and propulsion subsystems by an average factor of 25%.  

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.

You can fire the flechette launcher as a blast 2 weapon centered on


yourself that attacks all pilots or hard suits in range, aim vs. agility.
Damage from this move is fatal to hard suits. Jockeying pilots are
automatically hit, no roll required.

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.   

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1 EP 1 IP
Auxiliary system

Grapple checks can be made with +1 Accuracy. Assault grapples can


be fired as an action at a surface within range 10 (in any direction,
including vertically) and pull the mech towards that location. This move
ignores difficult terrain, but not dangerous terrain or other mechs in the
way.

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.

In addition, gain the KALI protocol:

• 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.  

I. +4 hp, + 1hull. Automatic Shotgun, Siege Ram


II. +4 hp, TORTUGA Mech Core, HA Bunker Buster Rounds, Daisy
Cutter
III. +1 armor, Pneumatic Hammer, Hyper Dense Armor

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

IPS-N Siege Ram


The Siege Ram is another holdover from IPS-N’s pre-merger days.
When Bulkheads slam closed and there is a need to get them open,
marine pilots mount a siege ram to get the job done. Heavy, dumb, and
unbreakable, the Siege Ram is the universal key.

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).

IPS-N Throughbolt Rounds


Throughbolt Rounds are a proprietary IPS-N invention. Throughbolts
are Tungsten-jacketed, uranium core rounds with projection-activated
plasma sheaths. When fired, Throughbolts ignite and project a
superheated cone of plasma before them, creating a miniature lance
effect that ensures multiple-target penetration through soft and hard
surfaces.   

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)

IPS-N Daisy Cutter


The Daisy Cutter is an effective, if outdated, weapon system for which
many marine pilots still place print requisitions. The Daisy Cutter is,
essentially, a massive shotgun: the pilot loads a shaped charge into the
breach of the Cutter, drops a packed sabot down the barrel, aims, and
fires a mixed hellfire cloud of flechette darts, bearings, and ignited
magnesium strips, clearing any deck it’s been fired on.

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)

IPS-N Solid Core Hammer


A solid core hammer is a straightforward weapon. A heavy, braced,
pointed hammerhead bonded atop the end of a long haft, meant to be
carried and wielded by a mech. It’s an ancient weapon, which means
no one will expect it.   

4 EP
Main Melee
Reach, 2d6+2 kinetic damage
AP, Loading
On a 20+, stuns

IPS-N Hyper Dense Armor


IPS-N HyperDense Armor is built for use in space. As the name implies,
the HyperDense system is forged without respect to the gravitational

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.

I. +4 hp, +1 hull. War Pike, Bulwark Mods


II. +2 hp, +1 speed. NELSON Mech Core, Fire Pike, Armor Lock
System
III.+1 agility. Power knuckles, Adaptive Armor

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.

Armor Lock System


IPS-N’s Armor Lock System is a total-body modification for a mech
core that provides additional chassis stability when pilots are faced with
a situation that puts their core under greater-than-anticipated stress.

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.

I. +4 hp, +1 hull. Cable Winch System, Emergency Cutter, Manipulators


II. +4 hp, LANCASTER Mech Core, Ablative Shielding, Repair Drone
Nexus
III. +1 engineering. Plasma Cutter, Networked Swarm Nexus

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.

Cable Winch System


A winch system consists of a spool of nanocarbon-weave cable
mounted either externally or externally, and recovery subroutine
software uploaded onto the recovery mech’s datamind.

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

Repair Drone Nexus


An IPS-N repair drone nexus is a necessary component for controlling
any individual or networked drone unit. The IPS-N RDN-FLEET can
command drones swarms up to ten cohorts large, pushing out either
batch commands or individual orders as the pilot or approved AI
controller desires.

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.

Networked Swarm Nexus

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

Choose a target mech within range. As an end of round action, it can


spend 1 repair to heal. This effect lasts indefinitely, or until you end it. If
the mech takes damage or overheats, this effect ends.

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.  

I. +1 hull, +4 hp. Snub Barrel, Impaler


II. +4 hp. VLAD Mech Core, Nail Gun, Over-Penetration Modification
III. +1 aim, Combat Drill, Shock Armor

IPS-N VLAD
Size: 1
Hull: 12
Agility: 10
Systems: 11
Engineering: 10
EP/IP: 9/7

The VLAD is a ship repair/excavation mech modified into a deadly


close-quarters combatant

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.

I. +4 hp, +1 hull. Hand Cannon, Breaching Charges, Explosive Weapon


Modification
II. +4 hp. RALEIGH Mech Core, Impact Shielding, Bolt Thrower
III. +1 aim. UNCLE class AI, Kinetic Hammer

IPS-N RALEIGH
Size: 1
Hull: 12
Agility: 11
Systems: 10
Engineering: 10
EP/IP: 9/7

IPS-N Hand Cannon


The IPS-N HAND CANNON is a licensed version of GMS’s Pattern I
Pistol, chambered for a heavier caliber of round. This modification
requires a change from the belt-fed system of the P1P to a magazine-
based system, limiting the number of rounds that a mech can load at a
time.  

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.

AI Tech System (unique)


Choose 1 weapon - The weapon and its associate systems gain the AI
property. 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.

It can fire itself as an end-of-round action, using the mech’s aim but
with +1 Difficulty.

UNCLE AIs are lesser compared to their compatriots and their


inferiority complexes tend to display themselves as unstable
personalities.

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”

Smith-Shimano is the second-oldest Galactic-Tier corporation


next to GMS. An early contender in the sublight, downwell, and EVA
vehicle race, SSC cut its teeth making some of the earliest private
mech cores for other corporate colonial expeditions. They specialized
primarily in construction vehicles, long-range scout suits, and hardened
EVA units. The transition to military came slowly, but when the ruling
partners saw there was a need for mechanized, armed, and armored
cores, they duolatirally decided to change their business model.

Smith-Shimano mechs reflect their rapid, agile business model and


pedigree. They’re built not to take hits, but avoid them entirely, to stay
mobile and low, to land not the hardest hit, but the most accurate.
Economy is the name of the game for SSC: why fire a thousand rounds
when one will do just as good?

Smith-Shimano mechs are available to pilots with the proper license.


They’re a good choice for pilots who want to be quick and hit what
they’re aiming at, but not recommended for those who want to be on
the front line. Remember, Smith-Shimano mechs are meant to avoid
the hit, not get hit.    

SSC SWALLOWTAIL (Scout)


SSC MONARCH (Missile)
SSC MOURNING CLOAK (Assassination)
SSC DEATH’S HEAD (Marksmanship
SSC DUSK WING (Rapid Assault)
SSC METALMARK (Infiltration Line Mech
SSC BLACK WITCH (Interdictor)

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.

I. +4 hp, +1 agility, Adaptive Paint, Signal Booster


II. +2 hp, +1 speed, SWALLOWTAIL mech core, Scout Drone Nexus,
Low Profile
III. +10 sensor range, ATHENA-class AI, Cloaking Field

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.

Scout Drone Nexus


The scout drone is a small, active-camouflaged mini-drone launched
from a mounted LOTUS projector. The LOTUS projector fires scout
drones at subsonic speeds in bursts of ten, blanketing a wide area with
the single-use drones in order to relay information about terrain and
targets within.    

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.

In addition, you gain the ATHENA protocol:


   ATHENA protocol
   6 heat
Lasts 5 turns
   As an action, choose either a blast 15 area within one mile of you
that does not move, or a blast 15 area centered on you that moves with
you. Your scans in that area cannot fail and no longer count cover as
long as this protocol is active.

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

You can activate or deactivate the light bending properties of this


module as an action. It lasts for 5 turns.
When you activate this module, all mechs within a blast 6 area
centered on you become invisible (totally obscured). This area moves
when you move, and remains centered on you.
If you are overheating, attack, or take damage, this module
immediately becomes inactive.

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.  

I. +4 hp, +1 agility, Climbing gear, Kodandam Missiles


II. +2 hp, +1 speed, MONARCH mech core, Vijaya Rockets, Pinaka
Missiles
III. +1 systems, Gandiva Missiles, SHIVA class AI

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)

You gain the SHIVA protocol


   SHIVA protocol
   3 Heat
If you successfully lock on to a target this turn, immediately repeat the
lock on attack as a free action against another target in range. You can
continue this action on successful lock-ons until you fail a lock on or
there are no more targets in range. Until the start of your next turn, all
launcher weapons gain the smart property, and all weapons with the
smart property can make attacks with +2 Accuracy.

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.

I. +1 agility, +4 hp, Miniaturized Weapon Mod, Tactical Webbing, Fuel


Injector
II. +2 hp, +1 melee attack, MOURNING CLOAK mech core, Variable
Knife, Agility Mods
III. +1 hull, SS EX Slipstream Module, Variable Sword

SSC MOURNING CLOAK


Size: 1
Hull: 11
Agility: 12
Systems: 10
Engineering: 10
EP/IP: 8/8

The MOURNING CLOAK wields SSC variable melee weaponry


(molecular wire) and can teleport

Miniaturized Weapon Mod


A common enough modification among pilots, miniaturizing weaponry
allows for increased portability and ease of use, at the cost of some of
its stopping power, capacity, or reliability. Not usually recommended by
manufacturers, SSC has developed universally compatible general
miniaturization schema for pilots to apply to any weapon, galaxy-wide.

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.

Smith-Shimano EX Slipstream Module


The EX SLIPSTREAM program is a Smith-Shimano innovation open
only to highly licensed pilots. An interesting development in personal
travel, the EX SLIPSTREAM module itself is a miniaturized near-
lightspeed star drive capable of transporting the user through
blinkspace with acceptable accuracy. The program and its technology
is temperamental; a mech core is the smallest unit capable of surviving
the stress of exposed blink travel, though the experience is still
traumatic to the user and those in close proximity to egress.   

3 IP
Heavy Tech System

This dangerous and experimental module is a miniaturized starship


nearlight drive. You can use it instead of moving or taking the boost
action. When you use it, choose a point within range 30 with a blast
size equal to your mech size. You don’t have to be able to see the
point, but if it any point of that blast zone is obstructed by an enemy
mech, building, etc, your attempt to warp fails and you take critical
damage. On a success, you take 2d6 heat damage, 1d6 energy
damage, and your mech disappears and instantly reappears on that
point. Any adjacent mechs take 1d6 heat damage. If you roll triples of
any kind for the damage from this move, you do not reappear.

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.

I. +4 hp, +1 agility, Tracer Ammunition, Tracking Drone


II. +2 hp, +1 speed, DEATH’S HEAD mech core, Veil Generator,
stabilizer weapon mod
III. +1 aim, Precognitive Targeting Module, Railgun

SSC DEATH’S HEAD


Size: 1
Hull: 9
Agility: 12
Systems: 12
Engineering: 10
EP/IP: 8/8

The DEATH’s HEAD is a premier sniping platform

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).

Veil Generator (1)


A veil generator is a deployable cylinder that projects a field of light-
bending waves, obscuring all those inside its area.  

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.

Stabilizer weapon mod


A stabilizer modification is a series of modifications to physical mounts
and targeting software that ensures weapons will remain level, steady,
and angled at max-optimum in order to ensure positive target
engagement at range.

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.    

I. +4 hp, +1 agility, SSC Jump Jets, Overcharge Modification


II. +2 hp, +1 systems, DUSK WING mech core, SSC Flight system,
Vulture Battle Rifle
III. +1 aim, SSC EX Hover Propulsion System, SSC Advanced Shield

SSC DUSK WING


Size: 1
Hull: 10
Agility: 12
Systems: 10
Engineering: 11
EP/IP: 8/8

SSC Jump Jet module


A jump jet module describes a series of nozzles and fuel mounted on a
core that provide enough sudden, tremendous impulse to maneuver a
mech out of the way of danger in a moment’s notice..   
1 EP 1 IP
When you boost this turn, you can choose to fly instead

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

Smith-Shimano core Flight System


The SSC Core Flight System is an enhanced jump jet system that taps
directly into a properly tuned reactor core, allowing for short, sustained
flight in any theater.

1 EP 2 IP
When you move or boost this turn, you can choose to fly instead

Vulture Battle Rifle


The SSC VULTURE-BR is Smith-Shimano’s core line battle rifle,
chambered for 12.7x108mm HTI rounds. Field performance reports of
the VULTURE report low TTK rates and satisfactory all-theater
capability, though some pilots have reported fouled-fire incidents as a
result of the high burst rate.  

2 EP
Main Rifle
Range 20, 1d6+2 damage
Unreliable

Smith-Shimano EX Hover propulsion system


Equipped with an EX Hover-PropSys, a mech can achieve not only
sustained flight in any theater, but VTOL and hover capacity in
atmospheric environments as well.

156
2 EP 3 IP
When you move or boost this turn, you can choose to fly instead, and
you can hover.

Smith Shimano Advanced Shield


A SSC ADV-SHIELD suite is a full-sphere CLOSENET-capable shield
layered in an overlapping scale patten by a network of projectors
installed on the mech to ensure total coverage. The shield system is
field tested and proven to provide coverage against kinetic and energy-
based weaponry.  

3 IP
1d6 heat
Main tech system

Activate or deactivate this shield as an end of round action. Until the


end of the next round, all ranged weapon attacks are made with +1
Difficulty against you.

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.  

I. +4 hp, +1 agility, Extended Barrel, Armor-Piercing Ammo


II. +2 hp, +1 speed, METALMARK mech core, Active Camo, Mark
Ammo
III. +1 aim, Rail rifle, Tactical Cloak

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

You can activate or deactivate the light bending properties of this


module as an action. It lasts for 5 turns.
While this module is active you are invisible (count as totally obscured).
However, if you fire a weapon or use a system, take damage, or are
overheating, this module immediately becomes inactive.

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.  

3 EP, Main Tech Rifle, Line 15, 1d6+1 kinetic damage

Tactical Cloak
A tactical cloak system is a milspec variant of an active camouflage
system.

3 EP, 2d6 heat, Main tech system

You can activate or deactivate the light bending properties of this


module as an action. It lasts for 5 turns.
While it’s active, you are invisible (count as totally obscured). If you
attack, you become heavily obscured until the start of your next turn.
If you are overheating or take damage, this module immediately
becomes inactive.

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.    

I. +4 hp, +1 agility. ICE-OUT Module, Mag Cannon


II. +2 hp, +2 E-Defence. BLACK WITCH chassis. Mag Buckler, Mag
Shield
III. +1 evasion. Mag Field, SSC advanced flight system

SSC BLACK WITCH


Size: 1
Hull: 10
Agility: 12
Systems: 11
Engineering: 10
EP/IP: 8/8

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

Mag Field Generator (1)


A magnetic field generator takes the same technology as other
projected magnetic defenses and makes them portable separate from a
mech core. When activated, the mag field generator creates a projected
magnetic bubble that traps all incoming ferrous projectiles; the strength
of the field is so great that it can even draw mechs to its center. When
the field is canceled or the solid-state battery burns out (by design), the
field detonates through sudden catastrophic reversal, launching all
captured projectiles out from its center.

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.

Smith-Shimano Advanced Flight System


The SSC ADVFLS is the pinnacle of Smith-Shimano’s painstakingly
designed mechanized flight systems. With the ADVFLS installed, pilots
have the ability to engage in perfect atmospheric flight.  

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-branded mechs and pattern-groups are an odd bunch.


Experimental, built to be overclocked, and hard-wired to be omninet
and electronic warfare projectors, Horus chassis and p-g‘s are licensed
only to pilots that meet their esoteric, strict requirements.

Horus is not a traditional corporation. Rather, they’re a decentralized


supplier, an entity only in the Omninet. Their licenses are limited and
highly coveted, opening up only on the corporeal death of a license
holder. Rumors abound as to Horus’s nature -- some say it’s the dream
of an unshackled AI, a hacker collective dedicated to open-source
manufacturing, the proving ground for GMS’s R&D departments, or an
alien entity -- but as of yet no one has been able to trace their lineage.
All that is known about Horus is that they’re everywhere the Omninet is.

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.   

I. +4 hp, +1 systems, Scan Swarm, Relay Drone Nexus


II. +4 hp, BALOR Core, Boost Swarm Nexus, Nanite Ammo
II. +1 hull, Nanobot Whip, Swarm Drone Nexus

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.

Boost Swarm Nexus


A boost swarm is an example of friendly systemic invasion: nanite
drones fired from their launch blisters swarm over allied targets,
trimming and adjusting offensive systems to maximize output.   

2 EP 1 IP
Main Smart Tech
Range 20

Does not require lock on


As an end of round action, target an allied mech. You release a nanite
swarm that enhances that mech’s targeting and systems. That mech
can immediately spend a repair, and its next attack is made with +2
Accuracy.

Nanite ammo mod


Nanite ammunition takes the principal of aggressive drone swarms and
condenses it to a single round. Five maniples of autonomous nanites
are packed into a shaped CONSUME/HIVE round that shatters on

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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

Swarm Drone nexus


The SWARM/HIVE protocol developed by HORUS collectivists is one of
the more insidious weapons they have produced. A SWARM/HIVE
nanite swarm combines the systemic invasion properties of HORUS’s
BOOST/HIVE protocol with the aggressive tuning of a CONSUME/HIVE
maniple. Launched from mounted HIVE blisters, a SWARM/HIVE nanite
swarm will coalesce upon an enemy, infiltrate sensitive compartments
and modules, and begin to eat away at any material they can find.

2 EP 1 IP

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Main Smart Tech
End of Round Action
Range 25, 1d6 kinetic damage
AP

A mech successfully locked onto by Swarm Drones gains the


Vulnerable property (roll twice on critical damage chart)

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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.         

I. +4 hp, +1 systems, HORUS Invasion Rig, HR OSRv56 System


upgrade I, HORUS Scan I
II. +2 hp, +2 electronic attack, GOBLIN mech core, HR OSRv57
System upgrade II, //MONGOOSE v3.4, HORUS Scan II
III. +1 systems, HR OSRv58 System upgrade III, OSIRIS Class AI

HORUS GOBLIN
Size: 1/2
Hull: 9
Agility: 12
Systems: 13
Engineering: 9
EP/IP: 7/9

HORUS invasion rig


The HORUS-mark invasion rig was one of the first systems GMS
technicians were able to crack. Its protocols, once installed on a mech
core, manifest a sub-sentient intelligence designated as INSTINCT that
assists its pilot in invasion attempts. INSTINCT often acts before the
pilot, but in the pilot’s best interest; this preemptive ability is unnerving

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

HR OS-Rv56 System upgrade I


HR OS-Rv56 was the next domino to fall. This system upgrade seems
to add auxiliary INSTINCT systems that are capable of autonomous
operation without the base INSTINCT rig, increasing the efficacy of
systemic invasion attempts. Pilots report unnerving low-frequency
humming when HR OS-Rv56 is installed without its parent rig: it is
recommended that pilots cycle their mech cores at least every month to
prevent enlightenment.

1 IP
Auxilary Tech System

When you make an invasion attack of 20+, your target is jammed


instead of impaired until the start of your next turn.

//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

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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

On a successful invasion attempt, your target immediately make a roll


on the overheating chart and is volatile until the start of your next turn
(including for this roll).

HR OS-Rv58 System upgrade III


HR OS-Rv58 is as-yet unstable code, but its effects can provide
massive tactical benefits if the code completes.  

2 IP
Main Tech System

On an invasion attempt, you can add +2 Difficulty to your attack roll. If


the roll is successful, choose one:
   - Shut down target
   - Stun target
   - Deal 2d6 heat damage
On a 20+, gain all 3

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

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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.

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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.  

I. +4 hp, +1 systems, Hunter/Killer Drone Nexus, HR OS-Rv60 Exp


Puppet Master I
II. +2 hp, +2 heat capacity, HYDRA mech core, Ghoul Drone Nexus,
Turret Drone Nexus
III. +1 systems, OROCHI Class AI, Assassin Drone Nexus

HORUS HYDRA
Size: 2
Hull: 11
Agility: 10
Systems: 12
Engineering: 10
EP/IP: 7/9

Hunter Killer Drone nexus


An H/K Drone Nexus commands some of the largest drones viable in
modern combat. H/K drones are slightly smaller than an average
human, metal cylinders bristling with hardpoints that accept most
infantry-level anti-mech weapons. Propelled by VTOL/HOVER capable
jet-flight systems, H/K drones are fearsome, all-theater autonomous
units that are difficult to track and take down.  

174
1 EP 1 IP
Main Smart Tech
End of Round Action
Range 15, 1d6 kinetic damage

Launches 2-3 Hunker Killer Drones with heavier armament.


   You can retrofit these drones when you install this nexus to:
   - deal explosive damage
   - deal energy damage
   - Gain Range 30 but do 1d3 damage

HR OS-Rv60 exp puppetmaster I


HR OS-Rv60 EXP PUPPETMASTER is an interesting anti-drone
protocol. Developed by HORUS collectivists, PUPPETMASTER invades
not core systems, but auxiliary drone systems on enemy mech cores.
This sideways attack evades most core system defenses, preferring
instead to target the subcognative networks of enemy drones
themselves; PUPPETMASTER spreads ontological-kill memes like
wildfire through enemy swarms, eventually reaching and corrupting
their parent nexuses.  

1 IP
Main Tech System

On a successful invasion attempt, you can immediately disable all


drone nexuses on the target mech. On a 20+, you can immediately deal
1d6 energy damage to the target mech per nexus disabled in this way
before disabling them.

Turret Drone Nexus


A turret drone is a rather conventional form of force multiplication for
HORUS. This kinetic-focus weapon is assumed by GMS technicians to
be an example of early proof-of-concept code for HORUS weavers, one

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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

Activate this drone nexus as an action. It fires a turret drone that


attaches to any friendly mech within range 15. While attached, this
turret counts as a system for the target it attaches to when that mech
takes damage, but the mech gains the following reaction.
Turret attack
Trigger: An allied mech hits with an attack within range 15 of the
turret
Deal +1d6 kinetic damage to that target
You can also attach the turret to any surface. While attached this way, it
has evasion 10, and any damage it takes will destroy it.

Ghoul Drone Nexus


The GHOUL is an upgraded form of the H/K drone. A GHOUL boasts
an upgraded flight system capable of wielding mech-tier weapons
within optimum parameters.  

2 EP 1 IP
Heavy Smart Tech
End of Round Action
Range 20, 2d6 kinetic or explosive damage
Unreliable

A ghoul is a single especially large drone piloted by a semi-


autonomous program, just short of a full AI. It has a heavy cannon and
Pinaka missile armament.

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

Does not require lock on


As an action, target a blast 6 area and gain this reaction until the start
of your next turn.
   Assassin drone
   Trigger: Enemy mech starts its turn in that area or enters it for the
first time on their turn.
   Roll +3 vs evasion. On a hit, deal 1d6 kinetic damage
You can repeat this reaction any number of times.

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:

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OROCHI protocol

Choose up to 3 weapons or systems on your mech. As an action, these


parts of your mech can split off and become semi-autonomous, treated
as separate entities that can make their own actions. They can attack
on their own, but are impaired while they do so.

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.  

I. +1 systems, +4 hp, Sentinel Drone Nexus, Point Defense Weapon


II. +2 hp, +2 electronic defense, MEDUSA mech core, //SCORPION
v70.1, Overwatch Module
III. +1 systems, RA Class AI, BLACK-ICE Module

HORUS MEDUSA
Size: 1
Hull: 10
Agility: 10
Systems: 12
Engineering: 10
EP/IP: 7/9

Sentinel Drone Nexus


Sentinel drones take the same principal of assassin drones but make
their presence noticeable; as it is not necessary for them to be subtle,
sentinel drones have the ability for autonomous movement, often
engaging in a patrol doctrine dictated by their commander.  

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

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   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

Point defense weapon


PDWs are mainstays in stellar navies, used to engage with and destroy
incoming missiles and torpedoes. On a mech core, PDWs adopt the
same role and then some, engaging not only incoming ordinance
(missiles, shells), but nearby hostile soft targets as well.

1 EP 2 IP
Action
1d6 heat
Auxiliary tech system

Create a blast 5 area, centered on you. It moves with you.


Until the start of your next turn, launcher weapons and weapons with
the smart property attack targets in this area with +2 Difficulty
Can be used to attack pilots or hard suits in this area, aim vs. agility.
On a hit, it is instantly fatal. Jockeying pilots automatically fail this roll.

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

You may fire one auxiliary weapon as a reaction, with +1 Difficulty, or a


main weapon with +2 Difficulty. You set the trigger for this reaction.

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//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

Black Ice module


BLACK ICE is a modification to //SCORPION, capable of acting as a
standalone protocol.

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.

I. +4 hp, +1 systems, EMP Charge, Haywire Ammo


II. +2 hp, +2 heat capacity, MANTICORE mech, HEAT Ammo, Ram
Drive
III. +1 engineering, Arc Projector, EMP Pulse

HORUS MANTICORE
Size: 2
Hull: 11
Agility: 10
Systems: 12
Engineering: 10
EP/IP: 7/9

EMP Charge (3)


An EMP charge is a placed charge, containing a miniaturized,
unfocused electromagnetic pulse burnout-generator. When detonated
(by timer, proximity, movement, or remote), the burnout-generator
triggers, pulsing an EMP blast that fries electronic systems and failsafes
on all unshielded cores.

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.

I. +4 hp, +1 systems, MINOTAUR System Kicker, Emergency Vent


II. +2 hp, +2 electronic attack, MINOTAUR mech, MINOTAUR Crusher,
MINOTAUR Reactor bootstrap
III. +1 systems, HR OS-Rv?? exp puppet master III, Last Argument of
Kings

HORUS MINOTAUR
Size: 1
Hull: 10
Agility: 10
Systems: 12
Engineering: 11
EP/IP: 7/9

MINOTAUR System kicker v5.5


A system-kicker is a HORUS classic: overclocking your own system in
order to overcome an enemy‘s defense. Over time, overclocking can
take a toll on a pilot‘s system, but balanced with sufficient heat-
management a system-kicker can act as a permanent boost to a core‘s
offensive capability.

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.

MINOTAUR Crusher 3.4


CRUSHER is an aggressive suppression protocol regularly patched and
maintained by HORUS despite its age.

2 IP
Stabilize System rolls to end statuses or re-enable systems you have
inflicted via Invasion are made with +1 Difficulty

MINOTAUR reactor bootstrap v6.5


Reactor bootstrapping further modifies aggressive systemic interdiction
attempts to include a subroutine that identifies and targets the victim‘s
core, removing heat caps and ramping heat to critical levels.  

1 IP
On a successful invasion, deal +1d6 additional heat damage

HR OS-Rv?? exp puppet master III


PUPPETMASTER_III is the newest iteration of HORUS‘s
PUPPETMASTER program, a widely decried subsentient that uses
aggressive ontologic/solipsistic reason-code to override target sub-,
para-, and full-sentient systems, ultimately giving command to its own
master-pilot.

2 IP
Main Tech System

On an invasion attempt, you can additionally take +2 Difficulty on the


attack roll and 2d6 heat damage. If the roll is successful, you gain
complete control of the target mech’s next turn.

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

On an invasion attempt, you can attempt an all-out assault. Your mech


is shut down after making this roll, hit or miss. Re-booting your mech
requires a stabilize system roll with +1 Difficulty.
Make an invasion attack. If your attack is a 20+, the target mech
immediately acts as if the pilot had taken the reactor overload action
with 1d6+1 rounds remaining.

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.   

I. +4 hp, +1 systems, Eye of HORUS, Autogun


II. +2hp, +1 speed, PEGASUS mech core, Smartgun, Aim-Assist
Module
III. +1 aim, Smart weapon mod, Hunter Lock

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

Aim assist module


An aim assist module installed on a targeting system utilizes a core‘s
processing power to plot and predict target movement, track obstacles,
and enhance battlefield awareness in order to better guide its user‘s
aim and time fire prompts.

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”

Harrison Armory is known galaxy-wide for the quality of their


manufactured arms and ordnance. Formerly reliant on the GMS
platform to mount their name-brand and licensed weapons, after a
recent CEO change Harrison Armory has decided to go proprietary.
Citing performance figures, tariffs, licensing costs, and shareholder-
citizen demand, Harrison Armory has rolled out their new line of mech
cores, available to all pilots who are cleared to license.

Harrison Armory mechs are sturdy by necessity. Harrison Armory


weapon platforms demand tremendous amounts of power, technical
skill, and strength of material in order to operate successfully: their
mech cores are built to ensure optimal weapon systems performance
within established and theoretical parameters.

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.     

TOKUGAWA (Energy Melee)


BARBAROSSA (Siege)
NAPOLEON (Stasis
SHERMAN (Laser line mech)
ALEXANDER (Mine mech)
SALADIN (Shield support mech)
GENGHIS (Flame mech)

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.  

I. +4 hp, +1 engineering, External batteries, Experimental heat sink


II. +4 hp, TOKUGAWA mech core, Annihilator, Supercharger
III. + 1 hull, Torch, AMATERASU class AI

HARRISON ARMORY TOKUGAWA


Size: 2
Hull: 11
Agility: 10
Systems: 10
Engineering: 12
EP/IP: 8/8

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.


This system can be struck and explodes if struck, dealing 1d6


explosive, 1d6 energy, and 1d6 heat damage to all mechs in blast 3 if
they don’t pass an agility check (unavoidable for mech in which this
system is installed)

Experimental Heat Sink


The Harrison Armory DEEP WELL system is a part of their VANGUARD
line of equipment available to licensed HA beta testers. Though a
complicated and delicate weave of heat exchangers, Harrison Armor’s
DEEP WELL system attempts to recycle the heat generated by a
chassis’ systems into useable energy. While the system works well, the
delicate nature of the exchange renders the DEEP WELL highly volatile.

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

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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

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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.

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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.

I. +4 hp, +1 engineering, Siege Stabilizers, External Ammo Feed


II. +2 hp, +2 heat capacity, BARBAROSSA mech core, Auto-Loader,
Molded Armor
III. +1 aim, Siege Cannon, Juggernaut Armor

HARRISON ARMORY BARBAROSSA-PLATFORM


Size: 3
Hull: 11
Agility: 9
Systems: 10
Engineering: 13
EP/IP: 8/8

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.

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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.

This system can be struck and explodes if struck, dealing 2d6


explosive damage and 1d6 heat damage to all mechs in blast 3 if they
don’t pass an agility check (unavoidable for mech in which this system
is installed).

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.  

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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.

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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.   

I. +4 hp, +1 engineering, Phasing Ammo, Stasis Barrier


II. +2 hp, +2 heat capacity, NAPOLEON core, Stasis Field, Dispersal
Shield
III. +1 engineering, H.A. Blackshield, Displacer

HARRISON ARMORY NAPOLEON-PLATFORM


Size: 1
Hull: 10
Agility: 10
Systems: 11
Engineering: 12
EP/IP: 8/8

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.

Stasis Barrier (3)


Stasis Barriers are the result of Harrison Armory‘s interest in gravatic
manipulation and superpositional negotiation. Contained within a solid-
state generator/projector, a Stasis Barrier is a deplorable wall of
antigravity, contained by its power supply, that interdicts and denies
most all incoming kinetic and energy-based weaponry. Another of HA‘s
NHP Think Tank development, the Stasis Barrier is now a mainstay of
the Armory‘s personal and materiel defense line and a common enough
site on all Armory Depot/Development worlds. By manipulating local
gravitational forces, the Barrier rejects projectiles and energy lances,
denying particles and waves both on a molecular level; matter that
impacts a Stasis Barrier simply ceases to exits, save for anomalous
fluctuations that cause some projectiles to break through. As the Barrier
is technology from the Armory‘s Think Tank line, some of its fuzzy
nature is not fully understood, but rest assured failsafes have been
installed to force a regular cessation of projection to ensure the device
remains operating within established safe parameters.

2 IP

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Deploy this barrier as an action - it deploys as a 4 square long piece of
cover that lasts for 10 rounds or 1 minute.

While behind the barrier, you count as having heavy cover.


In addition, blast, line, and cone weapons do not ignore this cover as
normal. At the end of the minute, it deactivates.

Stasis Field (1)


Stasis Fields, developed by the Armory‘s NHP Think Tank, are portable,
unit-specific versions of Stasis Barriers. Initially pegged as a potential
personal shielding device, early tests proved that stasis is as-yet
detrimental to the individual inside a projected field. Think Tank
suggests that the cognitive hazards of sudden and total pause of
temporal/gravatic/positional existence without preparation -- however
long the stasis session lasts -- is irrevocably traumatic.

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

Activate or deactivate this shield as an end of round action. Until the


end of the next round, energy weapons attack you with +2 Difficulty
and your energy weapon attacks are made with +2 Difficulty

Harrison Armory Blackshield


The Armory Blackshield leans into the fuzzy nature of quantum
manipulation characteristic of Think Tank research and development.
The Blackshield operates in similar fashion to blinkspace gates,
generating a pulse of spherical energy that allows its operator to pierce
perceived space/time and exist, for a moment, in the null-environment
of blinkspace. Blinkspace, described by early test pilots and their NHP
companions, is a void, a space outside of human perception that it at
once infinite and without form, blank and cacophony. NHPs that
accompanied those first pilots have since been retired, their handlers
citing recursive ontological tail-chasing and paracausal obsession;
since then, NHP protocols have been updated to include a sense-
exposure doctrine, allowing them to do as corporeal, sapient pilots do
and simply accept the unreality of blinkspace without going mad. Think
Tank NHP‘s and their counterpart engineers acknowledge the tactical
benefits of (non)momentary (non)existence in blinkspace, but they
caution pilots against repeated exposure without sufficient pre-and-
post exposure conditioning and counseling.

4 IP
Action to activate
Superheavy tech system

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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

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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.

I. +4 hp, +1 engineering, Redundant Systems, Laser


II. +4 hp, SHERMAN chassis, Heavy Laser, Reactor Stabilizer
III. +1 aim, ASURA Class AI, Tachyon Lance

HARRISON ARMORY SHERMAN CHASSIS


Size: 1
Hull: 10
Agility: 11
Systems: 10
Engineering: 12
EP/IP: 8/8

Laser Rifle (SOL-Pattern)


The laser rifle is a near-ubiquitous weapon throughout the galaxy, the
energy-based cousin to GMS‘s Type-I AR. To call it a rifle, though, is
shorthand: a laser rifle is a projector that utilizes a series of apertures
and lenses to amplify and focus light into tight beam, visible in the right
circumstances, that paints a target long enough to heat the area of

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

Redundant Systems upgrade


A common right-of-distribution modification by pilots in forward
operating bases, building further redundancy into a chassis‘s systems
guarantees a measure of reliability beyond stock design standards.

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.

I. +4 hp, +1 engineering, Thermite Mines, Combat Shotgun


II. +4 hp, PATTON core, Assault Launcher, Thumper
III. +1 engineering, Sticky Bombs, Grounding Charge

HARRISON ARMORY ALEXANDER-PLATFORM


Size: 2
Hull: 10
Agility: 10
Systems: 11
Engineering: 12
EP/IP: 8/8

Thermite mines (3)


Thermite mines are license-locked high-intensity mines.

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.

This weapon can be used to attack an immobilized mech. If so, it


automatically hits, deals 1d6 kinetic damage, and deals critical

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

Grounding Charge (3)


Grounding charges take the pulse/wave principle of the thumper and
applies a second component: gravatic generation. When triggered, the
initial pulse wave acts similarly to the Thumper, but immediately after
the wave dissipates, the grounding charge triggers a gravity well that
pulls all destabilized materiel towards it. A potent anti-positional
weapon, grounding charges are commonly used to disrupt prepared
positions and pull enemies from cover.  

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.

I. +4 hp, +1 engineering, Support Shield, Emergency Repair System


II. +2 hp, +2 edefence, SALADIN core, Paracausal Ammunition,
Hardlight Defense System
III. +2 hp, Projected Shield, Warp Shield, VISHNU-Class AI

HARRISON ARMORY SALADIN-PLATFORM


Size: 3
Hull: 11
Agility: 9
Systems: 11
Engineering: 12
EP/IP: 8/8

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

Emergency Repair System


ERS modules are often a mainstay on chassis galaxy-wide. Whether
through active nanite slurry, hardpatch welding, or shunting to
redundant systems, an Emergency Repair system ensures that your
chassis will be able to complete nonmassive battlefield repairs to stay
up and stay shooting.

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.

Hardlight Defense System


The HA HARDLIGHT defense system is an imperfect implementation of
a theoretically perfect technology. Currently in development by HA
Think Tank NHPs and attendant engineers, hardlight technology
projects tight, stable waves of light akin to lasers that repel matter and
impulse energy: this, in effect, creates a stable, hard surface, useful for
shielding or (theoretically) providing a projected surface. However,
current technology is unable to lower the ambient temperature of such
a surface to one low enough to not burn organic matter. The Hardlight
defense system is the first module in the Hardlight line pushed to
qualified pilots in an effort to gather data and test system stability.    

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

Activate or deactivate this shield as an end of round action. Choose an


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
Difficulty, but deal 1d6 heat damage to you on a hit.

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.   

I. +4 hp, +1 engineering, Flamethrower, Explosive Vent


II. +2 hp, +2 heat capacity, GENGHIS core, Auto-Cooler, HAVOK
Ammunition
III. +2 heat capacity, AGNI Class AI, Plasma Thrower

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.

Born from trauma, AGNI prime devised systems of heat management


that have since been disseminated throughout core space to ensure
unparalleled heat processing, recycling, and shielding. Further
developments into radiation shielding, omninet capability, and drone/
nanite control are forthcoming; meanwhile, AGNI clones have been
optimized for mech chassis core systems.

Pilots report AGNI clones as generally cold and efficient. A low


percentage report instances of memory recitation and command
rejection, often followed days later by total breakdown through
attempted self-emancipation. Pilots are recommended to cycle their
AGNI clones at least once every six standard months.   

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)

Argonaut Main 2 - 1d6 Kinetic Reach Shield IPS-N DRAKE +2 Armor,


Shield III Deployable*

Assault Auxiliary 1 - *Dependent on 15, Indirect Launcher, Indirect HA PATTON II


Launcher payload

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

Automatic Main 3 - 2d6+2 Kinetic 10 CQB, Innacurate IPS-N


Shotgun TORTUGA I

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

Combat Main 2 - 1d6+1 Kinetic Cone 5 CQB, Loading HA PATTON I


Shotgun

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

Displacer Superheavy 5 - 15 Energy, Blast 3 15 Rifle, AP, Loading HA 2d6 Heat


NAPOLEON III (self)

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

Flechette Auxiliary 2 - 1d6 Kinetic 1, Blast 2 CQB IPS-N +1 Boon


Launcher (self) BLACKBEARD against
II grappled
targets

Gandiva Main 3 1 2d6 Explosive +1d6 20 Smart, Launcher,


SSC Requires
Missiles Energy (end of round) Indirect MONARCH III Lock On

GMS Type I Heavy 3 - 2d6+2 Kinetic 30 Rifle, Loading, Ordinance -


20mm
Hardpoint
Anti-Material
Rifle
GMS Type I Main 2 - 1d6+1 Explosive 15, Indirect, Launcher, Indirect, Inaccurate -
High-Arc Blast 2
Mortar (Target)

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)

GMS Type I Heavy 3 - 2d6 Kinetic 15 Rifle, Inaccurate -


MC MG
Machine Gun

GMS Type I Main 2 - 1d6 Kinetic 12 Rifle -


MC-AR
Assault Rifle

GMS Type I Main 2 - 1d6 Kinetic Reach Melee - Sword or


MC-Blade Axe,
determined
on printing.

GMS Type I Main 2 - 1d6+1 Kinetic 15 Rifle, Unreliable -

MC-BR Battle
Rifle

GMS Type I Auxiliary 1 - 1d3 Kinetic 10 CQB -


MC-P Pistol

GMS Type I Main 2 - 1d6+1 Explosive 15, Blast 3 Launcher, Loading -


MC-RPG (target)
GMS Type I Main 2 - 1d6+1 Kinetic 5 CQB -

MC-SG
Shotgun

GMS Type I Auxiliary 1 - 1d3 Kinetic Reach Melee -

MC-TK Knife

Hand Cannon Auxiliary 2 - 1d6+1 Kinetic 10 CQB, Loading IPS-N


RALEIGH I

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

IPS-N Assault Heavy 3 1 2d6+1 Kinetic 15 Unreliable, Cannon IPS-N DRAKE I

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)

Leviathan Heavy 3 - 1d6+1 Heat, 2d6 12 Cannon IPS-N DRAKE


Heavy Assault Kinetic III
Cannon

Mag Cannon Main 2 - 1d3 Energy + 1d6 Heat Line 20 Cannon SSC BLACK
WITCH I

Nailgun Main 2 1 1d6+1 Kinetic 12 Tech, Rifle IPS-N VLAD II On 20+ to


hit target is
immobilized
Nanobot Whip Heavy 3 2 2d6 Kinetic Reach +2 Melee, Tech HORUS On 20+ to
BALOR III hit, target is
grappled
and weapon
is occupied

iv
Name Size EP IP Damage Range Additional Tags License Other

Nanocarbon Main 3 - 1d6+3 Kinetic Reach Melee IPS-N On 20+ to


Axe BLACKBEARD hit, roll twice
III on critical
chart and
pick highest

Nanocarbon Heavy 3 - 2d6 Kinetic Reach +1 Melee, Inaccurate IPS-N


Sword BLACKBEARD
I

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

Smartgun Main 2 1 1d6+1 Kinetic 20 Tech, Smart, Rifle, Focus HORUS


PEGASUS II

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)

Thumper Superheavy 2 - * * Tech, Melee HA PATTON II *See Entry

Torch Main 3 - (1d6+1 Energy) + 1d6 Reach Melee, AP HA


Heat TOKUGAWA III

Variable Knife Aux 2 - 1d3+1 Kinetic Reach Melee, Tech, AP SSC


MOURNING
CLOAK II

Variable Main 3 - 1d6+3 Kinetic Reach Melee, Tech, AP SSC *See Entry
Sword MOURNING
CLOAK III

Vijaya Auxiliary 1 - 1d3 Explosive 10 Launcher SSC


Rockets MONARCH II
Vulture Battle Main 2 - 1d6+2 Kinetic 20 Rifle, Unreliable SSC DUSK
Rifle WING II
War Pike Main 2 - 1d6 Kinetic Reach +1, Melee IPS-N
Thrown 10 NELSON I

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

Extended - 1 - Rifle, Cannon Increase range by 1.5x, rounded up. SSC


Barrel METALMARK I

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.

if struck, this system explodes, dealing 1d6


Explosive +1d6 Energy +1d6 Heat to all within
Blast 3 (self) if they don’t pass an agility check.

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

Deployable 1 - 1 Reach As an action, creates a Line 4 section of Light Cover - orientation -


Cover determined by user - so long as the entire Line 4 section can be
deployed on the map. Requires an action to pick up, provides Light
cover if carried but occupies 4 EP. Reusable.

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.

EMP charges can be planted on any surface other than an enemy as an


action, not an attack. Can then be remotely detonated as an action.

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.

Grounding charges may be placed on any surface other than an enemy


as an action.

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.

Detecting a mine (when NOT planted as an attack) takes a scan of any


kind.

Disarming a mine takes a successful systems check.

Detonates either remotely as an action, or by proximity (range 1) and


cannot miss.

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.

No attack necessary to place on obstacles, cover, or environment.


Destroys cover, walls, GM’s discrection.

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.

• Some drones do not require attacks or lock-on.

• Drone attacks automatically hit at the end of the round as long as you are locked on to your target.

• You may install multiple drone nexuses, including duplicate modules.

Name Size EP IP Range Quantity Additio Description License


nal
Tags

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.”

Boost Main 2 1 20 (self) 1 Smart, Does not require lock on.


HORUS BALOR
Swarm Tech As an end-of-round action, target an allied mech.
II
Nexus You then release a swarm of nanite drones that target and
enhance an ally's systems.

The targeted ally then may immediately spend a repair.


Additionally, their next attack is made with +2 Boons.

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.

This effect persists until the swarm’s pilot chooses to end


it.

If the target mech is Overheating or takes damage, this


effect ends.

For every round this effect persists, the controlling mech


takes 1d6+1 Heat.

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.

Any system attacks made this way are made with +1


Boon.

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

Scout Auxiliary 1 - 50 Up to 5 Smart, This system does not require lock-on.


SSC
Drone (self), Tech Target a Blast 6 area within range and attack.
SWALLOWTAIL
Nexus Blast 6 That area reveals: any mechs in the area, vision of that II
(target) area as long as the Scout Drone is active, any obscured
targets in that area, and the current HP and Heat levels of
mechs in that area.

Additionally, on a 20+ to hit, you learn information about


any targets in the area as if you had succeeded on a deep
scan.

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.

Additionally, that mech gains the following reaction:


“When an allied mech hits with an attack within range 15
of the Turret Drone, you may deal an additional 1d6
Kinetic damage to their target.”

You may attach this drone to any surface. While attached


this way, it has evasion 10, and 1HP. You gain the benefits
of its reaction ability.

xv
AI
• AI installed into chassis’ core systems are considered to be shackled at all times.

• A mech with an installed AI gains the AI property.

• 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.

Name Size IP Additional Heat Description License


Tags Generation

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.

This reduction creates a Blast 5 (self) centered on you. All mechs in


this blast must succeed an Agility check or suffer +2d6 heat
damage, be pushed outside the zone, and knocked prone. The
blast zone provides light cover. This blast kills any pilots, squads, or
hard suits caught inside. Jockeying pilots or hard suits are hit
automatically.

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.

Additionally, your mech counts total cover in the area as heavy


cover for the purposes of targeting weapons and other systems.

ATHENA creates a perfect, real-time, 3d model of the blast area that


you can rotate and examine.

You can choose to end this protocol as a free action. Additionally,


as an action, you may move the area within range so long as it is
active.”

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.

You may end the KALI protocol by making a successful engineering


check.”

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.

These chosen systems occupy their own initiative order. These


systems are individual units and can perform their own actions.
Treat attacks made by detached weapons as Impaired.

Your mech retains control of the remaining systems. Reduce your


maximum HP by your base repair rate for each part of your mech
that has split off.

The semi-autonomous parts move at your mech’s move speed,


repair equal to your mech’s repair rate, have evasion equal to your
mech’s evasion, etc.

Should an OROCHI-controlled unit enter the Overheating state, it


shuts down.

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

Impair the attacking mech for 1 round

Cripple the attacking mech for 1 round

Deal 2d6 Heat damage to the attacking mech

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.

Assault 1 1 Auxiliary, System Grapple checks may be made with +1 Boon.


IPS-N
Grapples BLACKBEARD
Assault grapples can be fired as an action at a surface within Range 10 II
and pull the mech towards that location. This movement ignores does
not ignore difficult terrain, dangerous terrain, or other mechs.

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.

The shield 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.

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

If this system is struck, then it explodes and is destroyed. Take 1d6


Energy + 1d6 Heat. This damage cannot be avoided.

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 Modular 2 1 System, Armor You gain +1 Armor -


Ceramo/
Ferrous Plated
Armor

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 stun the target of the invasion attempt.

You may deal +2d6 heat damage in addition to any other effects.

On a successful invasion roll of 20+, you may choose all three.

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.

Hyper-Dense 2 - System, Armor You gain +1 Armor IPS-N


Armor TORTUGA III

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.

Redundant - 1 System This system is Limited (3)


HA SHERMAN I
Systems
You may activate this module to perform a stabilize system action as an
end-of-round action.

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.

If your Blink is successful, you teleport to the location specified. You


suffer 2d6 Heat +1d6 Energy damage. Adjacent mechs take 1d6 Heat
damage.

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

SSC Fuel - 2 System


Your dash can move an additional distance equal to 1x, 2x, or 3x your SSC
Injector speed, but generates 1d6 heat per increment (3d6 maximum). This MOURNING
System movement is in addition to the regular movement you would gain during CLOAK I
a dash action.

SSC Jump Jet 1 1 System


When you dash, you may choose to fly instead. SSC DUSK
Module WING I

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

The Last - 2 Main, Tech, System


On an invasion attempt, you may choose to perform an all-out invasion. HORUS
Argument of If your roll for this attempt results in a 20+, the target mech’s reactor MINOTAUR III
Kings immediately overloads and detonates in 1d6+1 rounds.

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

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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

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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)

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OVERHEATING TABLE

ROLL RESULT EFFECT

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

12-13 NETWORK SHORT Two random systems are disabled

14-15 TARGETING SHORT Two random weapons are 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

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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.

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