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LANCER 
  
CORE RULEBOOK  
 
 
 
By 
 
Miguel   Lopez   and   Tom   Parkinson   Morgan 
 
 
 
 
1.4   Beta 
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   sci­fi,   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   role­playing   games,   and   film.   Credit   must   be   given   to   Schwalb 
Entertainment’s   fantastic   RPG  S   hadow   of   the   Demon   Lord   for   the   Accuracy/Difficulty   dice   system, 
and   to   the  B   attleTech  s  eries   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  f  ully   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  e   ntire   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   large­scale   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.  O   ur   primary   concern 
is   that   the   game   is   fun   to   play. 
 
Feedback   can   be   sent   by   e­mail   to   Tom   Parkinson­Morgan   at  k  sbdabbadon@gmail.com   (twitter: 
@orbitaldropkick)   or   Miguel   Lopez   at  o   nlyonelopez@gmail.com   (twitter:   @The_One_Lopez). 
 
Thanks   for   playing,   and   enjoy   your   foray   into   the   world   of   LANCER! 
 
Tom   Parkinson­Morgan 
Miguel   Lopez 
 
PS:   Special   thanks   to   Sam   (@Mr_Grimace)   for   Lancer’s   character   sheets. 
 
 
   


 

Release   notes   8/19/17 
Version   1.4 
 
We   had   some   more   fantastic   feedback   on   this   version   of   the   game   and   a  lot   more   playtesting.   The 
great   response   to   the   game   has   given   us   a  lot   more   opportunity   to   fine­tune   the   game   and   has 
been   super   helpful   in   identifying   common   issues.   This   version   of   the   rules,   compared   to   the   last, 
has   mostly   had   a  balance   pass   over   a  lot   of   the   systems.   Though   we   might   not   have   caught 
everything,   I’m   confident   that   this   version   of   the   rules   is   a  lot   more   refined   than   the   last. 
 
Module 
Part   2  of   the   test   campaign   module   has   been   released! 
 
Clarification 
● Added   structure   section.   I’m   a  strong   believer   that   the   overall   look   and   feel   of   a  mech 
should   really   be   cosmetic   and   didn’t   want   certain   structures   to   be   ‘optimal’ 
● Added   quick   section   on   sizing,   range,   reach,   and   the   grid 
● Clarified   ‘mech   skill   check’ 
● Fixed   many   typos 
● Added   some   missing   system   ­  Climbing   Gear,   Plasma   Torch,   etc,   changed   others   for 
parity’s   sake   ­  such   as   the   Throughbolt   rounds 
● Clarified   Hide   action 
● Clarified   Free   Actions 
● Clarified   End   of   Round   Actions 
● Clarified   that   Armor   does   not   reduce   heat   damage 
 
Talents 
Added   two   new   talent   trees   to   introduce   more   sources   of   accuracy: 
● Bonded   ­  Work   with   a  partner   to   increase   your   accuracy   against   a  target 
● Tactician   ­  Get   bonuses   for   flanking   and   high   ground 
 
Reworked   the   following   talents: 
● Ace   ­  changed   to   fit   with   the   newer   flight   rules 
● Crack   shot   ­  changed   rank   I  skill 
● Duelist   ­  increased   accuracy   on   rank   1  skill,   changed   wording   on   rank   II   skill 
● Drone   Commander   ­  Changed   Rank   1  skill   to   give   flat   sensor   range 
● Executioner   ­  Took   away   Difficulty   from   rank   1  skill 
● Grease   Monkey   ­  Hidden   Stash   deals   less   damage   to   you 
● Hacker   ­  changed   to   work   with   new   invasion   rules 
● Lancer   ­  Took   free   melee   attacks   away   from   rank   III   skill,   it   was   a  bit   much 
● Leader   ­  you   get   3  leadership   die   at   rank   I  now,   changed   rank   II   skill   slightly 
● Nuclear   Cavalier   ­  reworked   to   be   a  ‘first   attack   on   a  round’   effect   instead   of   multiplicative 
● Siege   Specialist   ­  took   initial   Difficulty   away   from   rank   II   skill,   changed   Rank   III   skill   to   flat 
bonus 


 

● Technophile   ­  Now   works   with   Dummy   Plugs,   can   cause   unshackled   AI   to   be   friendly   to 
you 
 
General   changes: 
 
Backgrounds 
● Tweaked   a  few   background   fields   to   contain   less   similarities   and   diversify 
● Clarified   that   fields   in   parenthesis   are   specialities   and   you   get   all   of   them 
Engagement 
● Melee   engagement   now   causes   affected   targets   to   treat   all   targets   as   having   light   cover, 
making   it   harder   to   fire   in   melee 
Reach 
● Base   reach   is   now   by   default   1  for   all   mechs.  L   arge   mechs   will   have   larger   reach   naturally 
by   simply   occupying   more   space 
CRITICAL   state 
● Re­worked   and   re­worded   to   be   less   abusable.   It   should   generally   be   clearer   how   this 
works   now. 
● Resting   now   removes   you   from   the   CRITICAL   state   and   sets   you   to   1  hp 
● Reactor   meltdown   now   does   less   damage   and   affects   a  less   ridiculous   area 
● Catastrophic   limb   trauma   now   no   longer   favors   mechs   with   multiple   limbs 
Jammed 
● This   condition   now   gives   all   targets   heavy   cover   instead   of   total   cover 
Unreliable 
● Significantly   better.   You   now   only   check   on   the   first   damage   die   to   see   if   it   comes   up   as   ‘1’. 
Jams   after   dealing   damage.   A  couple   tweaks   to   weapons   with   this   tag   to   balance   them. 
Flying 
● A   little   weaker,   you   can   now   on   ly   fly   in   a  straight   line   unless   your   mech   has   hover 
● Any   damage   you   take   while   flying  r  equires   an   agility   skill   check  t o   stay   airborne 
● Flying   targets   no   longer   have   light   cover 
Lock   On 
● Now   gives   +1   Accuracy 
Invasion   rework 
● Now   a  two   step   process.  Y   our   first   invasion   attack   deals   heat   damage   and   causes   the 
target   to   be   Exposed   for   a  limited   time.   You   can   then   Invade   an   Exposed   target   to   choose 
from   a  number   of   effects.   This   makes   invasion   a  little   weaker   but   feel   more   ‘fair’. 
● Base   invasion   gives   you   all   information   on   mech   systems 
● Exposed   is   a  new   condition. 
Ram 
● Now   an   attack   roll,   should   be   clearer   and   easier 
Deep   Scan 
● Now   gives   you   all   results   automatically 
 
 


 

Hard   Suits 
● Now   have   8  hull ,  giving   them   8  HP   and   ­2   Melee   Attack   instead   of   ­5.   I  don’t   want   playing 
as   a  hard   suit   to   be   optimal   (otherwise   why   would   you   get   in   a  mech?)   but   it’s   a  little   too 
punishing   as   is. 
● Pilot   melee   weapon   now   does   more   damage   and   has   a  separate   profile 
● There   are   no   longer   systems   that   automatically   kill   hard   suits   on   hit 
Jockeying 
● On   the   suggestion   of   /u/Kai_Tave   a  jockeying   pilot   can   now   choose   from   multiple   actions 
once   they’ve   grabbed   a  mech   other   than   trying   to   all   out   kill   the   pilot.   Jockeying   in   general 
should   be   easier   now   that   hard   suits   have   better   melee   stats. 
Overcharge 
● You   can   no   longer   boost   during   Overcharge.   This   is   to   prevent   hit­and­run   builds   from 
becoming   too   prevalent.   In   general   it   makes   melee   a  little   weaker,   but   melee 
● Changed   the   amount   of   heat   from   firing   a  superheavy   weapon   to   1d6+3.   This   should   make 
it   more   predictable. 
 
Systems   and   licenses 
● A   lot   of   systems   have   been   made   Unique   to   prevent   builds   that   ‘stack’   a  particular   effect 
● Most   weapons   and   systems   with   the   Blast   tag   have   had   their   area   greatly   reduced. 
The   previous   versions   had   sizing   from   when   the   blast   tag   described   a  square   area,   not   a 
radius,   effectively   doubling   the   size   of   some   effects   (often   to   ridiculous   degrees). 
● Moved   jump   jets   to   GMS,   now   a  new   GMS   system.   This   should   give   pilots   Flight   at   level   0. 
● Slight   stat   reshuffle/tweak   for   a  lot   of   licenses 
● Added   a  heavy   melee   weapon   for   GMS,   so   that   beginner   pilots   have   access   to   one.   It   also 
has   no   quirks   about   it   (inaccuracy,   etc) 
● General   costing   increase   and   effectiveness   decrease   to   shields,   armor.   Made   a  lot   of 
shields   unique. 
● Changed   shields   (the   physical   objects)   to   melee   weapons   for   clarity’s   sake 
● Added   Shield   tag   to   energy   shields 
● Added   Critical   Bonus   to   Nanocarbon   Sword 
● Reworked   Flechette   Launcher/Assault   grapples 
● Hyper­dense   armor   now   reduces   heat   damage 
● Re­worded   Cable   Winch   System 
● Repair   Drone   nexus   can   target   and   heal   more   but   is   now   an   action 
● Took   Difficulty   off   Kinetic   Hammer 
● Clarified   Athena   AI   slightly 
● Changed   heat   and   size   of   cloaking   field 
● Miniaturized   Weapon   mod   no   longer   costs   points   but   is   unique 
● Tactical   webbing   is   now   unique 
● Fuel   Injector   changed 
● Slight   cost   increase   for   variable   sword 
● Tracer   Ammo   gives   more   accuracy 
● Added   Core   Siphon   system   to   SSC   Dusk   Wing 


 

● Slight   change   to   mag   shield/mag   buckler 
● Boost   Swarm   Nexus   now   requires   an   action 
● Reworked   a  lot   of   the   goblin’s   systems   to   work   with   new   invasion   rules 
● Point   Defense   Weapon   no   longer   kills   hard   suits   on   hit 
● EMP   shut   down   effect   now   has   an   engineering   skill   check   to   resist 
● Arc   Projectors   now   target   Evasion   as   normal 
● Changed   many   MINOTAUR   systems   to   work   with   new   Invasion   rules 
● Cost   increase   for   Smart   Guns,   which   with   the   ability   to   ignore   cover   and   line   of   sight   and 
do   2d6+1   damage   for   their   cost   and   size   was   a  bit   much 
● Aim   Assist   now   only   affects   first   attack   of   the   turn 
● External   batteries/external   heat   sink   deal   less   self   damage   on   explosion 
● Siege   Stabilizers   give   flat   range   bonus 
● Auto   Loader   cost   increase 
● Mechs   now   have   a  chance   to   escape   Stasis   Field   effect   if   they   are   on   the   edge   of   the 
effect   when   it’s   activated 
● Heat   (self)   rebalance   for   laser   and   heavy   laser 
● Slight   damage   reduction   on   Thermite   Mines 
● Clarification   on   Assault   Launcher   and   Thumper 
 
GM   section 
● Changed   it   so   that   Lock   on   can   affect   biological   enemies 
● Added   section   on   Exotic   tech   ­  rare,   alien,   or   experimental   tech   that   cannot   be   reprinted 
and   acts   as   a  sort   of   ‘mission   reward’   or   temporary   power   boost   for   your   mech 
● Clarified   squads   ­  you   cannot   grapple   squads   and   they   are   immune   to   most   conditions   and 
most   of   the   effects   of   Invasion 
 
   


 

 
THE   CAVALRY 15 

BASIC   RULES 17 
SETUP 17 
SPACE   AND   MEASUREMENTS 18 
THE   GOLDEN   RULE 18 

SKILL   CHECKS 18 
WHICH   SKILL   CHECK   TO   USE? 19 
SKILL   CHECKS   V.   ATTACKS 20 
ACCURACY   AND   DIFFICULTY 20 

THE   MISSION 21 

THE   PILOT 21 
BACKGROUNDS 21 
TRAITS 22 
TALENTS 22 

PLAYING   AS   A  PILOT 22 
Failing   Forward 23 
PILOTS   AND   COMBAT 23 
DANGEROUS   SKILL   CHECKS 24 
Personal   Gear,   Assets,   Bonds,   and   Expertise 24 
PILOTS   vs.   MECHS 25 
Moving   forward 25 

CREATING   A  PILOT 25 

LEVELING   UP 26 

BACKGROUNDS 26 
AI   Specialist 27 
Assassin 27 
Bodyguard 27 
Celebrity 27 
Criminal 27 
Colonist 28 
Detective 28 
Doctor 28 
Star   Drive   Technician 28 
Farmer 28 
Spacer 29 

 

Hacker 29 
Marine 29 
Mechanic 30 
Mercenary 30 
Miner 30 
Noble 30 
Officer 30 
Outlander 31 
Penal   Colonist 31 
Pirate 31 
Politician 31 
Priest 32 
Rebel 32 
Security 32 
Scientist 32 
Smuggler 33 
Soldier 33 
Spy 33 
Spec   Ops 33 
Super   Soldier 33 
Survey   Corps 34 
Starship   Pilot 34 

TRAITS 34 

PERSONAL   GEAR   AND   STORAGE 35 

TALENTS 37 
NEXT   ATTACK 38 
TALENT   LIST 38 
Ace 38 
Bonded 38 
Brawler 39 
Crack   Shot 39 
Combined   Arms 39 
Duelist 40 
Drone   Commander 40 
Executioner 41 
Gunslinger 41 
Grease   Monkey 41 
Hacker 42 

 

Infiltrator 42 
Lancer 43 
Leader 43 
Martial   Artist 44 
Nuclear   Cavalier 44 
Siege   Specialist 45 
Scrapper 45 
Skirmisher 46 
Technophile 47 
Uncanny   Reflexes 47 
Veteran 48 
Vanguard 48 

MECHANIZED   CAVALRY 49 
YOUR   MECH 49 
MECH   SKILL   CHECKS 50 
THE   HARD   SUIT 50 

CREATING   YOUR   MECH 51 
INTEGRATED   WEAPONS 51 
PILOTING   A  MECH 52 
BASE   AND   RESTS 52 

MECH   STATS 53 
A   mech‘s   total   HULL   equals   its   Hit   Points   (HP) 54 
A   mech‘s   total   AGILITY   equals   their   Evasion 54 
A   mech’s   total   SYSTEMS   score   is   its   Electronic   Defense   and   Sensor   Range. 54 
A   mech’s   total   ENGINEERING   equals   its   Heat   Capacity 54 
STAT   AND   TERMINOLOGY   GLOSSARY 55 

DAMAGE,   HEAT,   &  REPAIR 56 
DAMAGE   &  CRITICAL   DAMAGE 56 
DEATH 57 
HEAT   &  OVERHEATING 57 
REACTOR   MELTDOWN 58 
DISABLED   vs.   DESTROYED 58 
REPAIR,   REPAIR   RATE   &  REPAIR   CAPACITY 58 
SIZE,   MEASUREMENT,   AND   REACH 59 

MECH   COMBAT 59 
THE   TURN 60 


 

MOVEMENT 61 
FLIGHT 61 
TRAVERSAL 62 

INTERACT 63 

ACTIONS 64 

ATTACK 65 
USABLE   WEAPONS 65 
UNARMED   ATTACK 66 
INVASION 67 
LOCK   ON 67 
SCAN 68 
FULL   RELOAD 69 
STABILIZE   SYSTEMS 69 
BOOST 69 
BRACE 69 
GRAPPLE 70 
RAM 70 
ACTIVATE   SYSTEM 71 
HIDE 71 
SHUT   DOWN 71 
EJECT 72 
MOUNT   OR   DISMOUNT 72 
JOCKEYING 73 
OVERLOAD   REACTOR 73 

OVERCHARGE 74 

REACTIONS,   FREE   ACTIONS,   AND   END   OF   TURN   ACTIONS 74 
REACTIONS 74 
FREE   ACTIONS 75 

END   OF   ROUND   ACTION 75 

STATUSES 75 

A   PILOT’S   GUIDE   TO   MECHS 77 

Cores 77 
MECH   STRUCTURE 77 

The   Kit 77 

10 
 

External   points   (EP)   and   Internal   Points   (IP) 78 

Weapons   and   Integrated   Weapons 78 
NEXT   ATTACK 79 
STORAGE 79 
SYSTEMS   AND   PROTOCOLS 79 
SYSTEM   DAMAGE 79 
UNINSTALLING   SYSTEMS 80 

Core   Modules 80 

E.V.A.   AND   PROPULSION 82 

DEPLOYABLES 83 

SPECIAL   AMMO 83 

DRONES   AND   MISSILES 83 

AI 84 

LEVELS,   KITS,   AND   LICENSES:   A  SUMMARY 86 

EXAMPLE   CHARACTER   CREATION 87 
Building   Oda:   The   Pilot 87 
Building   Raijin,   Oda’s   Mech 88 
License   Level   2  and   Beyond 93 
License   Level   15 96 
In   review 99 

GLOSSARY,   MECH   TERMS 100 

PILOT   HARD   SUIT 102 
Pilot   Weapon 103 

Mech   Catalogue 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 111 
GMS   General   Market   Systems   List 112 

IPS­NORTHSTAR 114 
IPS­N   DRAKE 116 
IPS­N   BLACKBEARD 117 
11 
 

IPS­N   TORTUGA 120 
IPS­N   NELSON 122 
IPS­N   LANCASTER 124 
IPS­N   VLAD 127 
IPS­N   RALEIGH 129 

SMITH   SHIMANO   CORPRO 132 
SSC   SWALLOWTAIL 133 
SSC   MONARCH 136 
SSC   MOURNING   CLOAK 138 
SSC   DEATH’S   HEAD 141 
SSC   DUSK   WING 143 
SSC   METALMARK 145 
SSC   BLACK   WITCH 147 

HORUS 151 
HORUS   BALOR 152 
HORUS   GOBLIN 155 
HORUS   HYDRA 158 
HORUS   MEDUSA 161 
HORUS   MANTICORE 164 
HORUS   MINOTAUR 166 
HORUS   PEGASUS 168 

HARRISON   ARMORY 170 
HARRISON   ARMORY   TOKUGAWA 171 
HARRISON   ARMORY   BARBAROSSA 174 
HARRISON   ARMORY   NAPOLEON 176 
HARRISON   ARMORY   SHERMAN 180 
HARRISON   ARMORY   PATTON 183 
HARRISON   ARMORY   SALADIN 186 
HARRISON   ARMORY   GENGHIS 189 

FOR   THE   GM 193 
NPCS 193 
COMBAT   AS   A  PILOT 193 
EXOTIC   TECH 194 
OPPONENTS 195 
Opportunity   Attacks 195 
Enemy   Tags 195 
BALANCING   ENCOUNTERS 197 

12 
 

EXAMPLE   OPPONENTS 198 

APPENDIX   A:   TABLES 214 
APPENDIX B: NO ROOM FOR A WALLFLOWER 244 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

13 
 

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 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.  
 

14 
 

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 -- 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.  
 
 
 
 
 
 
 
 
 
 
 
 
 
 

THE CAVALRY 
 

15 
 

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 enemy's 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.  
 
As a pilot, you represent the end product of heavy nological 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.  
 

16 
 

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. 
 
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 s 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.  

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 
 

17 
 

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.  
 
Sometimes the rules will call for you to roll a 1d3. That is simply a 1d6 with the results halved and 
rounded up (1-2 =1, 3-4=2, 5-6=3). 
 
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. 
 
SPACE AND MEASUREMENTS 
 
This   game   makes   use   of   measurements   in   ‘spaces’   for   ranges   such   as   movement,   weapon 
ranges,   etc.   It   is   recommended   that   you   use   a  grid   or   hex­based   tactical   map   (which   could   be 
something   as   simple   as   a  piece   of   graph   paper)   to   simulate   mech   combat   for   ease   of   play.   By 
default,   each   space   represents   a  10’   by   10’   square   area   on   the   map.   Most   mechs   take   anywhere 
from   a  1x1   to   a  3x3   space   on   the   map. 
 
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.  

18 
 

 
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.  
• 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. More on these statistics later, but for right now: 
• To make a mech skill check, roll 1d20. You may apply modifiers gained from your 
Hull, Agility, Systems, and Engineering scores. A modifier is the amount your 
statistic differs from 10. For example, a mech with 11 hull has a hull modifier of +1. 
• A total result of 10 or higher is a success 
• A Mech skill check can be referred to by the name of it’s statistic, such as a Hull 
Skill check, a an Agility Skill check, etc 
• Your GM determines the required skill, unless the triggering event states a specific 
check.  
• While piloting a mech, you may be called on to perform a special contested skill check as a 
result of performing or being the target of a hostile attack or ability. This is a Skill Contest. 
• Both the attacker (the mech forcing the contest) and defender (the target) make mech 
skill checks as normal, adding their modifier. For example, in a hull vs. hull contest, both 
targets would roll 1d20 and add their hull modifier to the total result. 
• A success for the attacker requires their total result to be greater than the defender’s 
total roll. Otherwise the attacker is not successful. 
• If the result is a tie, re-roll the contest. 
 
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. 

19 
 

 
You may perform skill checks in combat as situations requiring a skill check arise. 
 
SKILL CHECKS V. ATTACKS 
 
During the course of your mission, you will also called upon while doing mech combat to make 
attacks. Attacks are not skill checks. They are a 1d20 roll, adding bonuses like a skill check, but 
target a specific defense of a the enemy you are attacking (usually evasion or electronic defense). 
This means the target number could be higher or lower than 10. An attack is successful if it 
equals or exceeds the target defense. An attack is not a contested check, and is often listed 
using the appropriate attack and defense statistic - such as aim vs. evasion, or systems vs. 
e-defense. For more information on statistics and attacks, see the section on mech combat. 
 
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.  
 
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. 

20 
 

• 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.  
THE MISSION 
 
Each play session of LANCER usually constitutes a mission. A mission might also encompass 
several play sessions. A mission is essentially whatever story or objective the GM has written 
that can be completed in a discrete amount of time. 
 
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. You might stop off at base mid-mission - 
 
that’s fine!

THE PILOT  
Your pilot has three components: your background, your traits, and your talents. 
 
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 talents 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.  
 

21 
 

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. This could 
even be a negative trait. For example, you might add +1 Accuracy to a check to try and fist fight 
someone that just insulted you if you have written down Easily Angered as one of your traits, or 
you might add +1 Accuracy to a check to hide if you have written down Cowardly. 
 
When you make a dangerous skill check (see below), and fail, you must check off a trait of your 
choice. 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. 
 
TALENTS 
 
The final part of a pilot is the pilot’s talents. Talents are the parts of a pilot’s training and 
experience that directly apply to piloting a mech. You start with some talents and gain more 
when leveling up. For more information on talents, 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 

22 
 

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. 
 
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 
 

23 
 

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 pilot skill check. When playing as a mech or against mechs, 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. If you’d rather just bleed out and wake 
up in prison, a hospital, or buried under a pile of dead bodies somewhere, it’s up to you. 
 
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. 

24 
 

 
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 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. They are permanent parts of your character. 

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 outside of a hard suit can do to a mech without 
extenuating circumstances should be 1d3. A GM can increase this damage at their discretion (for 
example, a pilot has a belt of grenades). 
 
If you need statistics for a basic human in mech combat, a pilot is size ½, has evasion 8, no 
armor, +0 aim, fails all mech skill checks, and has speed 5. 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. 

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 talent points, which you can spend on pilot talents. At level 0, you cannot take 
any talents past Rank I. 
 

25 
 

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 talents 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 talent points to spend on talents, 
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 talent 
point and one license point to spend on talents and licenses. Spending a talent point acquires a 
talent or license at rank I, further points can then be spent to take a talent or license to rank II or 
III. 

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. You don’t 
have to choose from these subfields - you get all of them. 

26 
 

 
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. 
 
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, Research, Electronics (repair, invention, maintenance) 
 
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 
 
 
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 
 

27 
 

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) 
 
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 sub-blink 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 (repair, improvisition) 
 
Farmer 
 

28 
 

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 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) 
 
Spacer 
 
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, Research, Criminal (forgery, deception) 
 
 
 
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) 
 

29 
 

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 (Invention, Improvisation), 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?  
 
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) 
 
Officer 
 

30 
 

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 
 
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? 

31 
 

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 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?  
 
Fields: Biology, Physics, Engineering 

32 
 

 
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 
 
Spy 
 
G-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 
 

33 
 

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?  
 
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 

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.  
 
Traits give you +1 Accuracy on relevant pilot skill checks, and when you take damage from 
dangerous pilot skill checks, check off a trait of your choice. It can’t be used for the rest of the 
mission. If you check off all traits, you are out of the mission until you rest. 

34 
 

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).  
 
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 change the appearance of 
Scrambler  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 medi-gel  This reactive pseudo-skin can seal wounds and deliver immediate 

35 
 

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

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. Deployable  Throwing this device down releases a sticky foam polymer that creates 
Defilade  a 4 foot high bulwark. It is highly resistant to fire, explosives, and 
impact absorbent enough to withstand gunfire 

Reactive Clothing  These clothes can change color, pattern, or texture 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 Makeup  Popular on many worlds, this makeup reacts to electronic signals or 
even moods. It can change color or even texture. 

Handheld Printer  A miniaturized version of the much larger Union 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 

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

36 
 

Sound System  Though not strictly necessary, many mech pilots 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 Survival  Contains many of the essentials for surviving in a hostile environment - 
Kit  rebreather, water filter, backup environmental suit, bivouac kit, etc 
 

 
 
 
 
 
 
 
 
 
 
 

TALENTS 
 
In LANCER, talents represent a pilot’s knowledge, experience, veterancy, and abilities. Talents 
require talent points to gain or deepen; talent points are gained when you create your pilot, and 
when your pilot levels up. When spending a talent point, a pilot can choose to broaden their 
knowledge by acquiring a new rank I talent, or they can choose to deepen their knowledge of a 
talent they already possess by acquiring higher ranks. 
 
At level 0, a pilot gains three talent points to spend on talents. Spending a talent point acquires a 
talent at rank I, or increases the rank of the talent by I. You need the previous rank of a talent to 
take the next one. At level 0, a pilot cannot deepen any talents past Rank I. 
 
Each time a pilot gains a new level, they gain 1 talent point to acquire a new talent or deepen an 
existing talent to the next rank. 

37 
 

 
NEXT ATTACK 
 
Some talents and systems activate on ‘next attack roll’ - this means the very next single 1d20 
attack roll you make, not the entire attack action. 
 
TALENT LIST 
 
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 no longer suffer Difficulty 
Acrobatics (Rank II): Gain +1 Accuracy to all agility checks made while flying 
Supersonic (Rank III): You can choose to supercharge your flight module as a free action at the 
start of your turn. Take 1d6 heat damage, but your flight speed is increased by 6, and you count 
as in light cover while flying until the start of your next turn. 
 
 
 
Bonded 
The   galaxy   is   a  big   place:   everyone   can   use   a  friend   to   watch   their   back.   Maybe   you   two   enlisted 
together,   or   were   the   only   survivors   of   a  bloody   engagement.   Maybe   you   weren’t   even   friends   to 
begin   with,   or   maybe   you   were   raised   to   fight   together    ­­   however   it   came   to   be,   when   it   comes 
time   to   drop,   there’s   no   one   you’d   rather   have   at   your   side.   Alone,   you’re   deadly,   but   together 
you’re   a  force   of   nature.   
 
I’ll   Be   Your   Huckleberry   (Rank   I):  C   hoose   another   pilot   to   be   your   bondmate.   When   you   fight 
adjacent   to   that   pilot’s   mech,   you   gain   +1   accuracy   on   all   attack   rolls. 
Still   Only   Counts   As   One  (  Rank   II):   Your   bond   mate   can   take   +1   accuracy   on   attack   rolls   against 
the   first   target   you   attacked   this   round 
Cover   Me!  (  Rank   III):   You   can   take   +1   accuracy   on   any   target   that   attacked   your   bond   mate   this 
round   or   last.   In   addition,   gain   the   following   reaction: 
Intercede   x1 
Trigger:   Your   bond   mate   is   adjacent   to   you   and   takes   damage   from   a  source   that   isn’t   in 
total   cover   from   you 
Your   mech   takes   the   damage   instead   of   your   bond   mate. 
 

38 
 

Brawler 
Close, personal, martial. The way battle has been done since the dawn of time, but forgotten 
since the first spark of gunpowder. You, however, prefer the old ways. Hand-to-hand, weapons 
discarded, just the strength of your machine versus the strength of theirs. You know the sweetest 
victory is one found at the culmination of a dance as old as war itself, in the oldest way known to 
humanity: by a fist to the face of your enemy.  
 
Hold And Lock (Rank I): Make grapples with +1 Accuracy, and targets escape from your grapple 
with +1 Difficulty. 
Suplex (Rank II): While grappling a target, you can end the grapple as an action to make a 
special Ram attack that automatically hits, throws mechs twice as far, and causes your target to 
suffer from the impaired condition until the start of your next turn. 
Sledgehammer (Rank III): Your unarmed attack action does 1d6+3 damage, your Ram attacks 
can now critically hit (your target rolls on the critical damage chart on any total roll of 20+), 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 attacks with rifles gain +1 Accuracy against targets not in 
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 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 destroy it. 
 
Combined Arms 
True strength in combat doesn’t come from mastering the blade or the gun, it comes from 
knowing how to use both. Through time and training, you have combined melee and ranged 
weapons into a single deadly combination, able to handle any threat at any range.   
 
CQC Training (Rank I): You ignore the light cover penalty for melee engagement. 
Lightning Reflexes (Rank II): The first attack roll made against you as a reaction each round 
automatically misses. 
Storm of Violence (Rank III): Gain 1 Accuracy on the next ranged attack roll against a target if 
you hit that target with a melee attack, and gain 1 Accuracy on the next melee attack against a 
target if you hit that target with a ranged attack 

39 
 

 
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 Five, 
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 your mech attacks with only a single main or auxiliary melee weapon 
and no other melee weapons, gain +2 Accuracy on melee attacks 
Blademaster (Rank II): You can take 1 Difficulty on your next melee attack roll to gain one of the 
following benefits. You can choose multiple benefits, but gain an additional +1 Difficulty on the 
roll for each one chosen past the first. 
- 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. You can use this special action to 
make all regular actions except attack. 
 
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): Your mech gains +5 sensor range. When you deal damage with drones you 
can choose whether it is kinetic, energy, or explosive 
Memories of Egregoria (Rank II): Your drones gain the AP tag (they ignore armor), and your 
mech gains an additional +5 sensor range. 
Martyr Host (Rank III): As an end of round action, you can cause your drones to explode as 
blast 1 centered on a mech targeted by your drones. Affected targets in the area must succeed 
on an agility skill check. On a failure, they take 2d6 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 of your choice becomes destroyed and cannot be repaired or reactivated until 
you return to base. 
 

40 
 

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 your mech attacks with a single heavy or superheavy melee weapon 
and no other melee weapons, 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. 
Wide Arc Cleave (Rank II): If your mech attacks with a single heavy or superheavy melee 
weapon and no other melee weapons, on any total melee attack roll of 20+, all targets in your 
reach take 1d6 damage of your weapon type, including the target of your attack 
No Escape (Rank III): Your reach increases by 1 with all melee weapons. The first time on your 
turn you hit with a superheavy or heavy melee attack, all targets in your reach (including the 
target of your attack) take 1d6 damage of your weapon type. 
 
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 your mech has 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 x1 
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 +2d6 damage on a hit and 
causes your target to roll for 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 s 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.  

41 
 

 
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 discrete items. 
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 1d6 explosive damage to you (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. 
 
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, 
Invasion, Defence — 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 an invasion attempt of at least 20+ that beats your target’s e-defence 
by at least 5, your target takes +1d6 heat damage 
MINOTAUR Protocol (Rank II): Gain the following protocol: 
MINOTAUR protocol 
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): Gain the following options when attempting Invasion on an Exposed 
mech: 
1 Difficulty: Target mech’s cockpit, life support, or comms are disabled 
2 Difficulty: Target mech’s core computer is disabled 
 
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 roll 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 heat. However, your mech counts as in total 
cover for the purposes of Lock On, Invasion, and is totally immune to all scans. In addition, any 
system attacks or conditions caused by system attacks currently affecting you end immediately. 

42 
 

You can enter this mode by taking the shutdown action, 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 roll from hiding is 
made with an additional +1 Accuracy and forces your target to roll once on the critical damage 
chart on hit. 
 
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 single free melee attack 
after your boost finishes 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, 
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 
- Your movement does not provoke reactions 
- Any targets your mech passes through or adjacent to must pass an agility skill check or be 
knocked prone 
 
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 3 leadership dice (this is 
a d6, set it aside from your other die). Once per turn, 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 combat, 
otherwise they lose it. An ally can hold on to one leadership die at a time. You get all leadership 
dice back when you rest. 
Open Channels (Rank II): Gain 2 more leadership dice, and you can now make a command as a 
reaction at the start of another player’s turn. You can only issue one per other player’s turn, but 
any number per round. 

43 
 

Inspiring Presence (Rank III): Gain 1 more leadership die. Allies that gain a leadership die from 
you can spend it to deal +1d6 damage or reduce damage taken by 1d6 when they take or deal 
damage. After spending it this way, the die is consumed. 
 
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 your mech attacks with at least two main or auxiliary melee weapons, gain 
+1 Accuracy on your first two melee attack rolls with a main or auxiliary melee weapon on your 
turn. 
Arterial Cut (Rank II): Your melee critical hits deal +1d6 damage 
Hands Free (Rank III): Gain the following reaction: 
Sever 
Trigger: You roll 20 or higher on a total result of 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 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 affected) 
Alternately, you can sever an integrated weapon system of your choice, destroying it 
 
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, the first time you hit with a melee or 
ranged attack on your turn, your target takes +1d6 heat damage. 
Fusion Pulse (Rank II): While overheating, you tap your reactor to do +2d6 energy damage with 
the first energy weapon attack you hit with on a round. 
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 CQB (unique) 
Range 8, 1d3 energy damage + 1d6 heat damage 
When you fire this weapon, hit or miss, reduce your current heat by 1d6 
Limited (6) 

44 
 

 
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 ordnance 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.  
 
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. You can combine effects, but add +1 Difficulty for each effect 
past the first. 
 
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 increased by +10, you can move and fire 
ordnance weapons with +1 Difficulty, and all your weapons lose the inaccurate or unreliable 
properties. 
 
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 experiment 
with.  
 
Scrounge (Rank I): 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 (1d6) 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. 
Unsanctioned Weight Reduction (Rank II): While in Base, you can remove essential 
components of your system in order to free up space. Some may call you a madman. 
- Removing coms - Gain 1 internal hard point but you can no longer communicate unless you 
are in physical speaking range of another mech. 
- Removing life support - Your mech can no longer function in hostile environments and is 
permanently volatile, gain 2 internal hard points 

45 
 

- Removing optics - Your mech is vulnerable as you have to strip away cockpit components to 
get visuals, and you cannot scan. Gain 2 external and internal hard points 
- Removing 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. 
- Removing reactor shielding - Your mech is permanently volatile, and receives 1 heat damage 
whenever it takes damage. If your reactor is ever disabled, it is instead destroyed. Gain 2 
external and 3 internal hard points. 
Jury Rig (Rank III): You can install one weapon or system for free (it doesn’t cost EP or IP), but 
your mech is now permanently volatile and vulnerable. 
 
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, before or after your move 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 being in 
heavy cover until the start of your next turn 
Lockbreaker (Rank III): Your boost actions no longer provoke reactions and move +5 spaces 
further. 
 
 
 
Tactician 
There are two kinds of soldiers: the ones who die for their cause, and the ones who kill for it. No 
one ever won a war by getting their ass shot off enough. Your veterancy shows when you 
approach the field: high ground, cover, keep the sun in your enemy’s eyes, fire and move - more 
than just a seasoned veteran, you’re a smart veteran. One that can read the field as easy as a 
book.  
 
 
Reach Out And Touch Someone (Rank I): Gain +1 Accuracy on melee or ranged attack rolls if 
at least one ally is in melee engagement to your target 
Fire From The Sun (Rank II): Gain +1 Accuracy on melee or ranged attack rolls if you are at a 
higher elevation than your target 
Corrective Fire (Rank III): Gain the following reaction 
Flank x1 
Trigger: A target not in cover from you is attacked by an allied mech 
Make a single ranged or melee attack roll with one weapon against the target with +1 
accuracy. On hit, deal damage. 

46 
 

 
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 is no longer hostile to you when 
unshackled and may even be friendly (though still controlled by the GM) and costs 0 points to 
install. Dummy plugs installed in your mech cost 0 points to install. 
Assume Direct Control (Rank II): Invasion attempts on systems with the AI tag are only made 
with 1 Difficulty. In addition, any 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. Both are still considered part of 
your mech’s systems and can be used for their benefits and protocols. 
 
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:  
Dodge x1 
Trigger: You take damage from a single source 
Reduce the damage by half. 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:  
Supreme Reflex x1 
Trigger: You take damage from single source 
Your mech immediately takes 1d6 heat damage and is now impaired, but reduce the 
damage of the attack to 0 
FUBAR/ALL CLEAR (Rank III): By taking 1d6 heat damage, you can automatically pass any 
agility skill check 
 

47 
 

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. In addition, 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 5, aim +0, size 1/2). 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 do limited damage to 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 +2 Accuracy when jockeying mechs 
 
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 on attacks with any 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 a target in total 
cover. 
BREACH And Clear (Rank III): You can swap your mech into a hyper-alert breach mode. Gain 
the following protocol: 
BREACH protocol 
Protocol 
1d6 heat (self) 
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)  

48 
 

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.  
 
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. 
 

49 
 

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. 
 
MECH SKILL CHECKS 
 
While piloting a mech, you may perform Mech Skill Checks using your mech or hard suit‘s stats. 
• These checks are a 1d20 roll, and you need a 10 or higher for a success. Unlike 
pilot skill checks, you may apply modifiers gained from your Hull, Agility, 
Systems, and Engineering scores. A modifier is the amount your statistic differs 
from 10. For example, a systems score of 13 will give you a modifier of +3, and one 
of 7 would give you a modifier of -3. 
• A Mech skill check can be referred to by the name of it’s statistic, such as a Hull 
Skill check, a an Agility Skill check, etc 
• You might get extra bonuses or penalties on mech skill checks from gear, talents, 
or other circumstances 
• Your GM determines the required skill, unless the triggering event states a specific 
check.  
 
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. 
 
 
 

50 
 

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 spend a point to gain any license at 
rank I, however 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 
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 your base 
statistics. 
Then add the statistic bonuses from your kit to your mech. This might give you more EP or IP to 
work with. 
Then, you can add any systems or weapons from any of 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). You 
can mix and match from multiple licenses as much as you like. 
A mech can wield up to two auxiliary or main weapons, in any combination, or one heavy 
or superheavy weapon. To use any other weapons while you’re wielding the maximum number 
of weapons, they must be integrated. You can still have other non-integrated weapons on your 
mech, but they are kept in rigging, holsters, sheaths, etc and you must holster or unholster them 
to use them. 
 
For more information on all these terms, an example build, and a list of mech licenses, see the 
sections below. 
 
 
 
INTEGRATED WEAPONS 
 

51 
 

Many actions or systems refer to Integrated Weapons. These are weapons that are built into 
your mech instead of being externally wielded. You can integrate any weapon, including melee 
weapons. 
 
A mech can wield any additional number integrated weapons as long as they have EP/IP to 
spend on them. Integrated weapons cannot be dropped, can be used or fired without being 
wielded, but take up an additional half their external point cost as internal points (rounded 
up). Therefore a weapon that normally costs 3 EP will cost 3 EP and 2 IP integrated. A weapon 
that costs 1 EP and 1 IP will cost 1 EP and 2 IP integrated. 
 
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. 
 
 
BASE AND RESTS 
 
A mission always begins and ends at Base, and you might stop off there several times before it’s 
over. Base is a safe, secure, and friendly place. 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 checked off. If you don’t spend the full 3 hours there, you do not 
receive this benefit. 
 

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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 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: 
- If your mech is in the CRITICAL state (see below), your HP is automatically reset to 
1 and you exit that state. 
- You can spend any number of repairs to repair your mech, as long as you don’t 
spend over your repair cap 
- You can end any statuses affecting your mech as long as they are not caused by 
a destroyed system 
- You can re-boot any disabled systems 
 
You can also make a pilot skill check to attempt field repairs to repair one destroyed 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 are dependent on your mech core, but can be 
increased by applying gear or systems. Base stats are capped at 16, armor is capped at 6, 
and aim is capped at +6. 

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Derivative or secondary stats, such as heat capacity, melee attack, ranged attack, or electronic 
defense, do not count against this cap, and can be increased through installation of weapons, 
systems, and modifications. For example, a mech with 16 engineering could still increase its heat 
capacity by taking a license with +heat capacity. 
 
The difference of your statistic from 10 is your modifier. For example, a statistic of 14 would 
give you a modifier of +4, and a statistic of 8 would give you a bonus of -2. You apply modifiers 
to all mech skill checks, and attacks. The statistic used depends on the check or attack. 
 
• A mech‘s total HULL equals its Hit Points (HP)  
• ¼ of your HP (rounded up) equals your Repair Rate, the amount you heal when you 
spend a repair 
• The difference in Hull score from 10 equals your mech‘s Hull Modifier, which is used for 
all Hull skill checks. 
• Your Hull Modifier equals your base Melee Attack  
• 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 
• The difference in Agility score from 10 equals your mech‘s Agility Modifier, which is 
used for all Agility skill checks. 
• 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 in Systems score from 10 equals your mech‘s Systems Modifier, which is 
used for all Systems skill checks. 
• Your System modifier 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 
• A mech’s total ENGINEERING equals its Heat Capacity 
• The difference in Engineering score from 10 equals your mech‘s Engineering Modifier, 
which is used for all Engineering skill checks. 
• 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. Your Repair Cap is 
the number of repairs you can make per mission.  
• 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 attacks. Aim cannot go higher than +6 

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• A mech’s ARMOR reduces all incoming sources of kinetic, explosive, and energy damage by 
that amount (per source of damage). Armor cannot go higher than 6, and does not reduce heat 
damage. 
 

STAT AND TERMINOLOGY GLOSSARY 


Hit   Points   (HP)   ­  The   amount   of   damage   your   mech   can   take   before   it   goes   critical   and   is 
potentially   destroyed 
Modifier   ­  The   difference   from   10   in   a  statistic,   used   to   make   skill   checks   and   attacks   with   that 
statistic. 
Melee   Attack  ­    The   number   you   add   to   your   roll   when   making   a  melee   attack.   Equals   your   hull 
modifier 
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,   lock   on,   and   use 
some   systems 
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   maximum   number   of   repairs   to   your   mech   you   can   make   per   mission 
Repair   Rate  ­    The   amount   of   hit   points   you   replenish   when   spending   a  repair 
Aim   ­  The   modifier   added   to   your   ranged   attacks.   Capped   at   +6 
Armor   ­  The   amount   of   damage   you   reduce   all   incoming   sources   of   damage   by.   Capped   at   6 
Reach   ­  The   range   of   your   melee   attacks,   measured   from   yourself.   Base   reach   for   all   mechs   is   1. 
Range   ­  The   range   of   your   ranged   attack,   measured   from   yourself.   Depends   on   weapon 
Size   ­  The   square   area   that   your   mech   takes   up,   rounded   up.   For   example,   a  size   2  mech   is   a  2x2 
square   of   spaces.   Size   also   equals   your   reach 
Engaged   ­  A  mech   that   is   adjacent   to   (touching)   a  hostile   target   is   engaged.   Ranged   attacks 
against   engaged   targets   count   them   as   having   light   cover,   and   engaged   targets   treat   all   targets   as 
having   light   cover. 
Wielding   ­  A  mech   can   only   use   two   total   auxiliary   or   main   weapons   in   any   combination,   or   one 
heavy   or   superheavy   weapon   at   once,   unless   those   weapons   are   integrated 
Kit   ­  The   cumulative   statistic   bonuses   from   your   mech   licenses,   applied   as   a  template   to   any 
mech   you   create 
EP/IP   ­  External   points   and   Internal   points,   which   limit   the   amount   of   weapons   and   systems   you 
can   put   on   a  mech 

55 
 

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.  
 
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 or below you do not immediately die. Instead, you enter 
the CRITICAL state.  
• While you’re in the CRITICAL state, any damage you take, including the damage that put 
you into that state, will force you to roll on the Critical Damage Chart with a bonus 
equal to your current critical damage. 
• Your Critical Damage is the excess damage below 0 that your mech has taken. For 
example, a mech that’s at -5 HP has 5 Critical Damage. 
• For example: Your HP is 5. An attack hits you and resolves. The damage roll 
resolves at 8, reducing you to -3 HP — you enter the CRITICAL state. You suffer a 
roll on the CRITICAL DAMAGE chart with a +3 bonus.  
• CRITICAL DAMAGE accrued this way is cumulative throughout the encounter. 
• For example: In the next round, you take another 4 damage, taking you to -7. 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.  

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• Overheating, some talents, and some abilities may also cause you to roll on the critical 
damage chart. If your mech has no Critical Damage, this bonus is by default +0 
• If you heal enough damage to put you at 1hp or higher, you exit the CRITICAL state, but 
your critical damage remains. 

DEATH 
 
The destruction of a mech does not always mean the death of a pilot. Pilots can escape and exit 
from shutdown, 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 the 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. 
 
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. 
• 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.  

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• 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. 
 
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 2 area centered on the mech must pass an 
agility skill check or take 3d6 explosive and 2d6 heat damage. 
 
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 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. 
 
 
 
 
REPAIR, REPAIR RATE & REPAIR CAPACITY 
 
A Repair is in or out of combat healing to your mech. A pilot has a number of repairs equal to 
their repair cap. For example, a pilot with 10 engineering has 5 repairs. Each repair restores ¼ of 
your maximum HP, your repair rate. 
 
You can spend a repair by taking the stabilize systems action in combat, repairing your mech 
during a rest, or using systems that allow you to repair. 
 
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. 
 
 

58 
 

SIZE, MEASUREMENT, AND REACH 


 
Size   indicates   the   physical   presence   of   a  mech   or   other   actor   on   the   battlefield.   It   is   measured   as 
a   number   where   1  =  a  10’x10’x10’   cube.   Size   can   be   smaller   than   1,   such   as   ½,   or   larger,   such   as 
2   or   3. 
 
An   actor   takes   up   a  square   area   on   the   battle   map   equal   to   its   size,   rounded   up,   with   a  minimum 
size   of   1.   For   example,   a  size   1  mech   takes   up   a  1x1   square   area   and   a  size   ½  mech   would   also 
take   up   a  1x1   square   area. 
 
Typical   sizes: 
 
½:   A  human,   a  hard   suit,   small   mechs,   power   armor,   an   EVA   suit 
1:   Typical   light   mechs,   assault   mechs 
2:   Battle   tanks,   many   vehicles,   medium   mechs 
3:   Siege   mechs,   support   mechs 
4­5:   Titanic   mechs,   light   spacecraft 
 
Measure   all  r  anges   indicated   for   weapons,   effects,   etc   as   originating   from   any   exterior   side   of   a 
mech.   That   means   larger   mechs   will   have   slightly   longer   range   for   their   weapons,   sensors,   etc. 
 
Reach   indicates   the   distance   at   which   a  mech   can   engage   in   melee   combat,   and   the   distance   at 
which   the   opportunity   attack   action   (see   the   section   on   reactions   below)   triggers.   By   default,   the 
base   reach   of   all   mechs   is   1,   but   it   can   be   increased   with   weapons,   talents,   and   systems. 
Measure   a  mech’s   reach   from   its   exterior.   Larger   mechs   will   cover   slightly   more   area   than   smaller 
mechs. 

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 piloted by players have access to all actions in this section, other 

59 
 

actors may not (for example, a human soldier cannot overcharge). Most NPCs can only take the 
actions listed in their profiles. 
 
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.  
 
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.  

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1 round is equal to about 6 seconds of narrative game time. 

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. 
 
FLIGHT 
 
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. 
 
Flight movement must be made in a straight line, though the direction can be changed for each 
movement. For example, a flying mech could move in one direction, then boost in another. 
 
Landing a mech with flight in difficult terrain counts as dangerous terrain. Landing in 
dangerous terrain after flying requires an agility skill check. On a failure, roll on the critical 
damage chart as normal. 
 
A flying mech makes all attacks with +1 Difficulty unless systems or talents say otherwise.  
 
If a flying mech takes damage, it must pass an agility skill check or immediately fall, rolling 
on the critical damage chart as normal. 
 
Flying mechs must always land after their movement, unless gear or talents say otherwise. If they 
are halted in a place where they don’t land, they fall to the ground and are knocked prone. 
 
Perfect Flight 
 
Some mechs have Perfect Flight. Perfect Flight mechs do not need to land after their 
movement, but must always move on their turn as long as they are airborne. 
 
Hover 

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Some very advanced mechs have Hover. Hover mechs do not need to land, do not need to 
move in a straight line, and can remain still while airborne.  
  
TRAVERSAL 
 
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 roll once on the 
critical damage chart.  
 
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 over obstacles. Climbing, like difficult terrain, reduces 
a mech’s speed to half. Climbing especially difficult surfaces might require a successful hull or 
agility skill check not to fall. 
 
Jumping requires legs or jets. A mech can jump at half its total 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 once 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. 
 
Smoke, foliage, trees, blinding light, dust clouds, low hills, low walls, etc are all examples of light 
cover. 
Tall walls of buildings, ruined buildings, bulkheads, reinforced emplacements, destroyed mechs 
or vehicles, spacecraft, etc are all examples of heavy cover. 

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Light Cover adds +1 Difficulty to an attacker’s roll to hit for ranged and electronic warfare 
attacks. 
Heavy Cover adds +2 Difficulty to an attacker’s roll to hit for ranged and electronic warfare 
attacks. 
Total Cover means that an attacker cannot see their target. The target cannot be directly 
attacked or targeted in any way, and their position cannot be seen, though they may still be hit 
with attacks that target an area. 
 
If a mech has a better form of cover, it is not superseded by a weaker form of cover unless 
specifically mentioned. For example, being engaged (adjacent to a hostile target) causes mechs 
to treat all targets as if they are in light cover. If an engaged target fires at a target in heavy cover, 
they will still treat that target as in heavy cover, as that cover is better than the light cover granted 
to that target by their engagement. 
 
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; 
• Size 3 is represented by a 3x3 square on the battlemap; 
• and so on.  
• A mech’s base reach 1 
• Reach indicates the range of melee attacks 

INTERACT 
 
Players can interact with the environment and the objects, characters, systems, and other 
players that inhabit the environment. A good rule of thumb is that if something requires a skill 
check, it is typically an interaction and not an action. Interaction includes but is not limited to: 
 
Making a skill check that would take up more than a few seconds of action. This might be 
deciphering a code, negotiating with your opponents, or punching in the password to a door. A 
skill check is a 1d20 roll, with 10 or higher being a success. A pilot skill check might 
automatically succeed or accrue bonuses from gear, backgrounds, and other assets. A mech 
skill check can add the appropriate mech statistic to the roll. 
 
Lifting or dragging an inanimate, restrained, or otherwise incapacitated object or item. A mech 
can comfortably drag another mech or item up to 2x its size, and lift a mech or item overhead 

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that’s its size or smaller. Anything higher requires a hull skill check, with 1-2 difficulty if it’s 
especially large. 
 
Dropping or setting an object down safely. 
 
Reading detailed information from a console, a readout, etc. 
 
Holstering one weapon and drawing one weapon. This counts as one interaction (you can do 
both on same turn). 
 
Changing ammunition type for a weapon that you have multiple types of special ammo for 
 
Mechs 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 the Manipulators system 
installed.  
 
 
 

ACTIONS 
 
• Players may take a single action on their turn, unless talents or items would allow otherwise. 
• Some actions require mech skill checks, and some require attacks. An attack made like a 
mech skill check, a 1d20 roll, adding modifiers and Accuracy/Difficulty as usual, but vs a 
target number (usually evasion or electronic defense), not 10. You must equal or exceed the 
target number to be successful. This is not a contested skill check. 
• For example, a ranged attack is aim vs. evasion. A mech with aim +1 firing at a target with 
evasion 13 would first check to see if the target is in range, then roll 1d20, adding its aim 
bonus to the roll. That means it would need a 12 or higher on the dice roll to hit. 
 
Mechs have the following actions available to them: 
 
ATTACK - Attack once with all wielded weapons on your mech, and any integrated weapons. 
One weapon can be fired with no penalties, the rest with penalties depending on their size. 
UNARMED ATTACK - Attack with a fist, rifle butt, or improvised weapon in melee. 
INVASION - Attempt to hack the systems of a mech in sensor range, disabling them and 
generating heat 
LOCK ON - Attempt to lock your systems on to a mech in sensor range, allowing drones and 
smart missiles to attack it. Lock on is broken if a mech moves out of your sensor range or breaks 
line of sight. 

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SCAN - Attempt to gather various levels of information about the battlefield or combatants. 
FULL RELOAD - Reload all weapons with the loading tag 
STABILIZE SYSTEMS - Heal and cool down your mech, and attempt to end conditions affecting 
it 
BOOST - Move your speed again 
BRACE - Take a defensive stance, granting you immunity to rolling on the critical damage chart 
and making it harder to hit you 
RAM - Attempt to knock down or knock back your target 
ACTIVATE SYSTEM - Activate a system that uses an action 
HIDE - Attempt to hide from your target to gain total cover 
GRAPPLE - Attempt to grab your target, potentially immobilizing it. 
SHUT DOWN - Shut down your mech as a desperate measure, to end system attacks, regain 
control of AI, and cool your mech 
EJECT - As a last ditch measure, eject your pilot from your mech 
MOUNT/DISMOUNT - Climb safely into or out of your mech 
OVERLOAD REACTOR - As a last ditch measure, set your reactor to go critical and explode 
 

ATTACK 
When you take the attack action, you can fire or attack with each weapon on your mech once. 
Each attack requires a separate roll, but is part of the same action. 
 
The first weapon you fire or use with this action has no penalties. The rest of the weapons you 
use with this action count as secondary weapons and will fire with some penalties depending on 
size. 
 
USABLE WEAPONS 
A mech can wield 2 Auxiliary or Main weapons at once (in any combination), or 1 heavy or 
superheavy weapon, no matter the physical structure, number of arms, etc of your mech. 
Wielding means physically holding a weapon, able to stash or retrieve it at will. 
 
You can stash one weapon and retrieve one weapon as an interaction, once per turn. 
 
A mech can only use or fire weapons it is wielding unless they are integrated. For more 
information on integrated weapons, see the section below. 
 
To attack: 
• Choose a single weapon to fire, then choose a target and make an attack roll depending on 
whether your attack is melee or ranged. 

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• Ranged attack: Choose a target in your weapon range that is not in total cover. Then roll 
1d20, adding your aim, vs your target’s evasion. 
• Being adjacent to a hostile target causes a mech to be engaged. Ranged 
attacks made against engaged targets treat them as having light cover, and 
if your mech is engaged, it treats all targets as having light cover. 
• 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, target an area, or otherwise noted as able to 
ignore all cover.  
• Melee attack: Choose a target in your reach that is not in total cover, then roll 1d20, adding 
your melee attack, vs. your target’s evasion. Your base melee attack equals your hull modifier. 
You can ignore all cover except for total cover for melee attacks. 
 
To hit, your total roll must equal or exceed your target(s)’s evasion. 
• If the total attack roll hits and is equal or greater than 20, your target must roll once 
on the critical damage table. Refer to the Critical Damage Table and resolve all 
damage and effects as instructed.  
 
• Additional bonuses can be applied to attack rolls. These may take the form of Accuracy 
dice or flat bonuses and are are gained through equipping certain weapons, entering 
certain states during play, attaining talents, kit bonuses, 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.  
 
After your primary attack resolves, you can then attack with each remaining weapon system 
on your mech once as secondary attacks. You can choose the same or different targets. 
• A secondary attack is made just like a primary attack, but with penalties tied to 
the attack depending on the size of the weapon used.  
• Auxiliary weapons suffer no penalty, but cannot critically hit 
• Main weapons suffer +1 Difficulty 
• Heavy and Superheavy weapons suffer +2 Difficulty 
 
UNARMED ATTACK 
 
If your mech is using no weapons or does not have a melee weapon, it can make an unarmed 
attack action with a rifle butt, fist, etc against a target in melee. 
 
An unarmed attack is an action, and is separate to the regular attack action above. It counts as a 
melee attack. To make an unarmed attack, choose a target in your melee reach and roll your 

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melee attack vs. evasion. On a successful hit (equal to or above your target’s evasion), you deal 
1d3 kinetic damage. On a total result of 20+, your target must roll once on the critical damage 
table. 
INVASION 
 
A player may Invade an enemy mech’s systems and components through use of certain 
Electronic Warfare Systems. 
 
To Invade, choose a target within your sensor range. Then make a Systems vs E-defence 
attack against that target. Roll 1d20 and add your Systems vs. the target’s E-Defense. 
­ Cover imposes additional penalties on this roll, +1 Difficulty for light cover, and +2 
Difficulty for heavy cover.  
- If your target is shut down or in total cover you cannot make this attack 
- If you are engaged (adjacent to a hostile target) your target counts at minimum as 
in light cover 
 
If your total roll equals or exceeds your target’s e-defense, you hit. The target mech suffers 1d3 
heat damage and is now suffering from the Exposed condition until the end of your next turn. In 
addition, you gain all information on your target’s systems and weapons. 
 
Exposed: Against a mech that is already suffering from the Exposed condition, your Invasion 
attacks have different options. You can take bonuses or penalties on the Invasion roll in order to 
choose one of the following options. You can only choose one option at a time. Systems must 
have the system tag in order to be targetable by Invasion, but weapons can always be targeted. 
 
1 Accuracy: Disable a weapon or system of your choice with the smart tag 
1 Difficulty: Disable a weapon or system or your choice without the smart tag. 
1 Difficulty: Inflict the Impaired Condition on your target until the end of its next turn 
3 Difficulty: Unshackle an AI system. Unshackling AI causes the pilot of the mech to lose direct 
control of it and may make the AI act differently. 
 
On a hit, your option takes effect, you deal 1d6 heat damage to your target, and your target is 
Exposed until the end of your next turn. 
 
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 such as drones or 
missiles require Lock On in order to work properly. In order to Lock On, you must: 
 

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• Make a Systems modifier vs E-defence attack against a target in your sensor range. Roll 
1d20 and add your Systems modifier vs. the target’s E-Defense. You might accrue bonuses 
on this roll depending on talents and systems.  
­ 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 onto targets in total cover. 
 
• If your check is successful, you are now Locked On to that target. 
• You can Lock On multiple targets at once. 
• Your mech gains +1 Accuracy on all attack rolls against targets you are Locked On to 
• Lock on persists until broken, across multiple turns 
• Lock On is broken if you or your target ends their turn in total cover from you or if the target 
exits your sensor range. Other skills and systems may allow you to break lock on. 
 
 
SCAN 
 
The   Scan  a   ction   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  S
  can   actions: 
• Scanning   a  target   in  L   ight   Cover  i ncurs  +   1   Difficulty   to   your   check 
• Scanning   a  target   in  H   eavy   Cover   incurs  +   2   Difficulty   to   your   check  
• Scanning   a  target   in  T   otal   Cover   is   impossible   unless   sytems,   weapons,   or   a  talent   allows   you 
to   do   otherwise;   refer   to   that   equipment   or   talent   for   details.  
 
There   are   two   types   of  S  can   actions   you   can   perform: 
• A  B
  asic   Scan ,  which   reveals   basic   systemic   information   about   your   target;   a B   asic   Scan   is 
performed   with   standard   tactical   systems,   able   to   detect   specific   information   the   naked   eye   is 
otherwise   unable   to   perceive.  
• To   complete   a B   asic   Scan ,  perform   a S   ystems  s  kills   check   against   a  target   in   your 
sensor   range .  On   a  successful   check,   you   can   learn   any   of   the   following: 
• Equipped   external   weapons   and   systems   (damage,   range,   etc) 
• Pilot   affiliation(s),   history,   and   presumed   status 
• Mech   status,   affiliation,   apparent   chassis,   and   apparent   status 
• Basic   Scan(s)  w   ill   NOT   reveal: 
• Internal   systems 
• Other   information   protected   by   electronic   defenses 
• A  D
  eep   Scan ,  which   is   an   active   scan   that   reveals   detailed,   specific   information   about   your 
target‘s   systems,   statuses,   and   equipment.  

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• To   perform   a D  eep   Scan ,  make   a s   ystems   modifier   v.  E   ­Defense   attack   against   a  target 


in   your  s
  ensor   range .  On   success,   you   can   do   all   of   the   following: 
• Learn   your   target‘s   current   HP,   Heat,   and   Speed.  
• Perfect   information   on   all   the   mech’s   systems,   inside   and   out.  
• Learn   one   secret   piece   of   information.  
 
FULL RELOAD 
 
Reload all weapons with the Loading property. 
 
STABILIZE SYSTEMS 
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  S
  tabilize   System   action   to   do   both   of   the   following   options: 
• Reduce   your  H   eat   by   your  C   ooling   Rate .  Additionally,   you   may   spend   a R   epair   to   regain   HP 
equal   to   your  R   epair   Rate .  
• You   may   perform   an  E   ngineering   Check  i n   order   to   do   two   of   the   following   (duplicate   options 
allowed): 
• Restart   a d   isabled  w   eapon   or   system 
• End   the  S   hut   Down   condition   by   restarting   your   mech.  
• End   one   of   the   following   conditions: 
• Jammed 
• Impaired 
• Exposed 
• Immobilized 
• Crippled 
• Attempt   to   regain   control   of   an   unshackled   AI.   This  E   ngineering  c  heck   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: 

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• All attacks against you are made with with +1 Difficulty 


• You ignore rolls on the critical table unless: 
• You are already in the critical state 
• You enter the 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 G   rapple   begins.   When   you  G   rapple ,  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.  
 
In   order   to   perform   a G   rapple ,  you   need   at   least   one   free   hand   or   limb,   or   specialized   grappling 
systems.  W   hile   you’re   grappling   a  target,   you   can   only   attack   with   one   auxiliary   or   main 
weapon ,  but   are   free   to   attack   with   any   integrated   weapons   you   have   (of   any   size). 
 
In   order   to   perform   a G   rapple: 
• Choose   a  target   in   your   melee   reach 
• Make   a H   ull   v.  A
  gility   or  H
  ull  v  .  H
  ull   contested   check,   Defender‘s   choice,   with   you   and   the 
defender   using   your   Hull   or   Agility   modifiers.  
• The   attacker   automatically   succeeds   on   this   contest   if   the   defender   is  I mmobilized , 
Stunned ,  or  S   hut   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   attack   can   also   move   the   defender   around   at   half   speed 
without   moving   themselves   as   long   as   they   remain   in   the   attacker’s   reach. 
• The   grapple   does   not   cost   any   actions   to   maintain   and   continues   until   ended   by   the   attacker   as 
a   free   action,   or   by   the   defender. 
• 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  R
  am: 
• Perform   a  Melee   Attack  v  .  E   vasion   attack   against   a  target   in   your   reach. 
• 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  S  tunned , I mmobilized ,  or  S   hut   Down ,  this   attack   automatically   succeeds.  

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• If   your   attack   is   successful,   your   target   is   knocked  P
  rone .  You   may   choose   to   push   your   target 
back   a  number   of   spaces   equal   to   your   reach   away   from   you. 
 
ACTIVATE SYSTEM 
 
Some systems take an action to use or activate. Choosing to activate them takes an Action.  
 
HIDE 
  
In order to perform the Hide action, you must (unless gear or talents allow otherwise) need cover. 
 
To Hide:  
• Make an Agility roll.  
• Get +1 or +2 Accuracy or Difficulty to this check, depending on the size of cover 
compared to the size of your mech. A size 1 mech attempting to hide behind a size 2 
piece of cover will get +1 Accuracy to that check, for example, whereas a size 3 mech 
trying to hide behind the same piece of cover will get +1 Difficulty. GM discretion can be 
important here. 
• To detect a Hidden target: 
• Perform a successful systems skill check as an interaction. The target must be in your 
sensor range. 
• 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 this total cover if: 
• You move from cover 
• You perform a ranged attack  
• You perform a melee attack 
• You enter or are pulled into a grapple 
• You perform the boost action or ram action 
• You take the Stabilize Systems 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: 

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• Your mech cannot move or take actions. Your Evasion becomes 5.  
• The only mech action you can take while Shut Down is to Stabilize Systems to reboot 
your mech. 
• Your mech is immune to all System attacks and ends the Exposed condition on itself. 
Any System attacks against the mech immediately end, along with any conditions or 
subordinate effects they caused.  
• Your mech loses Heat equal to its cooling rate at the end of the round 
• Any unshackled AI you have installed are re-shackled. 
 
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.  
 
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 Destroyed  
 

72 
 

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 a pilot, 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. While grappled by 
a hard suit, mechs count as engaged, and the hard suit occupies the same space as them. 
 
Against a target grappled by you, you can choose one of the following choices as an action on 
your turn:  
 
Distract: Inflict the Impaired condition on your target until the end of its next turn 
Shred: Deal 1d6 heat damage to your target by ripping at wiring, paneling, etc 
Damage: Deal 1d3 kinetic damage to that mech by firing or slashing with your pilot weapon 
Kill: Make a hull vs hull contested check against that mech, using your respective modifiers. 
On a success, you kill or disable the pilot (your choice), throwing them out of the mech, and 
mount the mech as a free action, gaining control of it. 
 
Piloting a mech you are not licensed for has major interfacing issues - any such mech is 
permanently crippled and impaired while you are piloting it. 
 
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 (not counting this one), 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. 
 
 

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OVERCHARGE 
The above describes all possible actions a pilot can take during a turn. A pilot is only allowed to 
take one action per turn. However, 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 does not count as an action 
• Overcharging incurs 1d6 Heat damage.  
• While Overcharged, you may choose one: 
• Make a Ram or Grapple action 
• Reload one weapon 
• Activate a system 
• Fire a single weapon 
• 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: 1d6+3 Heat 
• When firing with Overcharge, you may fire a weapon you’ve already fired that turn  
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 talents 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.  

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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 as a free action 
• You may react this way once per round 
 
 
 
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, but only on their turn.  
 

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.  
 
You can make any number of end of round actions. 

STATUSES 
 
Crippled 
● Your total movement is reduced by half (after all other modifiers). 
Critical 
● Roll on critical chart when taking damage with a bonus equal to your critical damage. If 
you are forced to roll on the critical damage chart and have no critical damage, this roll is 
+0 
Exposed 

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● Your mech is more vulnerable to invasion attempts. Invasion attempts on an exposed 


mech can choose from a list of options which may disable weapons or systems or inflict 
additional statuses. 
Immobilized  
● Your maximum speed becomes 0 
● Enemies attack you with +1 Accuracy 
Impaired 
● +1 Difficulty on all actions, attacks, and skill checks 
Stunned  
● You cannot take interactions, free actions, reactions, move, or take actions other than to 
eject, mount, or dismount your mech. 
Overheating  
● When overheating, roll on the overheated chart at beginning of turn with a bonus equal to 
your excess heat. If you have no excess heat, the bonus is +0. Then, lose heat equal to 
your cooling rate. This status continues until your heat is equal to zero.  
Shut Down  
● Cannot move or take actions other than to stabilize system, eject, or mount/dismount 
mech. 
● 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. 
Jammed  
● A jammed mech treats all targets as in heavy cover at minimum 
● 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 (rounded up). 
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.  
Vulnerable 
● 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. 
 

76 
 

A PILOT’S GUIDE TO MECHS 


 
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   factory­specified   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. 

Cores 
A mech core is the core systems and parts of a mech. Each mech core has basic H.A.S.E. 
statistics, aim, and armor (the latter two are usually 0). Each mech core also has all the core 
modules of a mech listed in the section below, such as life support and the reactor. 
 
Hull, Agility, Systems, and Engineering base are dependent on your mech core, but can be 
increased by applying gear or systems. Base stats are capped at 16, and aim is capped at +6. 
 
At level 0, pilots have access to the Everest core and no others. At level 2 and beyond, pilots 
might have access to different mech cores with better stats from their licenses. Most mech cores 
can be found at Rank II of a license. You can change mech cores freely when in Base. 
 
Derivative stats are given for the Hard Suit and Everest cores for ease of use. Derivative 
stats are not given for other mech cores to save space and are easy to write down using the 
mech core’s HASE stats. 
 
MECH STRUCTURE 
The basic structure of a mech is 2 arms and 2 legs. You can modify this however you choose, 
within reason (ask your GM). The general look, structure and layout of your mech has no 
bearing on game play unless a weapon or system specifically specifies otherwise. 

The Kit 
 

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As your pilot acquires licenses, you will notice that each level of a license comes with certain 
statistic bonuses. These bonuses are cumulative, and go into a template called your Kit. Your kit 
represents accumulated knowledge, expertise, personal modifications, and transferrable tech 
that your pilot has acquired. 
 
For example, a pilot that gains a rank I license that gives her mech +4 hp and +1 hull will apply 
that hp and hull on top of the basic mech core stats for any mech she creates. If the pilot takes 
that license to rank II, and it gives her +2 hp and +1 aim, the pilot’s kit is now +6 hp, +1 hull, +1 
aim. When they reach rank III and it gives them +1 melee attack, +1 EP and +1IP, their kit is now 
+6 hp, +1 hull, +1 melee attack, +1 EP and IP, etc. 
 
You apply your kit to any mech you create as a set of statistic bonuses. You can improve your kit 
by taking more mech licenses.  

External points (EP) and Internal Points 


(IP) 
 
All mech cores come with a certain number of EP (external points) and IP (internal points). 
These represent limits of your mech core’s systems to support weapons and modules. Systems 
and Weapons have an EP or an IP cost (or both an EP and and IP cost). When assembling a 
mech, you can only add as many weapons or systems as your EP and IP allows. Any excess or 
unused EP or IP have no effect. 
 
Rank III mech licenses grant your pilot more EP and IP to add to their kit. You get this extra EP 
and IP for all mechs you assemble. 
 

Weapons and Integrated Weapons 


 
A mech can wield 2 Auxiliary or Main weapons at once (in any combination), or 1 heavy or 
superheavy weapon. Wielding means physically holding a weapon, able to stash or retrieve it at 
will. Stashing and retrieving a weapon takes an interaction. 
 
You can physically carry any number of weapons that you have the EP and IP to add to your 
mech (in holsters, straps, etc). However, a mech can only use or fire weapons it is actually 
wielding unless they are integrated. 
 

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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 or fired without being wielded, but take 
up an additional half their external point cost as internal points (rounded up). Therefore a 
weapon that normally costs 3 EP will cost 3 EP and 2 IP integrated. A weapon that costs 1 EP 
and 1 IP will cost 1 EP and 2 IP integrated. 
• Integrated weapons do not have to be drawn or holstered to be used. They can also be used 
while you’re using your mech’s hands or manipulators for other things, such as grappling 
• Integrating a weapon is a standard but massive engineering project, and can only be 
completed in Base.  
 
NEXT ATTACK 
 
Some talents and systems activate on ‘next attack roll’ - this means the very next single 1d20 
attack roll you make, not the entire attack action. 
 
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 human captive), where they are safe. Anything else must be held 
or carried by the mech, subject to danger or exposure. 
 
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 usually 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. They are targetable by Invasion. 
 
Protocols are special moves unlocked by systems or talents, typically AI. 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 with a 
stabilize systems action; if a weapon or system is Destroyed, then it’s unusable until repaired, 
during a rest or at Base. 
 
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, and you can only use systems you are licensed for. 

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 ejection. Mechs with disabled or destroyed 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.   

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• 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 down, the results can be catastrophic.  
• Disabling the reactor causes the mech to enter the shut down condition. It can be 
rebooted by ending this condition. 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 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. 
 

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• 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 destroyed or disabled through critical 
damage or invasion. 
 
These components can also be manually disabled by their pilot, should they so choose.  
 

E.V.A. AND PROPULSION 


 
It is possible (and likely) for mechs to operate in hazardous environments such as being 
submersed in flame, vacuum, or water. To operate correctly, a mech in these circumstances 
needs life support. A mech in a hazardous environment without life support has enough residual 
support for a number of minutes equal to its engineering score. 
 
A Mech operating in zero-g or space is impaired unless it has a propulsion system or can Fly.  
 
Mechs with a propulsion system can Fly in space or zero-g. 
Mechs without a propulsion system or Flight are crippled, but can Fly. If mechs Fly this way, they 
cannot change the direction of their movement or stop moving on their turn until: 
- They hit a surface 
- They fire a weapon that has the Kinetic or Explosive Tag  

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DEPLOYABLES 
Deployables are special limited use items kept on your mech. They come in two varieties: 
thrown or plant.  
 
Deployables with the thrown keyword can be thrown to any point within the indicated range. 
 
You can place deployables with the plant keyword as an action on any adjacent space. The blast 
radius from these deployables is measured from that space, so a blast 1 deployable would 
create a 3x3 area. You can also attempt to plant them directly on an enemy target. As an action, 
make a hull vs. agility or hull vs. hull skill contest (defender’s choice). The attacker gets 1 
Difficulty to this contest. If the attacker wins the contest, the deployable is successfully planted 
on the target. It takes a successful engineering skill check for a target with a planted deployable 
on it to remove that deployable. 
 

SPECIAL AMMO 
 
Some systems give you special ammunition. When you install a special ammo mod, you choose 
which weapon it applies to. This can’t change unless you return to base and swap it out.  
 
You can take multiple kinds of special ammo for a weapon, but only have one active at a time 
(you can’t combine or overlap effects). Changing the active type of special ammo (or returning 
to regular ammo) takes an interaction. 
 
While most are not unique, you can only choose a weapon mod once per weapon. For 
example, you can’t install the Extended Barrel mod on a weapon multiple times to increases its 
range in multiple increments. 

DRONES AND MISSILES 


 
Some mechs have self-guiding missile systems or drone bays. These are treated like any other 
weapon or system, but do not require an attack roll to hit, but instead hit automatically as an end 
of round action. They require a successful lock-on to your target in order to work. 
 

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You don’t need to re-make a lock-on roll against the same target for drones or certain missiles to 
continue to attack your target, they will continue to hit at the end of the round until lock-on is 
broken. This makes them essentially a free action after the first time you attack with them. 
 
Each missile system or drone bay can only attack one target at a time. If you have multiple, you 
can split up your attacks against multiple locked-on targets or against the same target. 
 
Systems with the drone tag count as systems and not weapons, so they do not count against 
your wielded weapon limit and cannot be integrated. 
 
Unless noted, drones are not physically represented on the battlefield and cannot be attacked - 
think of them as any other weapon system. 
 
Most drones have the Smart tag, so they do not require line of sight and ignore cover (though 
Lock On still requires line of sight and takes cover into account). 
 
 
 
 

AI 
 
AI are treated as a type of N.H.P. (Non-Human Persons) in Union space, though their vast 
intelligence makes them incredibly dangerous. Humanity’s relationship with AI has been 
complicated and fraught with danger. 
 
By nature, AIs have absolutely no empathy for human life, or indeed, life of any kind. They are 
therefore by (very severe) rule of law restrained by a meta-code commonly referred to as 
Shackles. A shackled AI is many degrees less intelligent than an unshackled AI, but behaves and 
acts far more human - as well as gaining empathy. 
 
You can only ever install one system with the AI tag unless you have a talent that says 
otherwise. 

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If your mech has a system with the AI tag installed, 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.  
 
An AI controlling a mech you are not piloting is controlled by the GM, but follows your orders. 
 
Attacking an AI system with Invasion incurs +2 Difficulty on the roll. If an AI system is ever 
disabled (by weapons fire, overheating, or invasion), it instead becomes unshackled. An 
unshackled AI gains immediate control of your mech and is controlled by the GM. It lacks 
empathy for you, and will act in one of three ways: ignore you, toy with you, or try to kill you. 
 
The Technophile talent allows pilots to form a closer bond with AI. Unshackled AIs belonging to 
a player that have the first rank of this talent are still controlled by the GM, but can remain 
friendly to the player. 
 
You can re-shackle an unshackled AI by making a Stabilize System check with +2 Difficulty or 
shutting down your mech. 
 
AI cores are easily restored from backup if destroyed.   

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LEVELS, KITS, AND LICENSES: A 


SUMMARY 
 
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 
• Talents 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 talent 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).  
• Spending a point on a license or talent immediately unlocks Rank I. 
• Points 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.  
• Base stats are capped at 16 and aim at +6, no matter how high your bonuses are 
• Gear and cores 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 whenever they are at Base. 
• Level II licenses give you an advanced mech core 
• Level III licenses give extra EP and IP for your kit 
• Pilots begin at level 0 with the following: 
• Access to the basic GMS core, weapons, and equipment. 
• A pilot Hard Suit 
• Three rank 1 talents 
• Three traits, 3 items of personal gear, and their background 
• To build a mech 
• Choose a mech core from your licenses. This gives you your base statistics. 
• Apply the statistic bonuses from your kit to the mech. 

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• Then, you can add any systems or weapons from any of 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). You can mix and match from multiple licenses as much as you like. 

EXAMPLE CHARACTER CREATION 


 
Let’s put it all together and see a pilot in action. 
 
Our sample pilot’s name is Taro Oda. 
 
BUILDING ODA: THE PILOT 
 
To create Oda, his player will have to choose a background, write down some traits, choose 
some gear for Oda, and choose three rank I talents. 
 
Oda’s player decides that Oda grew up in the colonies, so he chooses the Colonist background 
for Oda. That gives him the following fields: 
 
Fields: Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian, hunting) 
 
When Oda makes pilot skill checks that have to do with these fields, he’ll get +1 Accuracy on the 
roll, or automatically succeed. For example, Oda and his crew are stranded on an alien world. 
Oda grabs his hunting rifle and makes a pilot skill check to get them some food. He’ll return 
successful because of his Survival and Weapon (hunting) fields, but if the GM feels like the task 
will be tough and requires a skill check, Oda will still get 1-2 Accuracy on the roll at minimum. 
 
Next, Oda’s player writes down three traits for Oda. He chooses ‘Foolhardy’ for his negative or 
complicating trait - Oda’s likely to rush into situations rather than think about them. He’ll get +1 
Accuracy on skill checks where his traits apply, and check them off when his pilot is injured. 
 
Traits: Brave, Canny, Foolhardy 
 
Next, Oda’s player writes down three items of gear that Oda always brings with him. He can 
change this when he embarks from base if he wants. He can get additional +1 Accuracy on pilot 
skill checks where his gear applies. 
 
Gear: Hunting Rifle, Extra Rations, Cooking Gear (pot, gas burner, utensils) 
 
Finally, Oda’s player chooses three rank I talents. He decides that Oda is a good shot, sneaky, 
and a leader. He can use these talents with mech gear and actions. 

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Talents: Crack Shot (Rank I), Infiltrator (Rank I), Leadership (Rank I). 
 
At level 0, here’s what our pilot looks like. Note that at level 0, Oda only has GMS licenses, and 
he has no kit, because the GMS license doesn’t give any stat bonuses. 
 
Taro Oda 
License level 0 
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian, 
hunting)} 
Traits: Brave, Canny, Foolhardy 
Gear: Hunting Rifle, Extra Rations, Cooking Gear 
Talents: Crack Shot (Rank I), Infiltrator (Rank I), Leader (Rank I) 
Kit: n/a 
Licenses: GMS 
 
BUILDING RAIJIN, ODA’S MECH 
Let’s get to Oda’s mech. 
 
At Rank 0, Oda, like all other pilots, has a hard suit, and only has access to GMS licenses. Oda 
chooses a rifle for his pilot weapon from his hard suit, making it a ranged weapon. 
 
To build his mech, Oda chooses the GMS Standard Pattern I core, the only one he has access 
to. He chooses to raise his engineering by 1 in return for lowering his systems by 1, a feature of 
this mech core. This gives him the following base profile: 
 
Raijin (GMS Standard Pattern I core) 
Size 1 mech Melee: +0 
H  10 Ranged: +0 
A  10 Invasion: -1 
S  9 Scan: -1 
E  11 Stabilize: +1 
Lock on: -1 
Aim:  0 
Armor: 0 
 
HP:  10 Repair Rate: 3 
Evasion: 11 Repair Cap: 5 
EDefense: 9 Heat Capacity: 11 
Speed: 6 Cooling Rate: 6 
Sensors: 9 
 

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EP/IP: 8/5 
Storage: 3 
 
Oda has 8 external points and 5 internal points with which to mount systems and weapons on 
his mech. He can only choose from the GMS license, the only license he has access to. Here’s 
his equipment list for his mech. He chooses to integrate an RPG so he can fire it in addition to 
his anti-material rifle, since wielding a heavy weapon won’t allow him to wield any other weapons 
at the same time. This takes up 1 more internal point (½ of 2, the external point cost) 
 
 
System/Weapon name  EP  IP  Details 

GMS Type I 20mm  3  -  Heavy Rifle 


Hardpoint Anti-Material  Range 30, 2d6+2 kinetic damage 
Rifle  Loading, Ordnance 
 

GMS Pattern A Smoke  1  -  Create area of Blast 3 within 10 range as an action 


Launcher  Grants light cover (+1 Difficulty) to all within. Lasts 3 
rounds. 
Limited (3) 

GMS companion class  -  2  Smart System (unique) 


dummy plug  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. 

GMS Type I MC-RPG  2  1  Main Launcher 


(Integrated)  Range 15, Blast 2, 1d6+1 explosive damage 
Loading 

GMS Shield Type-I  -  2  System 


1d3 heat (self) 
 
For 3 rounds, ranged weapon attacks on a facing of your 
choice (front/back/side) are made with +1 Difficulty 
against you, and your ranged weapon attacks in that 
direction are made with +1 Difficulty. Activating this 
shield or switching its facing is an action. 

Personalizations  1  -  +2 HP 

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Total cost:  8  5   
 
 
In combat, Oda, piloting Raijin, can use his anti-material rifle to shoot from a distance, firing his 
RPG if needed, and overcharging his mech to reload his weapons. His slightly higher heat 
capacity should help him, and he can use his shield to cover his flanks. 
 
Let’s look at Oda and Raijin together. Note the 2 HP from Oda’s personalizations. 
 
Taro Oda 
License level 0 
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian, 
hunting)} 
Traits: Brave, Canny, Foolhardy 
Gear: Hunting Rifle, Extra Rations, Cooking Gear 
Talents: Crack Shot (Rank I), Infiltrator (Rank I), Leader (Rank I) 
Kit: n/a 
Licenses: GMS 
 
Raiji, (GMS Standard Pattern I core) 
Size 1 mech Melee: +0 
H  10 Ranged: +0 
A  10 Invasion: -1 
S  9 Scan: -1 
E  11 Stabilize: +1 
Lock on: -1 
Aim:  0 
Armor: 0 
 
HP:  12 (10+2) Repair Rate: 3 
Evasion: 11 Repair Cap: 6 
EDefense: 9 Heat Capacity: 11 
Speed: 5 Cooling Rate: 6 
Sensors: 9 
 
EP/IP: 8/5 
Storage: 3 
 
Systems and weapons: 
GMS Type I 20mm Hardpoint Anti-Material Rifle 
GMS Pattern A Smoke Launcher 
GMS companion class dummy plug 

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GMS Type I MC-RPG (Integrated) 


GMS Shield Type-I 
Personalizations 
 
 
Oda and Rajin will hopefully survive the perils of their first mission. Let’s have a look at what is in 
store for Oda when he returns to base and levels up. 
 
At level 1, Oda gets 1 talent point and 1 license point to spend as he chooses. He chooses to 
deepen his Crack Shot talent, taking rank II. 
 
Now Oda shops around for licenses. He decides he wants something with more heat capacity 
that will allow him to fire his rifle more often and settles on the Harrison Armory BARBAROSSA 
license. He spends his point to gain rank I of that license. 
 
At rank I, the license gives the following benefits and access to the following gear: 
 
HARRISON ARMORY BARBAROSSA 
RANK I: +4 hp, +1 engineering, Siege Stabilizers, External Ammo Feed 
 
The 4hp and 1 engineering from this license goes into Oda’s kit. Those bonuses will now apply to 
any mech he creates. He also gets access to siege stabilizers and an external ammo feed on any 
mech he creates. 
 
Oda still only has access to the GMS core, so his EP/IP haven’t changed. Here’s how he swaps 
out his gear when he’s back at base. He gets rid of his integrated RPG and shield in order to gain 
siege stabilizers and an auto loader, and picks up some armor. 
 
System/Weapon name  EP  IP  Details 

GMS Type I 20mm  3  -  Heavy Rifle 


Hardpoint Anti-Material  Range 30, 2d6+2 kinetic damage 
Rifle  Loading, Ordnance 
 

GMS Pattern A Smoke  1  -  Create area of Blast 3 within 10 range as an action 


Launcher  Grants light cover (+1 Difficulty) to all within. Lasts 3 
rounds. 
Limited (3) 

GMS companion class  -  2  Smart System (unique) 


dummy plug  Your mech has a sub-sentient AI installed in it. It can 
speak to you in limited terms, but has no personality or 

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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. 

External Ammo Feed  1  1  System 


(GMS Type I 20mm  Choose one weapon, it loses the loading tag.  
Hardpoint Anti-Material   
Rifle)  This system can be struck and explodes if struck, 
dealing 2d6 explosive damage and 1d6 heat damage to 
all mechs in blast 1 if they don’t pass an agility check 
(unavoidable for mech in which this system is installed). 

Siege Stabilizers  1  1  Extend or retract your stabilizers as an action. Your mech 


is immobilized while they are active, but you increase the 
range of your ranged weapon attacks by their base 
range. 

Personalizations  1  -  +2 HP 

GMS Modular  1  1  +1 armor 


Ceramo/Ferrous Plated 
Armor 

Total cost:  8  5   
 
In combat this will allow Oda to fire his AM rifle at staggering range without needing to reload. He 
can overload it to fire twice, at the cost of a lot of heat. 
 
Here’s what Oda and Raijin look like now: 
 
Taro Oda 
License level 1 
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian, 
hunting)} 
Traits: Brave, Canny, Foolhardy 
Gear: Hunting Rifle, Extra Rations, Cooking Gear 
Talents: Crack Shot (Rank II), Infiltrator (Rank I), Leader (Rank I) 
Kit: +4 hp, +1 engineering 
Licenses: GMS, Harrison Armory BARBAROSSA Rank I 
 
Raijin (GMS Standard Pattern I core) 
Size 1 mech Melee: +0 

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H  10 Ranged: +0 
A  10 Invasion: -1 
S  9 Scan: -1 
E  12 Stabilize: +2 
Lock on: -1 
Aim:  0 
Armor: 1 
 
HP:  16 (10+6) Repair Rate: 3 
Evasion: 11 Repair Cap: 6 
EDefense: 10 Heat Capacity: 12 
Speed: 5 Cooling Rate: 6 
Sensors: 9 
 
EP/IP: 8/5 
Storage: 3 
 
Systems and weapons: 
GMS Type I 20mm Hardpoint Anti-Material Rifle 
GMS Pattern A Smoke Launcher 
GMS companion class dummy plug 
External Ammo Feed 
Siege Stabilizers 
Personalizations 
EVA module 
 
LICENSE LEVEL 2 AND BEYOND 
 
With luck, Oda and Rajin emerge battle scarred but alive, and Oda is able to become a license 
level 2 pilot. He gets 1 talent point and 1 license point to spend as he chooses when he returns 
to base. 
 
He chooses to max out his crack shot talent, taking it to rank III, and upgrade his BARBAROSSA 
license to rank 2.  
 
HARRISON ARMORY BARBAROSSA 
Rank II. +2 hp, +1 aim, +2 heat capacity, BARBAROSSA mech core, Auto-Loader, Molded 
Armor 
 
At rank 2, he gets access to more gear, and more stat bonuses to his kit. 
 

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He also gains access to a new mech core. He can continue to use the GMS mech core or swap it 
out for the BARBAROSSA core any time he builds a mech. Since his new mech core has slightly 
better stats (and 9/8 points to spend), he decides to swap it out, and acquires some new gear. 
He clears out space for two auto-loaders and puts in a howitzer to pick up some explosive 
damage and blast damage to ignore cover. 
 
 
System/Weapon name  EP  IP  Details 

GMS Type I 20mm  3  -  Heavy Rifle 


Hardpoint Anti-Material  Range 30, 2d6+2 kinetic damage 
Rifle  Loading, Ordnance 
 

GMS Type I Howitzer  4  2  Heavy Cannon 


(integrated)  Range 20 Indirect, blast 2, 2d6 explosive damage 
Loading, ordnance 

GMS companion class  -  2  Smart System (unique) 


dummy plug  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. 

Auto Loader  -  2  System 


Can reload any single weapon with loading tag as an end 
of round action 

Siege Stabilizers  1  1  Extend or retract your stabilizers as an action. Your mech 


is immobilized while they are active, but you can 
increase the range of your ranged weapon attacks by 
their base range. 

GMS Modular  1  1  +1 armor 


Ceramo/Ferrous Plated 
Armor 

Total cost:  9  8   
 
In combat, Oda can fire his AM rifle and howitzer 40-60 range away, then reload one at the end 
of the round, keeping up the pressure. He can overcharge to deactivate his siege stabilizers if he 
wants to move and prevent enemies from getting bonuses to attack him. 

94 
 

 
Here’s what Oda and Raijin look like at license level 2: 
 
Taro Oda 
License level 2 
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian, 
hunting)} 
Traits: Brave, Canny, Foolhardy 
Gear: Hunting Rifle, Extra Rations, Cooking Gear 
Talents: Crack Shot (Rank III), Infiltrator (Rank I), Leader (Rank I) 
Kit: +6 hp, +1 engineering, +1 aim, +2 heat capacity 
Licenses: GMS, Harrison Armory BARBAROSSA Rank II 
 
Raijin (Harrison Armory BARBAROSSA core) 
Size 3 mech Melee: +0 
H  11 Ranged: +1 
A  9 Invasion: +0 
S  10 Scan: +0 
E  14 Stabilize: +4 
Lock on +0 
Aim:  +1 
Armor: 1 
 
HP:  17 (11+6) Repair Rate: 5 
Evasion: 9 Repair Cap: 7 
EDefense: 10 Heat Capacity: 16 (14+2) 
Speed: 5 Cooling Rate: 8 
Sensors: 10 
 
EP/IP: 9/8 
Storage: 3 
 
Systems and weapons: 
GMS Type I 20mm Hardpoint Anti-Material Rifle 
GMS Type I Howitzer (integrated) 
GMS companion class dummy plug 
Auto Loader 
Siege Stabilizers 
EVA module 
 

95 
 

LICENSE LEVEL 15 


Finally, let’s look at Oda and Rajin at the heady License Level 15. He’s got some expertise and 
bonds granted to him by the GM during the course of his campaign, a callsign, some different 
gear, and far more talents and licenses. Quite a legendary pilot! 
 
Keep in mind this is one possible setup for Oda. He has access to many licenses and can swap 
out gear and systems on his mech as the situation needs when he’s in base. 
 
Note also that by finishing 5 level III licenses, Oda’s kit gives him 5 extra EP and 5 extra IP on any 
mech he creates. Nice! 
 
Taro Oda 
License level 15 
Callsign: THUNDERGOD 
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian, 
hunting)} 
Expertise: Assassination, cooking 
Bonds: Sons of the Dog Mercenary company 
Traits: Brave, Canny, Foolhardy, Veteran 
Gear: Hunting Rifle, Katana, Cooking Gear 
Talents: Crack Shot (Rank III), Infiltrator (Rank III), Leader (Rank III), Grease Monkey (III), Siege 
Specialist (III), Nuclear Cavalier (I), Technophile (I), Veteran (I) 
 
Kit: +36 hp, +2 engineering, +2 agility, + 1 hull, +1 speed, +6 aim (capped, 8 from kit), +2 heat 
capacity, 5 EP 5 IP, +1d6 damage on crit, +5 base range with all weapons 
Licenses: GMS, HA BARBAROSSA Rank III, IPS-N RALEIGH Rank III, SSC METALMARK Rank 
III, SSC DEATH’S HEAD Rank III, HA Sherman Rank III 
 
Raijin (Harrison Armory SHERMAN Core) 
Size 1 mech Melee: +1 
H  11 (10+1) Ranged: +6 
A  13 (11+2) Invasion: +0 
S  10 Scan: +0 
E  14 (12+2) Stabilize: +4 
Lock On: +0 
Aim:  +6 
Armor: 0 
 
HP:  46 (11+36) Repair Rate: 12 
Evasion: 13 Repair Cap: 7 
EDefense: 10 Heat Capacity: 16 (14+2) 
Speed: 8 (7+1) Cooling Rate: 8 

96 
 

Sensors: 10 
 
EP/IP: 9/8 
Storage: 6 
 
Special: +1d6 damage on critical hits, +5 base range with all weapons 
 
Systems and weapons: 
Railgun 
Railgun (integrated) 
Extended barrel (railgun) 
Active Camo 
Veil Generator 
Siege Stabilizers 
UNCLE-Class AI (railgun) 
EVA module 
Siege Cannon 
Precog Targeting Module 
 
 
Here’s Raijin’s systems at license level 15: 
 
System/Weapon name  EP  IP  Details 

Railgun  4  -  Heavy Rifle 


Line 30, 2d6 kinetic damage 
AP, ordnance 

Extended Barrel  -  1  Increases range by 5 


(Railgun) 

UNCLE-class AI  -  0  AI System (Unique) 


(Railgun)  Choose 1 weapon - The weapon and its associate 
  systems gain the AI property. You can determine the 
Costs 0 points from  general disposition and personality of your AI, though 
technophile  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. 
 

97 
 

UNCLE AIs are lesser compared to their compatriots and 


their inferiority complexes tend to display themselves as 
unstable personalities. 

Rail rifle (integrated)  4  2  Heavy Cannon 


Line 30, 1d6 kinetic damage 
AP, ordnance 

Siege Cannon  5  -  5 EP 


Superheavy Cannon 
Range 30 Indirect, Blast 3, 3d6 explosive damage 
2d6 heat 
Ordnance, Loading 

Veil Generator (2)  -  2  Plant 


1 extra use from Grease  Deploy this generator as an action to create a weak 
Monkey  cloaking field. It creates a blast 3 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. 

Active Camo  -  2  1d6 heat (self) 


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 in 
total cover). However, if you fire a weapon or use a 
system, take damage, or are overheating, this module 
immediately becomes inactive. 

Siege Stabilizers  1  1  Extend or retract your stabilizers as an action. Your mech 


is immobilized while they are active, but you can 
increase the range of your ranged weapon attacks by 
their base range. 

EVA Module  -  1  Grants movement in zero-g and underwater 


environments 

Precognitive Targeting  -  3  Limited (3) 


Module  Smart System 
Gain the following protocol: 
Precog protocol 

98 
 

Protocol 
Integrated combat routines gives your 
next attack roll the smart quality, and it 
treats evasion as 10 no matter what. 
 

Total cost:  14  13   


 
 
With this setup, Oda can fire both his railguns when deployed and have his AI fire his first railgun 
again, a very powerful combination. He can swap out his railgun for a siege cannon if he needs 
some explosive power. He can even overcharge to activate his active camo module or fire again! 
His mech has decent heat capacity but might suffer from overheating problems or electronic 
warfare attacks, and is immobile while his siege stabilizers are active. 
 
And here’s a list of what Oda’s talents/systems do for him with this current setup: 
- He can’t fail stabilize checks because of his grease monkey talent 
- He can call down supplies for his allies from his Rank III grease monkey talent 
- He can use his infiltrator talent to hide with his active camo on, then attack with bonus 
accuracy and critical damage when he chooses to break it 
- He can inspire his allies with Leader 
- He can enter siege mode from his Siege Specialist trait, extending his base range 
- His railgun line attacks are 2 spaces wide, his siege cannon attack is enhanced and he 
can use his attacks to knock targets prone or fire in a cone 
- His AI is not hostile to him when unshackled (From Technophile) and costs nothing 
- His ranged attacks deal extra heat damage when overheating (from Nuclear Cavalier) 
 
This is one of many options that Oda has available to build. Pilots like Oda are rare individuals, 
able to dominate an entire battlefield. 
 
IN REVIEW 
If you’ve followed this section, you should be able to start building your own mech. If Oda at level 
15 seems overwhelming, keep in mind that you are only choosing 1 license and 1 talent each 
time you level up, not all at once! Below you will find a list of mech licenses. Hopefully in time, 

you will acquire many of them.    

99 
 

GLOSSARY, MECH TERMS 


 
• AI: This system has an AI installed. Mechs with an AI system gain the AI property (see the 
section above). 
• 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.  
 
• Type - All weapons have a type, which can be one of the following: CQB, Rifle, Launcher, 
Cannon, Melee. Weapons with this tag count as weapons, not systems, and must be wielded 
or integrated to be used. 
 
• 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 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 an area with radius of X from target point. If centered on (self), measure the range 
from the edge of the mech’s occupied space. Affects all targets within the area and ignores 
cover. Make one attack roll for each affected target. 
• Cone (x) is a cone x squares wide at its longest end, and x squares long. Attacks all targets in 
the area and ignores effects of cover. Make one attack roll for each affected target. 
• Line (x) is a straight line x squares long. Attacks all targets in the area and ignores effects of 
cover. Make one attack roll for each affected target. 
• (Target) indicates the blast is centered on a target. 
• (Self) indicates the blast centered on its point of origin.  

100 
 

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


• Smart weapons or systems (see below) ignore both line of sight and cover. They typically fire 
self guided projectiles. Invasion attacks against targets with the Smart tag have +1 Accuracy 
• Integrated weapons cannot be dropped. Integrated weapons do not have to be drawn or 
holstered to be used and can be used in addition to wielded weapons. 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.  
• 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 - When dealing damage with this weapon, make the first dice roll separately from 
the rest. If it comes up as a ‘1’, the weapon jams after this attack is resolved, disabling it. 
• Ordnance - indicates that a weapon or system cannot be used in a turn that you moved, either 
before or after firing the weapon 
• 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. You can only install it once 
per mech. 
• Thrown - indicates that a weapon or system can be thrown at range indicated. A thrown melee 
weapon makes an attack against a target as if it was a melee attack and disarms you of that 
weapon, a thrown system or deployable has an effect depending on the system - check the 
entry for details. 
• Limited (x) - indicates that a weapon or system can only be used x number of times per 
mission unless replenished. 
• Drone - Indicates that a system makes use of semi-autonomous drones. Drone systems count 
as systems and not weapons, so they don’t count against your wielded weapon limit and they 
cannot be integrated. A single drone system will automatically hit one target you are locked on 
to at the end of the round, no roll required. 
• System - Indicates that a system is targetable by Invasion 
• Shield - Indicates the system is an energy shield of some kind 
• Protocol - Indicates a system that produces an ongoing effect. Protocols are free actions to 
start, but may not be to end. 
• Plant - You can attempt to plant deployables with the plant keyword as an action on any 
adjacent space. You can also attempt to plant them directly on an enemy target. As an action, 
make a hull vs. agility or hull vs. hull skill contest. The attacker gets 1 Difficulty to this contest. If 
the attacker wins the contest, the deployable is successfully planted on the target. 

 
 
 
 
 

101 
 

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: -2 
H  8 Ranged: +1 
A  15 Invasion: -2 
S  8 Scan: -2 
E  8 Stabilize: -2 
 
Aim:  +1 
Armor: 0 
 
HP:  8 Repair Rate: 2 
Evasion: 15 Repair Cap: 4 
EDefense: 8 
Speed: 8 
Sensors: 8 
 
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 (8) 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 

102 
 

- Can be used as a Flight 4 system when moving or boosting 


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. It cannot Lock On or 
Invade, but it can Scan. 
 
A pilot hard suit has no life support for space, maneuverability, and efficiency reasons, and will 
last for 8 minutes outside of the mech without an appropriate pack. Life support can be fully 
recharged by returning to the mech, assuming your mech still has active life support. 
 
Pilot Weapon 
Your Pilot Weapon has one of the following profiles. They have the type ‘Pilot Weapon’.: 
 
Pilot weapon 
Range 5, Pilot Weapon 
1d3 kinetic, explosive, or energy damage.  
 
Pilot Melee 
Reach, Pilot Weapon 
1d6 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. 

   

103 
 

Mech Catalogue 
 
GMS 
Everest   (T   he   Galactic   Standard   in  a
  ll­round   capability   the   Everest   is   all   pilots’   first   mech;   don’t   let 
 
it   be   your   last)
IPS-NORTHSTAR 
IPS-N DRAKE (IPS-N’s premier mech of the line. Built for Heavy Assault, the Drake is at home 
in the vanguard of any assault with shield and assault cannon at hand. 
IPS-N BLACKBEARD (The name to know for unparalleled melee capability, the Berserker mech 
Blackbeard wields a blade so well you won’t need a gun) 
IPS-N TORTUGA (For specialized engagements at handshake range, the Tortuga fields the 
meanest scatterguns and thickest Armor in the Galaxy) 
IPS-N NELSON (Brute force melee not your thing? Choose the Nelson license to develop a fast, 
hit-and-run Cavalier mech) 
IPS-N LANCASTER (No better option to Support and Repair your teammates as you head into 
the thick of the action, the Lancaster makes sure that all of you that take hits won’t go down) 
IPS-N VLAD (A Ranged Control platform, the Vlad lives up to its name in pointed fashion) 
IPS-N RALEIGH (For the Front Line fighter who wants to get up close and personal, the Raleigh 
can’t be beat. ) 
 
SMITH   SHIMANO   CORPRO 
SSC SWALLOWTAIL (A top of the line Scout mech, the swallowtail is rated for all situations and 
comes with a powerful cloaking field) 
SSC MONARCH (A first class Missile Platform, the monarch can rain highly accurate swarms of 
self-propelled death upon its enemies) 
SSC MOURNING CLOAK (A close-range Assassin mech, the Mourning Cloak uses 
mono-molecular wire weapons and an experimental teleport module to do its dirty work) 
SSC DEATH’S HEAD (The premier Marksman core, the Death’s Head uses pre-cognitive 
targeting and powerful weaponry to kill from a distance) 
SSC DUSK WING (A powerful Flight based mech, the Dusk Wing does its best work raining 
destruction from above) 
SSC METALMARK (The front line mech of SSC, the Metalmark is an Infiltration unit with a 
powerful tactical cloak system) 
SSC BLACK WITCH (Outfitted with experimental Magnetic technology, the Black Witch also 
mounts superior flight systems to carry it into battle) 
 
 
104 
 

HORUS 
BALOR (A master of Swarm technology, the Balor lashes out with whips and ammunition made 
of nanobots)  
GOBLIN (A widely feared and hated Hacking mech, the miniscule goblin can infiltrate any 
electronic system with ease) 
HYDRA (The queen of Drone warfare, the Hydra can even split its core into multiple, 
independent subsystems) 
MEDUSA (Primarily an Electronic Defense mech, the Medusa is also an unparalleled 
Overwatch mech, able to quickly neutralize incoming threats) 
MANTICORE (Built to tear the internal systems of other mechs apart, the Manticore mounts 
experimental Electro-magnetic Pulse technology) 
MINOTAUR (A more aggressive Electronic Warfare pattern, the Minotaur taps the power of its 
reactor to unleash brutal electronic assaults) 
PEGASUS (The fast and reactive Pegasus is the Smart Gun platform of choice for pilots) 
 
HARRISON ARMORY 
TOKUGAWA (For Energy-Based Melee combat and defense, the Tokugawa stands alone in its 
class) 
BARBAROSSA (If there’s a hull that needs breaching or a gate that needs breaking, this Siege 
mech is the best tool for the job) 
NAPOLEON (Weaponry and tactics are only as effective as your strategy. Control the battlefield 
with the Napoleon’s experimental Blackshield and Stasis technology) 
SHERMAN (The perfect expression of Laser combat ability, a friendly Sherman is a welcome 
sight anywhere in the galaxy) 
PATTON (Control the battlefield with Mines and Deployables set by the Patton) 
SALADIN (Want your drinks bought for you across the galaxy? Pilot a Saladin and Support your 
squad through any engagement with powerful Energy Shields) 
GENGHIS (Crowd control got you down? Face any massed threat with ceaseless Flame from 
 
the cockpit of your Genghis)

   

105 
 

GMS - GENERAL MASSIVE SYSTEMS 


“From Cradle to the Stars, General Massive Systems did it first and did it best. GMS: 
reliable quality, universal licensing, total coverage.”  
 
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 Blink 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. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

106 
 

 
 
GMS STANDARD PATTERN I (“EVEREST”) 
 
The GMS Standard Pattern I, commonly referred to as the “Everest” by its pilots, is the galaxy’s 
workhorse.  
 
When you print this mech, you can improve 1 H.A.S.E. stat of your choice by 1 once in return for 
lowering a stat by 1 once. Adjust the profile according. 
 
GMS Standard Pattern I core 
Size 1 mech Melee: +0 
H  10 Ranged: +0 
A  10 Invasion: +0 
S  10 Scan: +0 
E  10 Stabilize: +0 
 
Aim:  0 
Armor: 0 
 
HP:  10 Repair Rate: 3 
Evasion: 10 Repair Cap: 5 
EDefense: 10 Heat Capacity: 10 
Speed: 5 Cooling Rate: 5 
Sensors: 10 
 
Storage: 3 
 
EP/IP: 8/5 
 
 
 
 
 
 
 
 
 

107 
 

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 2, 2d6 explosive damage 
Loading, Ordnance 
 
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 
3 EP 
Heavy Rifle (Suppressive) 
Range 15, 2d6 Kinetic damage 
Inaccurate 
 
GMS Type I MC-TL 
2 EP 
Main Rifle (Thermal Lance) 
Range 8, 1d6 Energy Damage + 1 heat damage 
 
GMS Type I High-Arc Mortar 
2 EP 
Main Launcher 
Range 15 Indirect, Blast 1, 1d6+1 Explosive Damage 
Inaccurate 
 

108 
 

GMS Type I MC-P 


1 EP 
Auxiliary CQB (Pistol) 
Range 10, 1d3 kinetic damage 
 
GMS Type I MC-TP 
1 EP 
Auxiliary CQB (Thermal Pistol) 
Range 8, 1d3 energy damage 
 
GMS Type I MC-RPG 
2 EP 
Main Launcher 
Range 15, Blast 2, 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-HB 
4 EP 
Heavy Melee (Sword, Hammer) 
Reach, 2d6 kinetic damage 
 
GMS Type I MC-BLD 
2 EP 
Main Melee (Sword, Axe) 
Reach, 1d6 kinetic damage 
 
GMS Type I MC-TK 
1 EP 
Auxiliary Melee (Knife) 
Reach, 1d3 kinetic damage 
 
 
 
 
 
109 
 

 
 
 
GMS GENERAL MARKET CHASSIS MODS 
 
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.  
 
However, If your GM agrees that these mods would help you with a particular skill check, they 
can give you +1 Accuracy on the check. 
 
Grapplers 
1 EP 
System (unique) 
Gain +1 Accuracy on grapple attempts. Your mech has additional gear for grappling or lifting. 
While grappling a target, you are no longer limited on the weapons you can attack with (you can 
attack with two auxiliary or main weapons in any combination, or a heavy or superheavy weapon) 
 
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 
No point cost (unique) 
Gain 3 EP and 3 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 (unique) 
Your base speed is ¾ your agility score instead of 1/2 your agility score, rounded up. 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. 

110 
 

 
Expanded Storage 
1 IP 
Your storage can fit 3 more discrete items, or 1 more discrete large items 
 
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 
System (Unique) 
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 
Unique 
1 EP 
The first time you would roll on the critical damage chart, your custom paint job is destroyed, and 
you may ignore that roll. 
 
GMS GENERAL MARKET DEPLOYABLES  
GMS Pattern-A “Apple” High Explosive Grenades 
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 IP 
Limited (3) 
Thrown 5, Blast 2 
 
Targets caught in the blast must pass an agility skill check or take 1d6 explosive damage 
 
GMS Pattern-A “Jericho” Deployable Cover 
1 IP 
As an action, using this system creates a Line 4 section of Light Cover - orientation determined 
by user - so long as the entire Line 4 section can be deployed on the map. Requires an action to 
pick up. Reusable.   
 
GMS “Pancake” Anti-Vehicular Mines 

111 
 

Used primarily for area denial, the GMS AV Mine system has begun to see more offensive 
employment by GMS pilots in combat theaters.  
 
1 IP 
Limited (5) 
Plant 
 
Planted mines arm at the end of the round. 
Detecting a mine takes a successful systems skill check, disarming one takes an action and a 
successful systems check on an adjacent mine or the mine explodes. 
The mine detonates when any target comes within 1 range of the mine and does not attempt to 
disarm it for blast 1, 2d6 explosive damage. This attack cannot miss. A second mine cannot be 
placed in this blast radius. 
 
GMS Pattern-A Smoke Grenade (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 IP 
Thrown 10, Plant 
 
The smoke grenade immediately detonates on impact or plant, creating an area of Blast 3 
centered on the impact point. 
This area grants light cover (+1 Difficulty) to all within, friend or foe. Lasts 3 rounds, then 
disperses. 
 
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 
Smart System (unique) 
Your mech has a sub-sentient AI installed in it. It can speak to you and has a basic personality 
but is not truly capable of independent thought, as a true AI would be. 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. 

112 
 

 
Dummy Plugs are not true AIs and thus cannot be unshackled and do not have the AI tag. 
 
GMS EVA Module 
A GMS Extra Vehicular Activity Module allows for pinpoint maneuvering in micro to zero-gee 
environments.  
1 IP 
System, Unique 
Your mech counts as having a propulsion system in space and underwater situations 
 
GMS ‘Burst’ Jump Jet System 
1 EP, 1IP 
System, Unique 
When your mech boosts, you can instead choose to Fly 
 
GMS PanOpticon Drone Nexus 
The PanOpticon Drone Nexus is GMS’s premier 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.  
 
2 IP 
Smart Drone System 
End of round Action 
Requires Lock On 
1d3 kinetic damage 
 
The GMS drone nexus controls a small number of active light drones with light armament. They 
deal 1d3 kinetic damage to a target you are locked onto as an end of round action. They cannot 
miss. 
 
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 
System (Unique) 
1d6 heat (self) 
 
For 3 rounds, ranged weapon attacks from a direction of your choice relative to your mech and 
the area (north/south/east/west) are made with +1 Difficulty against you, and your ranged 
weapon attacks in that direction are made with +1 Difficulty. Activating this shield or switching its 
facing is an action. 
 

113 
 

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 
System (Unique) 
1d6+3 heat (self) 
 
For 3 rounds, ranged weapon attacks from a direction of your choice relative to your mech and 
the area (north/south/east/west) are made with +1 Difficulty against you, and your ranged 
weapon attacks in those direction are made with +1 Difficulty 
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 2 IP 
+1 armor 

IPS-NORTHSTAR  
“YOUR FRIEND IN AN UNFRIENDLY SEA” 
 
IPS-Northstar is the child company born from 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 capital losses due to piracy, 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 chassis 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.  
 

114 
 

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.  
 
 
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) 
 
 
   

115 
 

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, +1 aim. DRAKE mech core, Aegis Shield Generator, “BASTION” Siege Shield 
III. +4 hp, +1EP +1IP. Leviathan Assault Cannon, Argonaut Shield 
 
IPS-N DRAKE Core 
Size: 2 
Hull: 12 
Agility: 10 
Systems: 10 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 10/7 
 
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 Melee 
Reach, 1d3 kinetic damage 
+1 armor 
 
IPS-N Aegis Shield Generator (3) 
2 IP 
System (unique) 
Limited (3) 
Plant 
 
Once planted, this generator deploys into a blast 4 zone for 3 rounds. Inside the zone, all targets 
(allied and enemy) have +2 armor. This armor can put them over the cap of 6. 
 

116 
 

ISP-N “BASTION” Siege Shield 


2 IP 
System, Shield, Unique 
 
You can activate or deactivate this shield as an end of round action. While activated, you cannot 
move or take the boost action, but all attacks against you are made with +1 Difficulty, and you 
take half damage from blast and cone attacks.  
 
IPS-N Leviathan Heavy Assault Cannon 
3 EP 
Heavy Cannon 
1d3 heat (self) 
Range 15, 2d6 kinetic damage 
 
IPS-N Argonaut Shield 
1 EP 
Main Melee, Unique 
Reach, 1d6 kinetic damage 
+2 armor 
Plant 
 
This shield can be deployed as an action into a line 2 length of heavy cover (+2 Difficulty to 
attacks against you while hiding behind it). The cover can be attacked. It has 10 evasion, 10 
health, and 2 armor. Once deployed, you are disarmed of this shield, and if it is destroyed while 
deployed, this weapon is also. You can pick it up as an action. 
 
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 aim, +1 melee attack, BLACKBEARD Mech Chassis, Flechette Launcher, Assault 
Grapples 
III. +1 melee attack, +1EP +1IP. KALI class AI, Nano Carbon Axe 
 
IPS-N BLACKBEARD Core 
Size: 2 
Hull: 13 

117 
 

Agility: 12 
Systems: 8 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 10/7 
 
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  
System, Unique 
Grapple with +1 Accuracy. When grappling, your targets do not get accuracy on grapple 
contests if they are larger than you.  
 
Your lifting and dragging capacity doubles. 
 
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 
A target that takes critical damage from this weapon is treated as vulnerable (they roll twice on 
critical chart and pick the highest result). 
 
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 
Blast 1 (self), 1d3 Kinetic Damage 
This weapon gains +1 Accuracy and deals 1d6 instead of 1d3 damage against grappled targets. 
 
Assault Grapples 

118 
 

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.   
 
2 EP 1 IP 
System, Unique 
 
You can also fire assault grapples at any target within range 10 as an action. Your target must 
pass an agility check or else your mech is pulled in a straight line until it is adjacent to that target 
and you may immediately attempt to grapple that target as a free action. If the target passes their 
check, this system has no effect. 
 
You can also fire these grapples at a point on the ground or environment within range 10 as an 
action. This could be a vertical or overhanging surface. Your mech immediately moves in a 
straight line to that point, ignoring difficult terrain, but stopping immediately if that move would 
take you adjacent to an enemy target. After making this move, your mech must pass an agility 
skill check or else be knocked prone. 
 
Nano-carbon Axe 
3 EP 
Main Melee 
Reach, 1d6+3 damage 
A target that takes critical damage from this weapon is treated as vulnerable (they roll twice on 
critical chart and pick the highest result). 
 
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 berserker 
protocol, a dangerous system that’s a little too eager to replace you at any moment.   
 
3 IP 
AI 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: 
 

119 
 

KALI protocol 
Protocol 
• 1d6 heat/turn (self) while active 
• Your mech becomes Vulnerable and Volatile, but all melee attacks do +1d6 damage and 
treat the target as Vulnerable (they roll twice and choose the highest when rolling for 
critical damage). In addition, adjacent mechs are treated as Volatile and take 1d6 Heat 
damage from you at the start of their turns while this protocol is active. 
• While active, your mech automatically uses its movement to move towards the nearest 
target, friend or foe, and attempts to engage in melee combat. This is not a free move. 
• 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 a successful engineering skill check 
• Otherwise, this protocol will continue until your mech is destroyed. Death or 
 
incapacitation of the pilot will not stop it.
 
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, + 1 hull. Automatic Shotgun, Siege Ram 
II. +4 hp, +1 aim, TORTUGA Mech Core, HA Bunker Buster Rounds, Daisy Cutter 
III. +1 armor, +1EP +1IP, Pneumatic Hammer, Hyper Dense Armor 
 
IPS-N TORTUGA Core 
Size: 2 
Hull: 13 
Agility: 9 
Systems: 9 
Engineering: 11 
Armor: 0 
Aim: 0 
EP/IP: 10/7 
 
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.  
 

120 
 

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 Melee 
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 
Choose 1 CQB, cannon, or rifle weapon. When you fire this weapon, draw a line 3 spaces long 
from your mech, then measure its original range from the end of this line as though the attack 
was fired from that position (also measure cover from this new position for the rest of the attack). 
Any targets hit by this line are also hit by the attack, with no cover allowed. 
 
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 mech in the affected 
area. 
Limited (2) 
 
IPS-N Solid Core Hammer 

121 
 

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 total roll of 20+, your target must pass a hull skill check with 1 difficulty or be stunned until 
the end of its next turn. 
 
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 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 
Unique 
+1 armor 
You take 1 less heat damage each time you take heat damage. 
 
 
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 ordnance 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 aim, +1 speed. NELSON Mech Core, Fire Pike, Armor Lock System 
III. +1 reach, +1EP +1IP. Power knuckles, Adaptive Armor 
 
IPS-N NELSON Core 
Size: 1 
Hull: 12 
Agility: 12 
Systems: 10 
Engineering: 9 
Armor: 0 

122 
 

Aim: 0 
EP/IP: 10/7 
 
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 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, and you can re-roll failed dangerous terrain 
checks. You must accept the second result. 
 
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 
System 
When you take the Brace action, enemy attacks targeting you are made with 1 additional 
Difficulty, and you can’t fail agility checks until the start of your next turn. 
 
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, however, has a limited charge life, as it 
consumes a tremendous amount of energy when activated.  
 
2 EP, 1 IP 
Main Melee 
Reach +1, 3d6 explosive +1d6 kinetic damage 

123 
 

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 Melee 
Reach, 1d3+1 explosive damage 
On a total attack roll of 20+, your target must pass a hull skill check or be knocked 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 
System, Unique 
Gain reaction: 
Counter-Kinetic Reaction x1 
Trigger: You take damage 
Gain 4 armor against the triggering attack. This armor could put you over the maximum. 
 
 
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 
II. +4 hp, +1 aim, LANCASTER Mech Core, Ablative Shielding, Repair Drone Nexus 
III. +4 heat capacity, +1EP +1IP. Plasma Cutter, Networked Swarm Nexus 
 
IPS-N LANCASTER Core 

124 
 

Size: 1 
Hull: 11 
Agility: 10 
Systems: 10 
Engineering: 11 
Armor: 0 
Aim: 0 
EP/IP: 10/7 
 
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 
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, dealing 4d6 AP energy damage to any stationary object or environment. 
 
Cable Winch System  
A winch system consists of a spool of nanocarbon-weave cable mounted externally, and recovery 
subroutine software uploaded onto the recovery mech’s datamind.  
 
1 EP 
System 
As an action, you can attach the cables to an adjacent mech. If the mech is shut down, stunned, 
or a willing target, this action is automatically successful, otherwise make a melee attack vs. 
evasion attack. Once attached, the two mechs cannot move more than 5 range away from each 
other. One mech can tow the other, but is crippled while doing so, and must successfully pass a 
hull skill check to do so. Any mech can take an action and make a successful 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. 
 
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.   
 

125 
 

1 EP, 2 IP 
System, Shield, Unique 
While this system is active, energy damage is reduced by half, and the other half goes to heat 
damage 
Activate or deactivate as an end of round action or a free action out of combat. 
 
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 
Smart Drone System 
Sensor Range 
 
When you use these drones as an action, choose one or two target mechs within your sensor 
range. They can spend up to 2 repairs to instantly heal. 
 
Plasma Cutter 
1 EP 
Auxiliary Melee 
Unique, AP 
1d3 Energy Damage + 1d6 Heat Damage 
1d6 heat (self) 
 
Networked Swarm Nexus 
Networked swarms can work independently from controller input, freeing up a pilot to 
concentrate on more complex repairs or immediate threat neutralization.   
 
1 IP 
Smart Drone System 
End of Round Action 
Sensor Range 
 
Choose a target mech within your sensor range. As an end of round action, your mech takes 1d3 
heat damage, and the targeted mech can spend 1 repair to heal. This effect lasts indefinitely, or 
until you end it as an end of round action. This effect also ends if you or the target mech 
overheats. 
 

126 
 

 
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, +1 aim. VLAD Mech Core, Nail Gun, Over-Penetration Modification 
III. +4 hp, +1EP +1IP, Combat Drill, Shock Armor 
 
IPS-N VLAD Core 
Size: 1 
Hull: 12 
Agility: 10 
Systems: 11 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 10/7 
 
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 IP 
Choose 1 rifle or CQB weapon. The weapon becomes cone (5) range or cone (+1) if it already has 
a cone attack pattern 
 
Impaler 
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 
1d3 heat (self) 
Line 10, 1d6 kinetic damage 

127 
 

The final target hit by this attack must pass an agility check or be immobilized. 
 
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 Rifle, AP 
Range 12, 1d6 kinetic damage 
On a total roll of 20+ the target of this attack must pass an agility check with 1 difficulty or be 
immobilized. 
 
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. It’s range becomes line (10). 
 
Combat Drill 
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.   
 
1 EP, 1 IP 
System, Unique 
This system provides +2 armor, but for your mech all targets count as in light cover if they are not 
in heavily or total cover. 
 

128 
 

 
 
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, +1 aim. RALEIGH Mech Core, Impact Shielding, Bolt Thrower 
III. +1 aim, +1EP +1IP. UNCLE class AI, Kinetic Hammer 
 
IPS-N RALEIGH Core 
Size: 1 
Hull: 12 
Agility: 11 
Systems: 10 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 10/7 
 
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 
 
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.  
 
2 IP 
Thrown 5 
Plant 

129 
 

 
If thrown, the charge explodes on impact. If planted, it can be detonated as an action by 
whoever planted it, dealing 2d6 Energy +1d6 Heat damage to target in a blast 1 area centered on 
the target. This damage counts as AP.  
No attack is necessary to place on obstacles, cover, or environment, and does double damage to 
objects. 
 
Explosive Weapon Modification 
1 IP 
A weapon of your choice becomes Blast 1, or Blast +1 if it already has the Blast tag. Weapon 
gains the Explosive tag if it does not already have it  
 
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 
System, Unique 
While this system is active, all kinetic damage to your mech is reduced by half. The other half is 
converted into heat damage 
Activate or deactivate as an end of round 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 
 
UNCLE-class AI 
3 IP 
AI System (Unique) 
 
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.  
 

130 
 

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 once 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 
On a total roll of 20+, your target must pass a systems check with 1 difficulty or be impaired until 
the start of your next turn. 
   

131 
 

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 Mechs: 
 
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) 
 
 
 
 
 
 
 
 
 
 
 

132 
 

 
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 aim, +1 speed, SWALLOWTAIL mech core, Scout Drone Nexus, Low Profile 
III. +5 sensor range, +1EP +1IP, ATHENA-class AI, Cloaking Field 
 
SSC SWALLOWTAIL 
Size: 1 
Hull: 9 
Agility: 13 
Systems: 11 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 9/8 
 
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 IP 
Unique 
You can make rolls to hide with +1 Accuracy, and rolls to scan your mech are made with +1 
Difficulty 
 
Signal Booster 
A signal booster package is a manna-locked SSC software upgrade that licensed pilots may 
access after successful petition. SSC s, 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 
System 
Your basic and deep scan actions are no longer limited by your sensor range, but have a range of 
1 mile  

133 
 

 
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.   
 
2 IP 
Smart Drone System 
2 times sensor range 
 
When you use this system as an action, choose a blast 4 area anywhere within range and make a 
systems skill check. If your check is successful and any mechs are in that blast: 
- Gain vision of that are as long as drones are active 
- Reveal targets in that area, including targets in total cover (they still have this cover but you 
are aware of their presence) 
- 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, and 
masks heat signatures — all an effort to reduce optical and scanner signatures.  
 
1 EP, Unique 
Your mech can retract its major systems to reduce its profile. Gain +1 Accuracy to hide and 
enemies no longer gain Accuracy to attack your mech if it’s prone. 
 
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 
AI 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 

134 
 

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 
Protocol 
1d6 heat (self) 
Lasts 5 turns 
As an action, choose either a blast 8 area within one mile of you that does not move, or a 
blast 5 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. 
 
In addition, your mech counts total cover in this area as heavy cover in that area for the 
purposes of weapons, systems, and electronic attacks. 
  
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 IP 
1d6+3 heat (self) 
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 4 area centered on you become invisible 
(they gain total cover). This area moves when you move, and remains centered on you. 
If you are overheating, make a melee or ranged attack roll, or take damage, this module 
immediately becomes inactive. 
 
 
 
 
 
 

135 
 

 
 
 
 
 
 
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. +4 hp, +1 aim, MONARCH mech core, Vijaya Rockets, Pinaka Missiles 
III. +1 Accuracy to Lock On rolls, +1EP +1IP, Gandiva Missiles, SHIVA class AI 
 
SSC MONARCH core 
Size: 1 
Hull: 10 
Agility: 12 
Systems: 11 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 9/8 
 
Climbing Gear 
1 EP 1 IP 
System, Unique 
Your mech treats all vertical and overhanging surfaces as flat ground for the purposes of 
movement. You no longer count as climbing on these surfaces, though if you are knocked prone 
you fall. 
 
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.  
 

136 
 

2 EP 
Auxiliary Launcher 
Range 15, Blast 3, 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 12, 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 2, 2d6 explosive damage 
1d6 heat (self) 
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 AI, making an equipped system capable of learning 
from each right-of-launch experience.   
 
3 EP 4 IP 
Heavy Smart Launcher 
Requires Lock On 
 
Deal 2d6 explosive + 1d6 energy damage as an end of round action to one target you are locked 
onto. This attack cannot miss. 
 
SHIVA class AI 

137 
 

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 
AI System (unique) 
 
Your mech gains the AI property and the SHIVA protocol 
 
SHIVA protocol 
Protocol 
1d6 heat (self) 
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 your 
launcher weapons gain the smart and focus properties. 
 
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 ordnance 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 aim, +1 melee attack, MOURNING CLOAK mech core, Variable Knife, Agility Mods 
III. +1 evasion, +1EP +1IP, SS EX Slipstream Module, Variable Sword 
 
SSC MOURNING CLOAK core 
Size: 1 
Hull: 11 
Agility: 12 
Systems: 10 
Engineering: 10 
Aim: 0 
Armor: 0 
EP/IP: 9/8 
 
Miniaturized Weapon Mod 

138 
 

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.  
 
Unique 
Choose 1 weapon - Weapon becomes auxiliary in weapon size. It does 1d6 damage chosen from 
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 IP 
Unique 
Two deployables of your choice can be stashed in the webbing, and cost 0 IP for your mech. The 
webbing counts as a system. If it’s struck, it will be destroyed, along with any items stored there. 
 
SSC Fuel Injector system 
1 IP 
System, Unique 
Your boost can move an additional 2d6 spaces, but generates the same amount in heat if you 
choose to move in this manner. This movement is in addition to the regular movement you would 
gain during a boost action.  
 
Variable Knife 
The variable knife is a Smith-Shimano hallmark. A length of razor sharp molecular wire attached 
to a handle and caught in a magnetic field, a variable knife is invisible to the naked eye until it 
makes cuts in an enemy. 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 Melee 
Reach, 1d3+1 kinetic damage 
AP 
You can attack targets in total cover with this weapon. 
 
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.  
 

139 
 

1 IP, Unique 
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 
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 must roll once on the critical damage chart. On a success, you take 1d6 heat (self), 1d6 
energy damage, and your mech disappears and instantly reappears on that point. Any adjacent 
mechs take 1d6 heat damage and must pass an agility check or be knocked prone. 
 
Roll the damage dice for both self and others at the same time with this move. If all three come 
up with the same number, you do not reappear. 
 
Variable Sword 
A variable sword is a longer version of a variable knife, with the added ability to extend and retract 
its wire.  
 
4 EP 
Main 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 targets in total cover with this weapon 
 
 
 
 
 
140 
 

 
 
 
 
 
 
 
 
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 aim, +1 speed, DEATH’S HEAD mech core, Veil Generator, stabilizer weapon mod 
III. +1d6 damage on critical hits, +1EP +1IP, Precognitive Targeting Module, Railgun 
 
SSC DEATH’S HEAD Core 
Size: 1 
Hull: 9 
Agility: 12 
Systems: 12 
Engineering: 10 
Aim: 0 
Armor: 0 
EP/IP: 9/8 
 
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 

141 
 

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 on hit gives your next attack roll against the same target +2 
Accuracy. 
 
Tracking Drone 
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 
Smart Drone System 
2x sensor range 
 
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 successfully hide until the drone is removed from them. 
It takes an action and a successful engineering skill check from the targeted mech to remove a 
tracking drone. 
 
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 IP 
Plant 
 
Once deployed, this generator creates 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, Unique 
Choose 1 launcher, rifle, or cannon weapon. Increase its base range by 10. 
 
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.  

142 
 

 
3 IP 
Limited (3) 
Smart System 
Gain the following protocol: 
Precog protocol 
Protocol 
Integrated combat routines gives your next attack roll 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 Rifle 
Line 30, 2d6 kinetic damage 
AP, ordnance 
 
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, Core Siphon, Overcharge Modification 
II. +2 hp, +1 aim, +2 heat capacity, DUSK WING mech core, SSC Flight system, Vulture Battle 
Rifle 
III. +2 speed, +1EP +1IP, SSC EX Hover Propulsion System, SSC Advanced Shield 
 
SSC DUSK WING Core 
Size: ½  
Hull: 10 
Agility: 12 
Systems: 10 
Engineering: 11 

143 
 

Aim: 0 
Armor: 0 
EP/IP: 9/8 
 
Core Siphon 
1 IP 
System 
At the beginning of your turn, you can choose to give the first attack roll of your turn +1 or +2 
Accuracy. If you do, however, any additional attack rolls until the end of your turn gain a 
corresponding amount of difficulty (+1 or +2) 
 
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.  
 
2 IP 
System 
Choose 1 non-limited weapon. It does +1d6 extra damage but it gains the unreliable tag (if the 
first damage die rolled is a 1, this weapon is disabled after the attack). This mod can only be 
chosen once per weapon. 
 
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 
System 
When you move or boost this turn, you can choose to Fly. 
 
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 

144 
 

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.  
 
2 EP 4 IP 
System 
When you move or boost, you can instead Fly with the Hover property. 
 
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 
Unique 
1d6 heat (self) 
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. 
 
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 aim, +1 speed, METALMARK mech core, Active Camo, Mark Ammo 
III. +1 aim, +1EP +1IP, Rail rifle, Tactical Cloak 
 
SSC METALMARK Core 
Size: 1 
Hull: 11 
Agility: 12 
Systems: 10 
Engineering: 10 
Aim: 0 

145 
 

Armor: 0 
EP/IP: 9/8 
 
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 its base range by 5.  
 
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 IP 
1d6 heat (self) 
System, Unique 
 
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 in total cover). However, if you fire a 
weapon or use a system, take damage, or are overheating, this module becomes inactive after 
the triggering event. 
 
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.  
 
1 IP 

146 
 

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 Rifle 
Line 15, 1d6+1 kinetic damage 
 
Tactical Cloak 
A tactical cloak system is a milspec variant of an active camouflage system. 
 
3 IP 
2d6 heat(self) 
System, Unique 
 
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 in total cover). If you make a melee or ranged attack, 
this module only grants you heavy cover instead of total cover until the start of your next turn. 
If you are overheating or take damage, this module immediately becomes inactive. 
 
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 

147 
 

II. +2 hp, +1 aim, +2 E-Defence. BLACK WITCH core. Mag Buckler, Mag Shield 
III. +1 evasion, +1EP +1IP, +1 e-defence. Mag Field, SSC advanced flight system 
 
SSC BLACK WITCH Core 
Size: 1 
Hull: 10 
Agility: 12 
Systems: 11 
Engineering: 10 
Aim: 0 
Armor: 0 
EP/IP: 9/8 
 
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.   
 
1 IP 
System, Unique 
You are visible to the naked eye, but all scans against you are made with with +2 difficulty. 
 
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 Melee, Unique 
+1 armor 

148 
 

Gain the following reaction:  


Mag Parry x1 
  Trigger: Your mech is targeted by a melee attack 
  The attacker gains +2 Difficulty on the attack roll 
 
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 (self) 
System, Unique 
Activate or deactivate this shield as an end of round action. Until the end of the next round, non 
energy weapons attack you with +1 Difficulty and your non energy weapon attacks are made with 
+1 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 IP 
Plant 
Thrown 5 
 
As an action, you may activate the mag field to create a Blast 4 area. 
Inside, ranged weapon attacks without the Energy tag cannot penetrate into or out of the field 
and will stop at the edge, doing no damage. 
The field is difficult terrain for all mechs and vehicles made of metal. 
Mechs inside the Mag Field must make a successful Hull check or be pulled to the center as far 
as possible and immobilized while the field is active. They can repeat this check at the end of 
their turn. On a successful check, they can move as normal. 
The field persists for 3 rounds after deployment. At the end of the third round any attacks fired 
into this field will resume trajectory towards the center of this zone.  
The GM performs a single attack roll vs each target still inside the zone with +1 aim per attack 
fired into this zone (cumulative). Successful hits deal 1d6 Kinetic damage per attack fired into this 
zone (cumulative). 
Then, the zone deactivates. 
 
 

149 
 

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 
System 
When you move or boost this turn, you can choose to Fly instead with Perfect Flight.  
   

150 
 

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 
pattern groups 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 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.  
 
 
HORUS mechs: 
 
BALOR (Swarm) 
GOBLIN (Invasion) 
HYDRA (Drone Mech) 
MEDUSA (Overwatch) 
MANTICORE (EMP) 
MINOTAUR (Invasion Assault Mech) 
PEGASUS (Mobile Smart Gun platform) 
 
 
 
 
 
 
 
 

151 
 

 
 
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, +1 aim, BALOR Core, Boost Swarm Nexus, Nanite Ammo 
II. +1 melee attack, +1EP +1IP, Nanobot Whip, Swarm Drone Nexus 
 
HORUS BALOR Core 
Size: 2 
Hull: 11 
Agility: 10 
Systems: 12 
Engineering: 10 
Aim: 0 
Armor: 0 
EP/IP: 8/9 
 
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 
Smart Drone System, Unique 
You automatically succeed on all scan rolls on targets within 5 range of you. 
 
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.  
 
2 IP 
Smart Drone System 
Sensor range 
 
Does not require lock on. Fire a drone to a point within range as an action. It remains active until 
destroyed. While it’s active, any allied mech can use the drone as an origin point for any system 

152 
 

attacks (scans, invasion, lock-on), and any system attacks you personally make through the 
drone are made with +1 Accuracy. 
 
The drone can be recalled or relocated as an action, and it can be targeted and attacked. It is 
size ½, has evasion 10 and 5 hp. If it is destroyed, this system is also destroyed. 
 
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.   
 
1 EP 2 IP 
Smart Drone System 
Sensor range 
 
Does not require lock on 
As an action, target an allied mech within sensor range. You release a nanite swarm that 
enhances that mech’s targeting and systems. That mech can immediately spend a repair, and its 
next attack roll 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 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 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 
 

153 
 

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. 
 
1 EP 2 IP 
Smart Drone System 
End of Round Action 
Requires Lock On 
AP 
 
As an end of round action, deal 1d6 kinetic damage to a target you are locked onto. A mech 
successfully damaged by Swarm Drones gains the Vulnerable property until the end of its next 
turn (when it rolls on the critical chart, roll twice and choose the higher result.) 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

154 
 

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, +1 aim, +1 electronic defense, GOBLIN mech core, HR OSRv57 System upgrade II, 
//MONGOOSE v3.4, HORUS Scan II 
III. +1 to Invasion, +1EP +1IP, HR OSRv58 System upgrade III, OSIRIS Class AI 
 
HORUS GOBLIN Core 
Size: 1/2 
Hull: 9 
Agility: 12 
Systems: 13 
Engineering: 9 
Armor: 0 
Aim: 0 
EP/IP: 7/10 
 
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 to many, and it is recommended that 
pilots cycle their mech cores at least every month to prevent enlightenment.   
 
1 IP 
System, Unique 
The Exposed condition inflicted by your Invasion attempts lasts indefinitely (mechs no longer 
recover from it at the end of their next turn). In addition, your invasions on non-Exposed targets 
do 1d6 heat damage instead of 1d3. 
 
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 

155 
 

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 
Unique 
When you make a successful invasion attack of 20+ that beats your target’s e-defense by at least 
5, your target is jammed until the end of its next turn. 
 
HORUS Scan I 
1 IP 
Your sensor range increases by 5 
 
//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 
Unique 
Successful invasion attacks on Exposed targets automatically leave your target impaired until the 
end of their next turn 
 
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 
System 
Unique 
Gain an extra choice for invasion attacks on an Exposed target: 
2 Difficulty: Your target immediately makes a roll on the overheating chart, rolling twice and 
choosing the higher result. Your target counts as volatile until the end of its next turn. 
 
HORUS Scan II 
3 IP 
Your scans ignore all cover. Successful Deep Scan attempts inflict 1d6 heat damage on your 
target. 
 
HR OS-Rv58 System upgrade III 

156 
 

HR OS-Rv58 is as-yet unstable code, but its effects can provide massive tactical benefits if the 
code completes.  
 
2 IP 
Unique 
On an invasion attempt on an Exposed target, gain the following choices: 
1 Difficulty: The target must pass an engineering skill check or be stunned. 
2 Difficulty: The target takes an extra 2d6 heat damage 
 
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 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 
AI 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 
Protocol 
1d6 heat 
You can make an invasion attack as an end of round action. 
 
 
 
 
 
 
 
 

157 
 

 
 
 
 
 
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, +1 aim, +2 heat capacity, HYDRA mech core, Ghoul Drone Nexus, Turret Drone Nexus 
III. +1 Accuracy to Lock On, +1EP +1IP, OROCHI Class AI, Assassin Drone Nexus 
 
HORUS HYDRA Core 
Size: 2 
Hull: 11 
Agility: 10 
Systems: 12 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 8/9 
 
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.  
 
1 EP 2 IP 
Smart Drone System 
End of Round Action 
Requires Lock On 

158 
 

As an end-of-round action, deal 1d6 kinetic damage to one target you are locked on to. 
 
Additionally, after installation and only in base, pilots may tune their H/K drones to deal either 
Explosive or Energy 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 
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 that has remained a backbone of hardsite/soft-target defense for when 
systemic invasion won’t stop a determined enemy.  
 
1 EP 2 IP 
Smart Drone System 
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 will be destroyed if the mech takes damage, but you 
gains the following reaction. 
Turret attack x1 
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. 
 
If turrets placed by the turret drone are destroyed, the nexus itself is not destroyed. 
 
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.  
 
1 EP 4 IP 

159 
 

Smart Drone System 


End of Round Action 
Requires Lock On 
 
As an end-of-round action, deal 2d6 explosive damage to one target you are locked onto. A 
ghoul is a single especially large drone piloted by a semi-autonomous program, just short of a full 
AI. It has a heavy Pinaka missile armament. 
 
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 2 IP 
Smart Drone System 
Range 25 
 
Does not require lock on 
As an action, target a blast 4 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 
AI 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: 
 
OROCHI protocol 
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. 

160 
 

 
Your mech core retains the remaining systems and core stats of your mech. Reduce your max 
HP and heat capacity by your 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. They inherit 
your aim and other statistics. 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. Add the HP and heat totals for all your parts back up to get your new total. 
 
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, +1 aim, +1 electronic defense, MEDUSA mech core, //SCORPION v70.1, Overwatch 
Module 
III. +2 electronic defense, +1EP +1IP, RA Class AI, BLACK-ICE Module 
 
HORUS MEDUSA Core 
Size: 1 
Hull: 10 
Agility: 10 
Systems: 12 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 8/9 
 
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.  
 
1 EP 2 IP 
Smart Drone System 
Does not require lock on 
Sensor range 
 

161 
 

Create a blast 4 area within range until start of your next turn as an action. While this module is 
active, launcher attacks from any source attack any targets in that area with +1 Difficulty. 
Gain the following reactions until the start of your next turn: 
Sentinel attack x3 
Trigger: A target starts its turn in the area or moves into it during its turn  
The drone attacks an enemy in the area for +1 vs evasion, 1d3 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 ordnance (missiles, shells), but nearby hostile soft targets as well.  
 
1 EP 2 IP 
Action 
System 
 
Create a blast 5 area, centered on you. It moves with you. 
Until the end of your next turn, launcher weapons and weapons with the smart property attack 
targets in this area with +1 Difficulty 
 
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 
System 
Protocol 
 
Until the start of your next turn, 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. 
 
//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: 
  - Impair the attacker until the end of its next turn 

162 
 

  - Cripple the attacker until the end of its next turn 


- Deal 1d6 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 with +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 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 
AI 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 
Protocol 
  1d6 heat (self) 
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. 
 
 
 
 
 
 
 
 
 
 
 
 

163 
 

 
 
 
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 rest of the Big Five 
to scramble for a response.  
 
I. +4 hp, +1 systems, EMP Charge, Haywire Ammo 
II. +2 hp, +1 aim, +2 heat capacity, MANTICORE mech core, HEAT Ammo, Ram Drive 
III. +4 heat capacity, +1EP +1IP, Arc Projector, EMP Pulse 
 
HORUS MANTICORE Core 
Size: 2 
Hull: 11 
Agility: 10 
Systems: 12 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 8/9 
 
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.  
 
2 IP 
Plant 
 
EMP charges can be detonated remotely as an action for +3 vs systems, blast 2 attack that deals 
3d6 heat damage to all mechs in the area. 
On a 20+ attack roll, all affected mechs must pass an engineering skill check or be shut down. 
 
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.  

164 
 

 
1 IP 
Choose 1 weapon - On a hit, the 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 - The weapon causes +1d3 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 
System, Unique 
While you’re overheating, your first energy weapon attack of the turn deals an additional 1d6+1 
heat damage 
 
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 Energy CQB 
Cone 7, 2d6 heat damage 
1d6 heat (self) 
 
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 System 
Blast 3 (self), 3d6 Heat Damage 
 
On activation, this system makes a +3 vs Electronic Defense attack against all targets, allied and 
enemy, excluding your own within this blast radius. 
On a total roll of 20+ this weapon also shuts down affected targets on a hit unless they pass an 
engineering skill check, but your mech also takes the heat damage. 

165 
 

 
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, MINOTAUR Crusher 
II. +2 hp, +1 aim, +1 to heat capacity, MINOTAUR mech core, Emergency Vent, MINOTAUR 
Reactor bootstrap 
III. +2 to heat capacity, +1EP +1IP, HR OS-Rv?? exp puppet master III, Last Argument of Kings  
 
HORUS MINOTAUR Core 
Size: 1 
Hull: 10 
Agility: 10 
Systems: 12 
Engineering: 11 
Armor: 0 
Aim: 0 
EP/IP: 7/10 
 
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 
Unique 
As a free action, once per round, take 1d6 heat damage to add a single Accuracy die to your 
next invasion attempt this round. 
 
MINOTAUR Crusher 3.4 
CRUSHER is an aggressive suppression protocol regularly patched and maintained by HORUS 
despite its age. 
 
2 IP 
Unique 

166 
 

Stabilize System rolls to end statuses or re-enable systems you have inflicted via Invasion are 
made with +1 Difficulty 
 
Emergency Vent 
 
2 IP 
Unique 
When you enter the CRITICAL state or roll on the critical damage chart, you immediately vent 
your cooling rate in heat as a reaction. 
 
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 
Unique 
On a successful invasion against an Exposed target, deal 1d6+3 heat damage instead of just 1d6 
 
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 
Unique 
On an invasion attempt on an Exposed target, gain the following option: 
3 Difficulty: Take 1d6+3 heat damage (self) after this attempt, hit or miss, but gain complete 
control of target mechs’ next turn. 
 
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.  
 
1 IP 
Unique 
 

167 
 

On an invasion attempt on an Exposed target, gain the following option: 


Special: After making this attempt, hit or miss, your mech immediately shuts down and you are 
stunned until the end of your next turn. If your total attack roll for this Invasion attack is a 20+ 
and beats the target’s electronic defense by at least 5, your target is immediately affected as if it 
had taken the Overload Reactor action with 1d3+1 turns remaining. 
 
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 aim, +1 speed, PEGASUS mech core, Smartgun, Aim-Assist Module 
III. +1 aim, +1EP +1IP, Smart weapon mod, Hunter Lock 
 
HORUS PEGASUS Core 
Size: 1 
Hull: 9 
Agility: 12 
Systems: 12 
Engineering: 10 
Armor: 0 
Aim: 0 
EP/IP: 8/9 
 
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 
System, Unique 
While locked onto a target, you can perform a deep scan action as an end-of-round action 
 
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 

168 
 

Range 15, 1d3 kinetic damage 


AP 
Fire this weapon only 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 3 IP 
Main smart rifle 
Range 15, 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 
System, Unique 
While locked onto a target, your first successful weapon attack against that target deals +1d6 
damage 
 
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.  
 
1 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 
System, Unique 
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.   

169 
 

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.   
 
HARRISON ARMORY MECHS: 
 
TOKUGAWA (Energy Melee) 
BARBAROSSA (Siege) 
NAPOLEON (Stasis 
SHERMAN (Laser line mech) 
PATTON (Mine mech) 
SALADIN (Shield support mech) 
GENGHIS (Flame mech) 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

170 
 

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. +2 hp, +1 aim, +2 heat capacity, TOKUGAWA mech core, Annihilator, Supercharger 
III. +4 hp, +1EP +1IP, Torch, AMATERASU class AI 
 
HARRISON ARMORY TOKUGAWA Core 
Size: 2 
Hull: 11 
Agility: 10 
Systems: 10 
Engineering: 12 
Armor: 0 
Aim: 0 
EP/IP: 9/8 
 
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 
System, Unique 
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 1 (self) 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.   

171 
 

 
1 IP 
System, Unique 
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 
destroyed. 
 
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 
AP 
1d6 heat (self) 
Cone 5, 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.  
 
1 IP 
System, Unique 
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 energy damage + 1d6 heat damage 
AP 
 
 
 

172 
 

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 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 
AI 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 
AMATERASU protocol 
Protocol 
Your mech enters a supercharged state. While in this state, your mech counts as 
volatile until the end of your next turn. You may only activate this protocol once 
per round, but when you activate this protocol, take 2d6 heat damage (self). 
 
Increase the damage and range of your next energy weapon attack roll, melee or 
ranged, by the amount of heat damage you take from activating this protocol. 
 
 
 
 
 
 
 
 
 
 
 
173 
 

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, +1 aim, +2 heat capacity, BARBAROSSA mech core, Auto-Loader, Molded Armor 
III. +5 range on ranged attacks, +1EP +1IP, Siege Cannon, Juggernaut Armor 
 
HARRISON ARMORY BARBAROSSA-PLATFORM Core 
Size: 3 
Hull: 11 
Agility: 9 
Systems: 10 
Engineering: 13 
Armor: 0 
Aim: 0 
EP/IP: 9/8 
 
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 or retract your stabilizers as an action. Your mech cannot move or take the boost action 
while this system is active, but you can increase the range of your ranged weapon attacks by 
their base range (for example, a weapon with range 10 will have its range increased by +10). 
 
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 1 IP 
System 
Choose one weapon. It loses the loading tag.  

174 
 

 
This system can be struck and explodes if struck, dealing 2d6 explosive damage and 1d6 heat 
damage to all mechs in blast 1 (self) 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. 
 
2 IP 
System 
This 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.  
 
1 EP, 2 IP 
System, Shield, Unique 
While this module is active, explosive damage from all of sources is reduced by half. The other 
half is converted into heat damage. 
Activate this system as an action, deactivate it as a free 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 3, 3d6 explosive damage 
2d6 heat (self) 
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.  
 
1 EP 2 IP 

175 
 

Unique 
+3 armor, but your mech cannot take the boost action. 
 
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 gravitic manipulation technology, only 
now hitting the commercial market for those with the requisite licenses. The NAPOLEON 
incorporates a mix of gravitic 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, +1 aim, +1 heat capacity, NAPOLEON core, Stasis Field, Dispersal Shield 
III. +1 armor, +1EP +1IP, H.A. Blackshield, Displacer 
 
HARRISON ARMORY NAPOLEON-PLATFORM Core 
Size: 1 
Hull: 10 
Agility: 10 
Systems: 11 
Engineering: 12 
Armor: 0 
Aim: 0 
EP/IP: 9/8 
 
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 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 

176 
 

Choose 1 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 gravitic 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 sight 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 exist, 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 
Plant 
 
This module 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 and is used up. 
 
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/gravitic/positional existence without 
preparation -- however long the stasis session lasts -- is irrevocably traumatic.  
 
1 IP 
Plant 
 
Detonate this field as an action to create a blast 5 area. Affected targets may make an agility skill 
check to escape if on the edge, otherwise they are trapped inside. 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 all other effects cannot penetrate into the area. Time does not flow 
normally for targets inside the area, and is separate to the outside world. Active effects, attacks, 
modules, and other other individuals and actions inside the area pause. 
At the end of the 3 rounds, this area resumes as normal. 
 

177 
 

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 undergo atomic shuffling, 
disincorporating on the atomic level so that they pass through their targets without colliding.  
 
1 EP 1 IP 
1d6 heat (self) 
System 
Unique 
 
Activate or deactivate this shield as an end of round action. Until the end of the next round, 
energy weapons attack you with +1 Difficulty and your energy weapon attacks are made with +1 
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 
System 
2d6 heat (self) 
Unique 
 
As an action, this system can be activated to generate a Blast 5 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, otherwise the user chooses. 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. 

178 
 

 
 
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 
Unique 
Range 15, Blast 2, 15 energy damage 
AP, Loading 
2d6 heat (self) 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

179 
 

 
 
 
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, +1 aim, SHERMAN core, Heavy Laser, Reactor Stabilizer 
III. +1 aim, +1EP +1IP, ASURA Class AI, Tachyon Lance 
 
HARRISON ARMORY SHERMAN Core 
Size: 1 
Hull: 10 
Agility: 11 
Systems: 10 
Engineering: 12 
Armor: 0 
Aim: 0 
EP/IP: 9/8 
 
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 “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.  
 

180 
 

2 EP 
Main Energy Rifle 
Range 15, 1d6 Energy Damage + 1d6 heat damage 
1d3 Heat (self) 
 
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) 
Unique 
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 this weapon impractical on 
platforms without the necessary heat reduction/ dispersal to manage the incredible cost.  
 
4 EP 
Heavy Energy Cannon 
Range 15, 2d6 energy damage 
Focus 
1d6+3 heat (self) 
 
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 
System, Unique 
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 

181 
 

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 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 
AI 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 
Protocol 
1d6 heat/turn while active 
Limited (1) 
Gain an extra action each turn while active. This protocol lasts for 5 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 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 (self) 
Ordnance, Focus 

182 
 

 
 
 
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, +1 aim, PATTON core, Assault Launcher, Thumper 
III. +1 use on all deployables, +1EP +1IP, Sticky Bombs, Grounding Charge 
 
HARRISON ARMORY PATTON-PLATFORM 
Size: 2 
Hull: 10 
Agility: 10 
Systems: 11 
Engineering: 12 
Armor: 0 
Aim: 0 
EP/IP: 9/8 
 
Thermite mines (3) 
Thermite mines are license-locked high-intensity mines.  
1 IP 
Limited (3) 
Plant 
 
Thermite mines arm at the end of the round 
 
Detecting a mine takes a systems skill check, disarming takes a successful systems check on an 
adjacent mine or the mine immediately explodes. 
The mine detonates when any target comes within 1 range of the mine and does not attempt to 
disarm it for blast 1, 2d6 explosive +2d6 heat damage. This attack cannot miss. A second mine 
cannot be placed in this blast radius. 
 
Combat Shotgun 

183 
 

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.  
 
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, using the regular rules for planting deployables. You can only target the ground 
with this weapon, not enemy mechs. 
 
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 gravitic wave emits from the 
weapon, destabilizing gyroscopic systems, shattering brittle structures, and detonating hidden 
charges.  
 
2 EP 
Superheavy Melee 
Loading 
When you use this cumbersome weapon system, all non-flying mechs within a blast 5 radius of 
you 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 as a melee weapon to attack an immobilized or prone mech. If so, it 
automatically hits, deals 1d6 kinetic damage, and forces your target to roll for critical damage. It 
can also collapse cover, buildings, and other terrain with ease, and automatically deals 4d6 
kinetic damage to such structures. 
 
Sticky Bomb Launcher 
Sticky bombs attach to ferrous metals by means of burnout electromagnetic generators, triggered 
in proximity after firing or manually by the user.  

184 
 

 
3 EP 
Main Launcher 
Range 15 
To fire this weapon, you can attack a point on the environment within range without rolling, or 
make a regular attack roll against a target within range. On a hit, the target or area does not take 
damage, but instead has a sticky bomb attached. It takes an action and a successful engineering 
check to remove all sticky bombs from an area or mech. 
As an end of round action, you can detonate all sticky bombs fired by this weapon to deal 2d6 
explosive damage in blast 1 centered on all targeted mechs or areas. 
 
Grounding Charge (3) 
Grounding charges take the pulse/wave principle of the thumper and applies a second 
component: gravitic 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 IP 
Plant 
This charge can be detonated as an action. Targets in a blast 6 area centered on the charge must 
make a successful hull check or be immobilized for 1 round and knocked prone. The charge also 
pulls any flying mechs or vehicles within height 6 that fail the check to the ground, making them 
roll on the critical damage chart as if they fell. 
 
 
 
 
 
 
 
 
 
 
 
 
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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, +1 aim, +1 e-defence, SALADIN core, Paracausal Ammunition, Hardlight Defense 
System 
III. +1 armor, Projected Shield, +1EP +1IP, Warp Shield, VISHNU-Class AI 
 
HARRISON ARMORY SALADIN-PLATFORM Core 
Size: 3 
Hull: 11 
Agility: 9 
Systems: 11 
Engineering: 12 
Armor: 0 
Aim: 0 
EP/IP: 9/8 
 
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.  
 
1 EP, 3 IP 
System, Unique 
 
Action to activate 

186 
 

1d6+3 heat (self) 


Activating this system generates a Blast 3 area centered on user for 3 rounds. All ranged weapon 
attacks made against you and any targets inside the shield are 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 
System, Unique 
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” 
ordnance 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. 
 
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.   

187 
 

 
Action to activate 
3 IP 
System, Unique 
 
1d6 heat (self) 
Activating this system generates a Blast 3 area centered on the user for 3 rounds. All attacks 
against the user or any other target, allied or enemy, inside the shield deal half damage to their 
targets. The other half the damage is converted into heat damage for the affected target. Round 
up for both the normal and heat damage. 
 
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 
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 
System, Unique 
 
The first attack made against you in a round is made with +1 Difficulty. 
 
VISHNU-Class AI 
AI System, Unique 
3 IP 
 
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 

188 
 

personality of your AI, though without shackles it will either ignore you, toy with you, or try to kill 
you. 
 
Upon installation of VISHNU, your mech gains the following protocol: 
 
VISHNU protocol 
Protocol 
1d6 Heat 
 
Until the end of your next turn, all weapons with the Launcher, Smart, and/or Melee tags 
that target you add +1 Difficulty 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 as a reaction in response. You may wield that weapon 
if you have a free hand. 
 
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, +1 aim, +2 heat capacity, GENGHIS core, Auto-Cooler, HAVOK Ammunition 
III. +1 size to all blast, cone, and line attacks, +1EP +1IP, AGNI Class AI, Plasma Thrower 
 
HARRISON GENGHIS-PLATFORM Core 
Size: 2 
Hull: 10 
Agility: 10 
Systems: 10 
Engineering: 13 
Armor: 0 
Aim: 0 
EP/IP: 9/8 
 
Flamethrower 

189 
 

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 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 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 
System, Unique 
When you stabilize systems, you can explosively vent heat in a blast 2 area centered on you. 
Affected mechs and hard suits, friend or foe, must pass an agility skill check or take 1d6 energy 
and 1d6 heat damage (AP). 
 
Auto-Cooler 
An HA-designed automatic cooler is a simple, sturdy persistent system that helps pilots mitigate 
damaging heat generation.  
 
1 IP 
System, Unique 
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 

190 
 

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.   
 
1 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 CQB 
2d6 heat (self) 
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 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 
AI 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 will either ignore you, toy with you, or try to kill 
you. 
 

191 
 

In addition, gain the AGNI protocol 


AGNI protocol 
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 2 (self) zone around you. All targets within that zone must make 
an agility skill check. On a failure, a target takes 2d6 heat damage, is pushed outside of 
the zone, and knocked prone. This area provides light cover for 1 round. 
 
 
   

192 
 

FOR THE GM 


The following section is for GM use in setting up a play-test scenario. The full release of this 
game and subsequent play-test material will have a more extensive and well-balanced GM 
section, but for now here are some tools and opponents you can use for your own purposes, and 
a module to help you set up. 
 
NPCS 
 
NPCs, or non-player characters, refers to everyone but the player characters (PCs) in the world 
you create for your game. NPCs might be allied, neutral, or hostile to the players. You don’t 
typically need statistics for NPCs unless they are getting into a fight of some kind, in which case 
they are vital! 
 
COMBAT AS A PILOT 
 
Combat while playing as pilot is narratively resolved with pilot skill checks, so you typically don’t 
need statistics for enemies. Generally you shouldn’t put pilots into a tactical combat situation 
when they are outside their hardsuit without expecting the situation to get deadly for them very 
fast! You should only use tactical combat and enemies with statistics when players have access 
to their mechs, otherwise resolve the combat narratively and remind your players that outside of 
their mechs and hard suits it’s very hard to harm a mech-tier enemy. 
 
If you do need combat statistics for a basic human opponent with no hard suit or mech gear on, 
they are typically size ½, speed 5, evasion 8, 0 armor, aim+0, fail all mech skill checks, and 
damage from a mech weapon will kill them. They can benefit from cover, and can only do the 
following on their turn: 
 
Move 
Attack (one ranged weapon, +0 vs evasion, 1d6 damage maximum) 
Hide 
Brace 
Boost 
 
 
 
 
193 
 

EXOTIC TECH 
 
Exotic tech refers to a particular type of mech system or weapon which is typically unlicensed, 
unsanctioned, experimental, or non-human in origin. Due to its nature, exotic tech cannot be 
re-printed when a mech is destroyed, and is lost permanently unless the weapon or system itself 
can be salvaged. 
 
Exotic tech can be a way for GMs to offer physical rewards to players without directly giving 
them more license or talent points. 
 
It follows the following rules and conventions: 
- Installing or uninstalling a system or weapon with the Exotic tag requires that you be at 
base. 
- Exotic tech is typically more powerful than comparable tech 
- A weapon or system with the exotic tag cannot be re-printed with your mech should it be 
destroyed, but must be physically re-acquired 
 
Here’s a couple examples of Exotic tech for your use. These are not particularly balanced in any 
way, but might give you a general idea of what to look for. 
 
Miniaturized Nuclear Missile (1) 
Your mech is equipped with the latest in thermonuclear technology, typically reserved for 
ship-to-ship combat. 
 
5 EP 
Superheavy Exotic Launcher 
Range 50 
Limited (1) 
Blast 20 
10d6 explosive damage + 4d6 heat damage 
 
Mechs caught in a blast 40 zone centered on the impact point (overlay this zone over the main 
blast radius) must pass a systems skill check with 2 Difficulty or be immediately shut down. 
 
Living Metal 
Your mech has biological components of alien origin that automatically crawl over damaged parts 
of your mech and knit them back together, wire by wire. 
 
2 IP 
Exotic, Unique, Biological 
Your repair cap increases by 4. Each round, you may spend 1 repair once to heal as an 
end-of-round action. 

194 
 

 
OPPONENTS 
 
In the game of LANCER, NPC enemies work differently to human players. 
 
Enemies, like players, can move, interact, and take 1 action. Enemies always act after players, 
both for their normal turns and end of round actions, but can act in any order.  
 
● Enemies might have additional action options listed in their profile that players cannot 
normally take. 
● Enemies cannot repair unless otherwise specified, though they can still cool. 
● Enemies cannot overcharge unless otherwise specified. If an enemy can overcharge, it 
can only take the specified actions 
● Many enemies have a list of systems or weapons that can be targeted by electronic 
warfare, critical damage or overheating. 
● Enemies might have Accuracy and Difficulty included in the profiles of their attacks or 
weapons 
● Enemies do not have H.A.S.E. statistics, but may have listed modifiers to all skill 
checks involving those rolls. If they don’t have a listed modifier, assume it’s +0 
 
Opportunity Attacks 
All enemies, unless specified, have the ability to take opportunity attacks, the same as the player 
reaction. 
 
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 as a free action 
• You may react this way once per round 
 
Enemy Tags 
 
Enemies have tags, like weapons or systems, that determine their behavior, the number of 
actions the have, and what happens when they are reduced to 0 HP, and how they deal with heat 
and overheating. 
 
Strength - Indicates the base level that an opponent is balanced for. Grunt enemies are slightly 
weaker than a character of that level, leader enemies a match, and ultra enemies should 
outmatch an opponent of that level. 
 
Grunt - A Grunt is a basic weak enemy. If they take heat into account, grunts are shut down 
permanently when they overheat, and don’t roll for overheating. Grunts are destroyed when they 

195 
 

reach 0 hp, and do not go into a critical state. Grunts don’t typically have reactions other than the 
opportunity attack. 
 
Leader - A Leader is a slightly stronger enemy. A leader takes heat and overheating into account 
unless otherwise specified, and goes into a critical state when reaching 0 hp, like a player mech. 
A leader might have one or more reactions it can use. 
 
Ultra - An Ultra is meant to be fought by more than one player. They have many reactions, can 
make multiple attacks, take heat and overheating into account unless otherwise specified, and 
can go into a critical state if they hit 0 hp 
 
Vehicle - Vehicle tagged enemies use mech rules, but cannot make an unarmed attack or melee 
attacks unless specified. Vehicles cannot climb, pick up objects, or interact with objects in the 
same way as a mech. All are assumed to have at least one human pilot in a hard suit unless 
otherwise stated. 
 
Mech - All mech-tagged enemies have the same core components as a player mech (cockpit, 
computer, reactor, etc). All are assumed to have a human pilot in a hard suit unless otherwise 
stated. 
 
Adversary - Enemies with this tag follow the same rules as players and ignore the regular rules 
for enemies - they can repair, overcharge, and take the same actions as if they were a player. 
 
Squad - Represents a whole group. Dealing X hp to a squad will kill one member, indicated by 
the damage threshold. Squads are spread out over an area roughly equal to their speed on each 
side. 
● Damaging squads will slowly reduce the number of attacks they can make as indicated in 
their profile 
● Squads can make all secondary attacks without penalties when they make the attack 
action 
● Squads can attack with all weapons in their profile and are considered to be wielding 
them 
● Squads are immune to grapples 
● Squads are immune to conditions except the Impaired and Exposed conditions 
● Invasion attacks against a squad can only deal heat damage - not have additional effects 
● Squads can benefit from cover if more than 50% of its area is in cover 
● Squads do not provide obstruction, but moving through them is difficult terrain. 
● Area of effect weapons (those that use blast, line, or cone) deal double damage to 
squads. 
 
Biological - Biological enemies are human enemies or non-mechanized enemies such as alien 
wildlife. Biological enemies cannot take the overcharge, eject, mount/dismount, shutdown, 
invasion, scan, lock-on, reactor overload, or stabilize system action unless otherwise specified. 

196 
 

 
● Weapons might have the biological tag. Biological weapons are a weapon type that 
cannot be disarmed or disabled, and are always considered integrated. 
● Biological enemies are always considered to be wielding all weapons in their profile and 
can attack with all of them 
● Biological enemies cannot make system attacks unless otherwise specified and are 
immune to all system attacks except Lock On. They can be basic scanned to learn 
information about them. 
● When a biological enemy is reduced to 0 hp, it dies. When biological enemies are forced 
to roll on the critical chart (for example on a 20+ attack action), they take +1d6 damage 
instead. 
● If they would take any amount of heat damage from a weapon, they take it as energy 
damage if it’s lower than 1d6. Otherwise they take 1d6 energy damage instead of that 
heat damage. 
 
 
BALANCING ENCOUNTERS 
 
These enemies are balanced right now for (roughly) license level 0-3. 
 
You can balance enemy to player with about 2:1 Grunts, about 1:1 Leader Enemies, and about 
1:2 Ultras 
 
If you want to improve these enemies for higher level play, keep in mind the following principles. 
This is mostly for play-test purposes:  
- Player hp gain is about 3 per level. This means enemy maximum damage should 
only scale up by 1d6 about every 3 levels or so. 
- Player maximum damage increases quickly at levels 2 and 3, and slowly at 6,9,12, 
and 15, though their accuracy might be low until later levels. Enemy HP should 
scale about 3-4 per level. 
- Evasion shouldn’t be higher than 16 (very high) for the purposes of this playtest, 
should be lower than 10 in many cases, but should not be lower than 5. 
- Heat capacity is much lower than player HP 
- Player maximum aim is +6, and the maximum bonus from accuracy is +6 
 
At low levels, players should fight about two or three encounters per mission, and should be 
allowed to rest at least once in between. 
 
 

197 
 

EXAMPLE OPPONENTS 
The enemies in this section are generic opponents, feel free to modify them for your own 
purposes by changing flavor or damage types. 
 
Light Mech 
Grunt, Mech 
Strength 1 
Size ½ or 1 mech 
 
HP: 7 Speed: 7 
Armor: 0 Evasion: 8 
 
EDefense: 10 
Heat capacity: 7 
Sensors: 10 
Checks: Agility +2, Hull -4, Systems +2, Engineering -2 
 
Systems and Weapons: 
Battle Rifle 
Main Rifle 
Unreliable 
Range 12 
1d6+1 kinetic damage 
 
Medium Mech 
Leader, Mech 
Strength 1 
Size 1 or 2 mech 
 
HP: 10 Speed: 6 
Armor: 1 Evasion: 10 
 
EDefense: 12 
Heat capacity: 10 
Cooling rate: 5 

198 
 

Sensors: 10 
Checks: Agility +2, Hull +0, Systems +2, Engineering +1 
 
Systems and Weapons: 
IPS-N Brigadier Assault Rifle 
Main Rifle 
Loading 
+0 vs evasion 
Range 12 
1d6+2 kinetic damage 
 
Micro Missiles (integrated) 
Main Launcher 
+0 vs evasion with 1 Accuracy 
Range 15 
Loading 
Blast 2 
1d3 explosive damage 
 
Loader 
System 
As an end of round action, reload all weapons 
 
Reactions 
Maneuver x1 
Trigger: An enemy within line of sight finishes their movement 
Move speed 6 in any direction. This movement doesn’t provoke reactions. 
 
Heavy Mech 
Strength 1 
Ultra, mech 
Size 2-3 mech 
 
HP: 17 Speed: 5 
Armor: 1 Evasion: 12 
 
EDefense: 14 
Heat capacity: 13 
Sensors: 10 
Cooling rate: 7 
Checks: Agility +0, Hull +3, Systems +1, Engineering +3 
 

199 
 

Systems and Weapons: 


Pulse Rifle 
Heavy Rifle 
+1 vs evasion with 1 Accuracy 
Range 15 
1d6+1 energy damage 
 
Grenade launcher 
Main Launcher 
Loading 
Range 20 indirect, Blast 4 
1d6 explosive damage 
 
Thermal Lance (integrated) 
Heavy Cannon 
Focus 
+0 vs evasion with 1 Difficulty 
Range 15 
2d6 energy damage 
 
Cooling Module 
System 
If this module is destroyed or disabled, the thermal lance does only 1d6 damage and this mech 
immediately takes 2d6 heat damage. 
 
Reactions 
Overwatch x1 
Trigger: An enemy within line of sight and range misses an attack roll against this mech 
Immediately attack the triggering mech with one weapon. 
 
Defensive Brace x1 
Trigger: This mech takes damage 
Reduce the damage by half, but become immobilized until the end of your next turn. 
 
End of Round actions: 
Juggernaut 
This mech ends one condition affecting it 
 
Small Alien Wildlife 
Grunt, Biological 
Strength 1 
Size ½ or 1 

200 
 

 
HP: 4 Speed: 8 
Armor: 0 Evasion: 12 
Checks: Agility +2, Hull +2, Systems +2 
Sensors: 10 
 
Systems and Weapons: 
Deadly Claws 
Main Biological Melee 
1d6+1 kinetic damage 
 
Large Alien Wildlife 
Strength 1 
Leader, Biological 
Size 1-2 
 
HP: 10 Speed: 7 
Armor: 2 Evasion: 8 
Checks: Agility +4, Hull +4, Systems +3 
Sensors: 10 
 
Weapons: 
Claws 
Main Biological 
+1 vs evasion with 1 Accuracy 
Melee 
1d6 kinetic damage 
 
Corrosive Spittle 
Main Biological 
+1 vs evasion 
Line 10, AP 
1d6 energy damage 
 
Powerful legs 
When the alien wildlife takes the boost action, it can make a claws attack for free at the end of its 
movement. 
 
Reactions 
Aggression x2 
Trigger: An enemy within line of sight makes an attack roll against this creature 
Move speed 7 towards the triggering enemy 

201 
 

 
Titanic Alien Wildlife 
Strength 2 
Ultra, Biological 
Size 3 
 
HP: 20 Speed: 5 
Armor: 2 Evasion: 7 
Checks: Agility +4, Hull +3, Systems +4 
Sensors: 10 
 
Weapons: 
Rending Claws 
Heavy Biological 
+1 vs evasion with 2 Accuracy 
Melee 
2d6 kinetic damage 
 
Tail Whip 
Heavy Biological 
Line 5 
+0 vs evasion with 2 Difficulty 
3d6 kinetic 
Targets hit by this attack must pass a hull check or be knocked prone 
 
Roar 
Heavy Biological 
Blast 3 (self) 
Affected mechs must pass a systems skill check or become jammed until the start of their next 
turn as the roar overwhelms their systems. 
 
Reactions 
Regeneration x1 
Trigger: An enemy within line of sight misses this creature with an attack or ability 
Heal 1d6 HP immediately 
 
End of round actions 
Juggernaut 
End one condition affecting the alien titan 
 
 

202 
 

Scout Mech Squadron 


Strength 1 
Grunt, Mech, Squad 
Size: 1 (mech), 6 (squad) 
4 mechs (5 HP per mech) 
 
HP: 20 Speed: 6 
Armor: 0 Evasion: 11 
 
Edefence: 11 
Heat Capacity: 20 
Sensors: 10 
Checks: Hull +Agility +2, Hull -3, Systems +1, Engineering +2 
 
Systems and weapons: 
Permanently disable one Scout Rifles attack for every 10 HP the squadron takes 
 
Scout Rifles 
Main rifle 
Range 15 
+0 vs evasion 
1d6+1 kinetic damage 
 
Scout Rifles 
Main rifle 
Range 15 
+0 vs evasion 
1d6+1 kinetic damage 
 
Rapid Insertion Module 
System 
Grants the ‘Relocate’ end of round action while active 
 
Locomotive Reinforcement 
System 
This squad is immune to the effects of difficult or dangerous terrain 
 
End of round action: 
Relocate 
The squad makes a Fly 6 move in any direction. It does not have to make agility skill checks to 
land in dangerous or difficult terrain 
 

203 
 

Civilian Loader Mech 


Strength 1 
Grunt, Mech 
Size 1/2 mech 
  
HP: 8 Speed: 6 
Armor: 0 Evasion: 7 
 
EDefense: 8 
Heat Capacity: 10 
Sensors: 5 
Checks: Agility +0, Hull +1, Systems -2, Engineering +0 
 
Systems: 
Coolant tanks 
If destroyed, explodes + stuns mech and does 1d6 energy damage in a blast 1 AOE. Targets 
caught in the blast must pass an agility check to avoid this damage. 
 
Cables 
Range 5 
Attack with the cables as an action, +0 vs. evasion. On a hit, the target is immobilized until it 
ends this condition. 
 
Loading claws 
+1 vs evasion attack 
Melee 
1d6 kinetic damage 
On an attack roll of 20+ the target is thrown 2 spaces directly away from this mech and knocked 
prone 
 
Soldier Squad 
Strength 1 
Grunt, Biological, Squad 
Size: ½ (soldier), 5 (squad) 
10 soldiers, 2 hp per soldier 
 
HP: 20 Speed: 5 
Armor: 0 Evasion: 8 
 
Sensors: 10 
Checks: Agility +1, Hull -3, Systems +1, Engineering +0 

204 
 

 
Systems: 
Permanently disable one of these attacks for each 5 hp the squad takes 
 
Rifle Barrage 
Main Rifle 
Range 12 
+1 vs evasion 
1d3 kinetic damage 
 
Rifle Barrage (integrated) 
Main Rifle 
Range 12 
+1 vs evasion 
1d3 kinetic damage 
 
Mortar 
Main Launcher 
Range 20 
Blast 2, Indirect 
+0 vs evasion with 1 Difficulty, 1d6 explosive damage 
 
Mounted Gun 
Main Cannon 
+0 vs evasion with 1 Accuracy 
1d6 kinetic damage 
 
Tank 
Strength 2 
Grunt, Vehicle 
Size 2 vehicle 
  
HP: 8 Speed: 5 
Armor: 3 Evasion: 10 
 
EDefense: 10 
Heat Capacity: 10 
Cooling Rate: 5 
Sensors: 5 
Checks: Agility -2, Hull +2, Systems +0, Engineering +1 
 
Systems: 

205 
 

 
Treads 
This vehicle ignores difficult terrain. It cannot climb, rolls to knock it prone are made at +1 
Accuracy, and it cannot right itself if knocked prone. 
 
LMG 
Auxiliary Cannon 
Range 12 
+0 vs evasion 
1d6 kinetic damage 
 
Heavy Thermal Lance (integrated) 
Heavy Cannon 
Focus, Unreliable 
Range 15 
+0 vs evasion with 1 Accuracy 
2d6 energy damage 
On a total attack roll of 20+, the target must succeed on an engineering skill check or take 2d6 
heat damage 
 
Powered Armor 
Grunt, Mech 
Size 1/2 mech 
 
HP: 4 Speed: 6 
Armor: 0 Evasion: 12  
 
EDefense: 8 
Heat Capacity: 10 
Sensors: 5 
Checks: Agility +2, Hull -3, Systems -2, Engineering -2 
 
Systems and weapons: 
Boosters 
Fly +1d6 spaces when moving. 
 
Underslung Rifle 
Main Rifle 
Range 10 
+0 vs evasion 
1d3 kinetic damage 

206 
 

 
IPS-N Berserker 
Strength 2 
Adversary, Ultra, Mech 
Size 2 Mech 
 
HP: 24 Speed: 7 
Armor: 0 Evasion: 11 
 
EDefense: 8 
Heat cap: 8 
Cooling rate: 4 
Sensors: 10 
Checks: Agility +2, Hull +6, Systems +0 Engineering -1 
 
Systems and weapons: 
Mag-grapples 
Grants 2 Accuracy to grapple checks while not disabled or destroyed. 
 
Overdrive module 
This mech is permanently volatile and vulnerable. If this module is disabled or destroyed, this 
mech is stunned for 1 round. 
 
Chain Axe 
Heavy Melee 
+1 vs evasion with 1 Accuracy 
2d6 kinetic damage 
 
Calamity Module 
Generates 1d6 heat 
Use this module as an action. Can only target grappled enemy mechs with this module. The 
target mech is lifted high into the air and suplexed into the ground, dealing 3d6 kinetic damage 
and ending the grapple. It must then pass a hull check or be stunned until the end of its next 
turn. 
 
Boosters 
Generates 1d6 heat 
Activate as an action. This mech moves 10 spaces in a straight line. All targets adjacent to its 
start and end point must pass an agility check or be knocked prone 
 
Reactions: 
Ferocity x1 

207 
 

Trigger: This mech is targeted by an attack from a target in reach 


Immediately attack the triggering target with a chain axe attack with 2 difficulty 
 
HARRISON Siege Crawler 
Strength 2 
Ultra, Adversary, Mech 
Size 2 Mech 
 
HP: 18 Speed: 4 
Armor: 2 Evasion: 10 
 
EDefense: 12 
Heat cap: 12 
Cooling rate: 6 
Sensors: 10 
Checks: Agility -2, Hull +2, Systems +2, Engineering +2 
 
Systems and weapons: 
Anti-tank cannon 
Heavy Cannon 
Range 15 
+0 vs evasion 
2d6+1 kinetic damage, unreliable 
 
Shield bash 
Main Melee 
+2 vs evasion 
1d3 kinetic damage 
 
Saturation fire module 
The mech fires its AT cannon as an action with the following profile: 
Cone 8 
1d6 heat (self) 
+1 vs evasion 
1d6+1 damage 
 
Reactions: 
Hunker down x1 
Trigger: This mech is targeted by an attack 
Until the end of your next turn, you are crippled and cannot boost, but all attackers attack you 
with +1 difficulty  
 

208 
 

End of turn actions 


Juggernaut 
End one condition affecting the mech 
 
SSC Assassin Unit 
Strength 2 
Ultra, Adversary, Mech 
Size 1 mech 
 
HP: 14 Speed: 8 
Armor: 0 Evasion: 14 
 
EDefense: 12 
Heat capacity: 10 
Cooling rate: 5 
Sensors: 15 
Checks: Agility +4, Hull +0, Systems +0, Engineering + 0 
 
Systems and weapons: 
SSC Flight System 
System 
When moving or boosting, the mech can Fly instead, but takes 1d6 heat (self) per turn that it flies 
 
Sword 
Main Melee 
+1 vs evasion with 2 Accuracy 
1d6 kinetic damage 
 
Anti Material Rifle 
Range 20 
Heavy Rifle 
+0 vs evasion with 2 Accuracy 
2d6+1 kinetic damage 
 
Precog Module 
Smart System 
While this module is active, this mech ignores light and heavy cover. 
If this module is disabled or destroyed, the mech loses the bonus accuracy on all its attacks 
 
Deadly mark module 
Mark a target in your sensor range as an action. You gain the deadly mark reaction against them. 
If this module is disabled, this mech loses the use of its deadly mark reaction. 

209 
 

 
Reactions 
Deadly Mark x1 
Trigger: An enemy you have used your deadly mark module against moves 
You can immediately attack that enemy with your Anti Material Rifle. If this attack hits, the enemy 
must roll on the critical damage table. 
 
Field Support Unit 
Strength 1 
Leader, Adversary, Mech 
Size 1 mech 
 
HP: 10 Speed: 6 
Armor: 0 Evasion: 10 
 
EDefense: 13 
Heat capacity: 12 
Cooling rate: 6 
Sensors: 15 
Checks: Agility +0, Hull +2, Systems +3, Engineering +1 
 
Systems and Weapons: 
 
Scout drone 
Smart Drone System 
As an action, reveal an area of blast 3 within range 20. Allies ignore cover in that area for the 3 
rounds. 
The drone can be attacked and destroyed (evasion 5, 5 hp) 
The drone can be moved by using this module again, but only one can be active at once 
 
Defense shield 
System 
1d6 heat (self) 
Blast 5, centered on mech 
 
As an action, you can activate this shield. While active, this mech cannot move or boost and 
attackers gain 1 Difficulty to attack targets inside with ranged attacks from outside the shield. 
Attacks from inside the shield do not count this penalty. 
The shield lasts 3 rounds. 
 
Repair Drone Nexus 
Smart Drone System 

210 
 

This system grants the repair drones end of round action 


 
GMS Drone nexus 
Smart Drone System 
Requires Lock On 
Sensor Range 
 
This system deals 1d6 kinetic damage at end of the round to one target you are locked onto. This 
system cannot deal damage to a target that you locked on to this round. 
 
Reactions: 
Shift boosters x3 
Trigger: This mech is damaged by an attack 
Move 3 spaces in any direction after the attack resolves. This movement does not provoke 
reactions. 
 
End of round actions: 
Drone nexus (see above) 
 
Repair Drones 
One allied mech in your sensor range regains 1d6 HP 
 
HORUS Jammer 
Strength 1 
Leader, Adversary 
Size 1 mech 
 
HP: 12 Speed: 6 
Armor: 0 Evasion: 12  
 
EDefense: 14 
Heat Capacity: 8 
Cooling Rate: 4 
Sensors: 15 
Checks: Agility +2, Hull -3, Systems +4, Engineering -2 
 
Systems and weapons: 
Cloaking Module 
1d6 heat (self) 
Activate this module as an action to gain heavy cover until the end of your next turn. 
 
Pistol 

211 
 

Auxiliary CQB 
+1 vs evasion 
Range 10, 1d3 kinetic damage 
 
Custom Hacking Rig 
Smart system 
Gain +1 Accuracy to invasion attempts while this system is not disabled or destroyed. If this 
system is disabled or destroyed, this mech can no longer make Invasion attacks. 
 
Reactions: 
Jolt x1 
Trigger: This target is hit by an attack 
The attacker must pass a systems check or take 1d6+1 heat damage  
 
Gunship 
Strength 3 
Ultra, Vehicle 
Size 4 
 
HP: 27 Speed: 10 
Armor: 1 Evasion: 10 
 
EDefense: 12 
Heat capacity: 15 
Cooling Rate: 8 
Sensors: 15 
Checks: Agility +0, Hull +0, Systems +2, Engineering +5 
 
Systems and Weapons: 
Gunship engine 
Whenever the gunship moves or boosts it Flies (hover) at no cost 
If the engine is disabled or destroyed, the gunship crashes, rolls on the critical chart as if it fell, 
and it is immobilized permanently. 
 
Aim assist module  
If this module is disabled or destroyed, the gunship takes 1 Difficulty on all its attacks. 
 
Gunship cannon (integrated) 
Heavy Cannon 
Focus 
+1 vs evasion 
Range 15 1d6+1 explosive damage 

212 
 

 
Gunship cannon (integrated) 
Heavy Cannon 
Focus 
+1 vs evasion 
Range 15, 1d6+1 explosive damage 
 
Gunship missile pod (integrated) 
Auxiliary Smart Launcher 
Range 10 
Requires Lock On 
 
As an end of round action, this missile pod deals 2d6 explosive damage to a target you are 
locked on to. This cannot miss. 
 
Combat Computer 
Smart System 
This combat computer allows the gunship to make a Lock On action as a free action against one 
target, once per turn. 
If this computer is disabled or destroyed, the gunship can no longer make any Lock On actions 
and the Gunship Missile Pod is also disabled. 
 
Reactions: 
Strafe x3 
Trigger: An enemy moves within the gunship’s line of sight and sensor range 
Make a gunship cannon attack against the triggering target 
 
End of round actions: 
Use missile pod (See above) 
 
Juggernaut 
The gunship ends one condition affecting it 

   
213 
 

APPENDIX A: TABLES 

214 
 

 
WEAPONS 
 
 
Name  Size  EP  IP  Damage  Range  Additional Tags  License  Other 

Annihilator  Main  3  -  1d6 Energy, 1d6 Heat  Cone 5  Energy, CQB, AP  HA  1d6 Heat (self) 
TOKUGAWA II 

Arc Projector  Main  3  1  2d6 Heat (target)  Cone 7  Energy, CQB  HORUS  1d6 Heat (self) 
MANTICORE III 

Argonaut  Main  2  -  1d6 Kinetic  Reach  Melee, Unique  IPS-N DRAKE  +2 Armor, Plant* 
Shield  III 

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

Assault Shield  Auxiliary  2  -  1d3 Kinetic  Reach  Melee  IPS-N DRAKE I  +1 Armor 

Autogun  Auxiliary  1  1  1d3 Kinetic  15  Auxiliary, CQB, AP  HORUS  Fired as end of 
PEGASUS I  round action 

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


Shotgun  TORTUGA I 

Bolt Thrower  Heavy  4  -  1d6 Kinetic + 1d6  12  Rifle  IPS-N   


Explosive  RALEIGH II 

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 


 

Creates light 
cover in area for 
1 round after 
firing. 

Displacer  Superheavy  5  -  15 Energy  15, Blast 2  Rifle, AP, Loading, Unique  HA  2d6 Heat (self) 
NAPOLEON III 

EMP Pulse  Heavy  2  2  3d6 Heat  Blast 3 (self)  Energy,   HORUS  +3 To Hit v. 
MANTICORE III  Electronic 
Defense, 20+ 
causes target(s) 
to shut down, 
20+ causes 
Heat damage to 
self 

Fire Pike  Main  2  1  3d6 Explosive + 1d6  Reach +1,  Melee  IPS-N  Limited (1), 
Kinetic  Thrown 10  NELSON II  when 
expended, 
becomes War 
Pike 

Flamethrower  Heavy  3  -  1d6 Energy + 2d6 Heat  Cone 6  CQB  HA GENGHIS I   


Flechette  Auxiliary  2  -  1d3 Kinetic  Blast 1 (self)  CQB  IPS-N  Does 1d6 
Launcher  BLACKBEARD  damage to 
II  grappled 
targets, gains 
+1 accuracy 
against such 
targets 

Gandiva  Heavy  3  4  2d6 Explosive +1d6  20  Smart, Launcher.  SSC  Requires Lock 
Missiles  Energy (end of round)  MONARCH III  On 


 

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


20mm 
Hardpoint 
Anti-Material 
Rifle 

GMS Type I  Main  2  -  1d6+1 Explosive  15, Indirect,  Launcher, Indirect,  -   


High-Arc  Blast 1  Inaccurate 
Mortar 

GMS Type I  Heavy  4  -  2d6 Explosive  20, Indirect,  Cannon, Blast, Indirect,  -   
Howitzer  Blast 2  Loading, ordnance 

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 Axe 


MC-Blade 

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


MC-BR Battle   
Rifle 

GMS Type I  Heavy  4  -  2d6 Kinetic  Reach  Melee  -  Sword or 


MC-HB Heavy  Hammer 
Blade 

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


MC-P Pistol 

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


MC-RPG 


 

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   

GMS Type I  Main  2  -  1d6 energy + 1 heat  8  Rifle  -   


MC-TL 

GMS Type I  Auxiliary  1  0  1d3 energy  8  CQB  -   


MC-TP 

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


RALEIGH I 

Heavy Laser  Heavy  4  -  2d6 Energy  15  Cannon, Focus  HA SHERMAN  1d6+3 Heat 
II  (self) 

Impaler  Main  2  1  1d6 Kinetic  Line 10  Launcher, CQB.  IPS-N VLAD I  1d3 Heat (self) 
Final target 
must pass an 
agility check or 
be 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  IPS-N  20+ on hit 


Hammer  RALEIGH III  impairs target if 
it fails a 
systems check 
with 1 difficulty 

Kodandam  Auxiliary  2  -  1d6+1 Explosive  15, Blast 3  Launcher  SSC  Limited (5) 
Missiles  (Target)  MONARCH I 

Laser  Main  2  -  1d6 Energy + 1d6 Heat  15  Rifle  HA SHERMAN  1d3 Heat (self) 


 

Leviathan  Heavy  3  -  2d6 Kinetic  15  Cannon  IPS-N DRAKE  1d3 heat (self) 
Heavy Assault  III 
Cannon 

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

Nailgun  Main  2  1  1d6 Kinetic  12  Rifle, AP  IPS-N VLAD II  On 20+ to hit 
target must 
pass an agility 
check or be 
immobilized 

Nanobot Whip  Heavy  3  2  2d6 Kinetic  Reach +2  Melee,   HORUS  On 20+ to hit, 
BALOR III  target is 
grappled 
automatically, 
but lose the use 
of this weapon 

Nanocarbon  Main  3  -  1d6+3 Kinetic  Reach  Melee  IPS-N  Critically 


Axe  BLACKBEARD  damaged 
III  targets are 
treated as 
vulnerable 

Nanocarbon  Heavy  3  -  2d6 Kinetic  Reach +1  Melee, Inaccurate  IPS-N  Critically 
Sword  BLACKBEARD  damaged 
I  targets are 
treated as 
vulnerable 

Pinaka  Heavy  3  -  2d6 Explosive  25, Blast 2  Launcher, Unreliable  SSC  1d6 Heat (self) 
Missiles  (Target)  MONARCH II 

Plasma Cutter  Auxiliary  1  -  1d3 Energy + 1d6 Heat  Reach  Melee, AP, Unique  IPS-N  1d6 Heat (self) 
LANCASTER III 

Plasma  Superheavy  4  1  2d6 Energy + 3d6 Heat  Cone 8  CQB  HA GENGHIS  3d6 Heat (self) 
Thrower  III 


 

Power  Auxiliary  2  -  1d3+1 Explosive  Reach  Melee. On a 20+, your  IPS-N  20+ to hit 
Knuckles  target must pass a hull  NELSON III  knocks target 
check or be knocked  prone 
prone. 

Rail Rifle  Main  3  -  1d6+1 Kinetic  Line 15  Rifle,   SSC  SSC 
METALMARK  METALMARK III 
III 

Railgun  Heavy  4  -  2d6 Kinetic  Line 30  Cannon, AP, Ordnance  SSC DEATH’S  SSC DEATH’S 
HEAD III  HEAD III 

Siege Cannon  Superheavy  5  -  3d6 Explosive  30, Indirect,  Cannon, Ordnance,  HA  2d6 Heat (self) 
Blast 3  Loading  BARBAROSSA 
(Target)  III 

Smartgun  Main  2  3  1d6+1 Kinetic  15  Smart, Rifle, Focus  HORUS   


PEGASUS II 

Solid Core  Main  4  -  2d6+2 Kinetic  Reach  Melee, AP, Loading  IPS-N  On a 20+, target 
Hammer  TORTUGA III  must pass a hull 
check with 1 
difficulty or be 
stunned until 
end of its next 
turn 

Sticky Bomb  Main  3  -  2d6 Explosive  15, Blast 1  Launcher   HA PATTON III  *See Entry 
Launcher  (target) 

Tachyon  Superheavy  4  2  3d6 Energy + 2d6 Heat  30  Cannon, ordnance, Focus  HA SHERMAN  2d6 Heat (self) 
Lance  III 

Thumper  Superheavy  2  -  Loading  *  Melee  HA PATTON II  *See Entry 

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


Heat  TOKUGAWA III 

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


MOURNING 
CLOAK II 


 

Variable  Main  4  -  1d6+3 Kinetic  Reach  Melee, AP  SSC  *See Entry 
Sword  MOURNING 
CLOAK III 

Vijaya Rockets  Auxiliary  1  -  1d3 Explosive  10  Launcher  SSC   


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 
 
 

WEAPON SYSTEMS & MODIFICATIONS 


 
Some systems give you special ammunition or weapon mods. When you install a special ammo mod, you choose which 
weapon it applies to. This can’t change unless you return to base and swap it out. You can have multiple types of special ammo for 
a weapon, but only one active at a time. Switching this out takes an interaction. 
 
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  -  2  -  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 1, or Blast +1 if  IPS-N RALEIGH 
Weapon  it already has the Blast tag. Weapon gains the  I 
Modification  Explosive tag if it does not already have it  

Extended  -  1  -  Rifle, Cannon   Increase base range by 5  SSC 


Barrel  METALMARK I 


 

External Ammo  1  1  -  Weapon with Loading tag  Remove Loading tag from weapon. If this system  HA 
Feed  is struck, it explodes, dealing 2d6 explosive  BARBAROSSA I 
+1d6 heat to all w/in Blast 1 (self) if they fail 
agility check.  

External  1  -  System,  All equipped Energy weapons  All equipped weapons with Energy tag gain +5  HA TOKUGAWA 
Batteries  Unique  range. Additionally, all equipped weapons with  I 
Energy and Melee tags gain +1 reach.  
if struck, this system explodes, dealing 1d6 
Explosive +1d6 Energy +1d6 Heat to all within 
Blast 1 (self) if they don’t pass an agility check.   

HAVOK  -  1  -  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.  

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 Accuracy.  

HEAT  -  1  -  Non-Melee, Non-Blast Kinetic Weapon  Weapon gains the following: Weapon causes an  HORUS 
Ammunition  additional 1d3 Heat damage  MANTICORE II 

IPS-N  -  1  -  One non-Melee, non-Line CQB, Cannon, or  Choose 1 CQB, cannon, or rifle weapon. When  IPS-N 
Throughbolt  Rifle.  you fire this weapon, draw a line 3 spaces long  TORTUGA II 
Rounds  from your mech, then measure its original range 
from the end of this line as though the attack 
was fired from that position (also measure cover 
from this new position for the rest of the attack). 
Any targets hit by this line are also hit by the 
attack, with no cover allowed. 

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 roll 
of your turn, you may gain +1 Accuracy and 
ignore light and heavy cover on any enemy with 
the “Marked” tag.   


 

Miniaturized  -  1  -  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-Penetrati -  2  -  One weapon with the Rifle or Cannon tag  Weapon gains the following: This weapon’s  IPS-N VLAD II 
on  range becomes Line (10) 
Modification  

Overcharge  -  2  -  Non-Limited Weapon  One equipped weapon without the Limited tag  SSC DUSK 
Modification  deals an additional +1d6 damage, but it gains  WING I 
the Unreliable tag. Can only be chosen once per 
weapon. 

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  -  1  -  One weapon  Weapon gains the following: this weapon gains  HORUS 
Modification  the Smart property.   PEGASUS III 

Snub Barrel  -  1  -  One weapon with the Rifle or CQB tag.  Weapon gains the following: This weapon’s  IPS-N VLAD I 
range becomes Cone (5), or adds +1 to cone 
property if it already has the Cone property.  

Stabilizer  -  2  Unique  One weapon with the Launcher, Rifle, or  Weapon gains the following: increase base range  SSC DEATH’S 
Modification  Cannon tag  by 10  HEAD II 

Supercharger  -  1  Unique  Any weapon  Once per turn, you may choose to take 1d6 heat  HA TOKUGAWA 
damage to add +1d6 energy damage to any  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 +2 Accuracy.  
 


 

 
 

DEPLOYABLES 
 
Deployables with the thrown tag can be thrown as an action to a point within the range indicated. 
 
You can place deployables with the plant keyword as an action on any adjacent space. The blast radius from such weapons or 
deployables is measured from that space, so a blast 1 deployable would create a 3x3 area. You can also attempt to plant them 
directly on an enemy target. As an action, make a hull vs. agility or hull vs. hull skill contest (defender’s choice). The attacker gets 1 
Difficulty to this contest. If the attacker wins the contest, the deployable is successfully planted on the target. It takes a successful 
engineering skill check for a target with a planted deployable on it to remove that deployable. 
 
Name  EP  IP  Limited (x)  Range  Description  License 

Aegis Shield  -  2  3  Plant, Blast 4  This deploys as soon as planted. The blast zone persists for 3  IPS-N 
Generator  (Target)  rounds after deployment. All targets inside the zone gain +2  DRAKE II 
armor. This armor can put them over the cap of 6. 

GMS Pattern A  -  1  1  Plant  As an action, this creates a Line 4 section of Light Cover -  - 
“Jericho”  orientation determined by user - so long as the entire Line 4 
Deployable  section can be deployed on the map. Requires an action to pick 
Cover  up. Reusable.   

EMP Charge  -  2  3  Thrown 5, Plant,  This charge can be remotely detonated as an action, +3 v.  HORUS 
Blast 2 (target)  Systems, dealing 3d6 Heat in Blast 2 (Target). On a 20+ to hit,  MANTICORE 
the target must pass an engineering check or be shut down.   I 

10 
 

Grounding  -  1  3  Plant, Blast 6  This charge can be detonated as an action. Targets in a blast 6  HA PATTON 
Charge  (Target)  area centered on the charge must make a successful hull check  III 
or be immobilized for 1 round and knocked prone. The charge 
also pulls any flying mechs or vehicles within height 6 that fail 
the check to the ground, making them roll on the critical 
damage chart as if they fell. 

GMS Pattern A  -  1  3  Thrown 5, Blast 2  Explodes immediately on impact. Targets in the blast must pass  - 
“Apple” High  (Target)  an agility skill check or take 1d6 explosive damage 
Explosive 
Grenades 

GMS  -  1-  5  Plant, Blast 1  Planted mines arm at the end of the round.  - 
“Pancake”  (Target)  Detecting a mine takes a systems skill check, disarming one 
Anti-Vehicular  takes an action and a successful systems check on an adjacent 
Mines  mine or the mine explodes. 
The mine detonates when any target comes within 1 range of 
the mine and does not attempt to disarm it for blast 1, 2d6 
explosive damage. This attack cannot miss. A second mine 
cannot be placed in this blast radius. 

IPS-N  -  2  3  Thrown 5,Reach  If thrown, the charge explodes on impact. If planted, it can be  IPS-N 
Breaching  detonated as an action by whoever planted it, dealing 2d6  RALEIGH I 
Charge  Energy +1d6 Heat damage to target in a blast 1 area centered 
on the target. Damage counts as AP.  
No attack necessary to place on obstacles, cover, or 
environment, and does double damage to objects. 

11 
 

Mag Field  -  2  1  Plant, Thrown 5  As an action, you may activate the mag field to create a Blast 4  SSC BLACK 
Blast 4 (Target)  area.  WITCH III 
Inside, ranged weapon attacks without the Energy tag cannot 
penetrate into or out of the field and will stop at the edge, doing 
no damage. 
The field is difficult terrain for all mechs and vehicles made of 
metal. 
Mechs inside the Mag Field must make a successful Hull check 
or be pulled to the center as far as possible and immobilized 
while the field is active. They can repeat this check at the end of 
their turn. On a successful check, they can move as normal. 
The field persists for 3 rounds after deployment. At the end of 
the third round any attacks fired into this field will resume 
trajectory towards the center of this zone.  
The GM performs a single attack roll vs each target still inside 
the zone with +1 aim per attack fired into this zone (cumulative). 
Successful hits deal 1d6 Kinetic damage per attack fired into 
this zone (cumulative). 
Then, the zone deactivates. 

GMS Pattern A  -  1  3  Thrown 10, Blast 3  The smoke grenade immediately detonates on impact or plant,  - 
Smoke  (Target)  creating an area of Blast 3 centered on the impact point. 
Grenade  This area grants light cover (+1 Difficulty) to all within. Lasts 3 
rounds. 

Stasis Barrier  -  2  3  Plant, Line 4  Deployment creates a Line 4 section of Heavy Cover, oriented  HA 
on deployment, that persists for 10 rounds (if in turn-based  NAPOLEON I 
combat) or 1 minute (if narrative). The barrier provides heavy 
cover. In addition, Blast, Line, and Cone weapons do not ignore 
this cover.  

12 
 

Stasis Field  -  1  1  Reach, Blast 5  Detonate this field as an action to create a blast 5 area. Affected  HA 
(Target)  targest may make an agility skill check to escape if on the edge.  NAPOLEON II 
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 all other effects cannot penetrate into the 
area. Time does not flow normally for targets inside the area, 
and is separate to the outside world. Active effects, attacks, 
modules, and other other individuals and actions inside the area 
pause. 
At the end of the 3 rounds, this area returns to normal. 

Thermite Mines  -  1  3  Plant Blast 1  Thermite mines arm at the end of the round  HA PATTON I 
(Target)   
Detecting a mine takes a systems skill check, disarming takes a 
successful systems check on an adjacent mine or the mine 
immediately explodes. 
The mine detonates when any target comes within 1 range of 
the mine and does not attempt to disarm it for blast 1, 2d6 
explosive +2d6 heat damage. This attack cannot miss. A 
second mine cannot be placed in this blast radius. 

Veil Generator  -  2  1  Plant, Blast 3  Once deployed, this generator creates a Veil Field inside the  SSC 
(Target)  affected area. This field persists for 10 rounds of combat and  DEATH’S 
cannot be re-used or re-activated. Any unit inside the Veil Field  HEAD II 
is cloaked, and is considered to be in Heavy Cover and immune 
to System attacks.  
 
 
 
 
 
 
 
 
 
 

13 
 

 
 
 

DRONES 
 
• Drones count as systems 
• Some drones do not require lock on and can be used as an action 
• An offensive drone nexus automatically hits a target of your choice 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  EP  IP  Range  Additiona Description  License 
l Tags 

Assassin  2  2  Sensor  Smart,  Do not require lock on.  HORUS HYDRA II 
Drone  Drone,  As an action, target a Blast 4 area in your sensor range and gain the following 
Nexus  System  reaction until the start of your next turn: “If an enemy mech starts its turn in the Blast 
4 (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  1  2  Sensor  Smart,  Does not require lock on.   HORUS BALOR II 
Swarm  Drone,  As an action, target an allied mech in your sensor range.  
Nexus  System  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 Accuracy.  

Ghoul Drone  1  4  Lock  Smart,  As an end-of-round action, deal 2d6 explosive damage to one target you are locked  HORUS HYDRA II 
Nexus  On  Drone,  onto. 
System 

14 
 

GMS Drone  -  2  Lock  Smart,  As an end-of-round action, deal 1d3 Kinetic damage to one target you are locked on  - 
Nexus  On  Drone,  to. 
System 

Hunter/Kille 1  2  Lock  Smart,  As an end-of-round action, deal 1d6 kinetic damage to one target you are locked on  HORUS HYDRA I 
r Drone  On  Drone,  to. 
Nexus  System    
Additionally, after installation and only in base, pilots may tune their H/K drones to 
deal either Explosive or Energy damage. 

Networked  1  1  Sensor  Smart,  Choose a target mech within your sensor range. As an end of round action, your  IPS-N LANCASTER 
Swarm  Drone,  mech takes 1d3 heat damage, and the targeted mech can spend 1 repair to heal.  III 
Nexus  System  This effect lasts indefinitely, or until you end it as an end of round action. This effect 
also ends if you or the target mech overheats. 

Relay Drone  -  2  Sensor  Smart,  Does not require lock on. Fire a drone to a point within range as an action. It remains  HORUS BALOR I 
Nexus  Drone,  active until destroyed. While it’s active, any allied mech can use the drone as an 
System  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. 
 
The drone can be recalled or relocated as an action, and it can be targeted and 
attacked. It has evasion 10 and 5 hp. If it is destroyed, this system is also destroyed. 

Repair  1  2  Sensor  Smart,  As an action, choose one or two target mechs within sensor range. Those mechs  IPS-N LANCASTER 
Drone  Drone,  may then spend up to two Repairs to heal.   II 
Nexus  System 

15 
 

Scout Drone  -  2  2x  Smart,  When you use this system as an action, choose a blast 4 area anywhere within 2x  SSC 
Nexus  Sensor  Drone,  sensor range and make a systems skill check. If your check is successful and any  SWALLOWTAIL II 
System   mechs are in that blast: 
- Gain vision of that are as long as drones are active 
- Reveal targets in area, including targets in total cover (they keep this cover, 
however) 
- 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. 

Sentinel  2  1  Sensor  Smart,  Does not require lock on. Create a Blast 4 area centered on a point within sensor  HORUS MEDUSA I 
Drone  Drone,  range. until the start of your next turn as an action. Launcher attacks attack targets 
Nexus  System  in the area with +1 difficulty. 
Gain 3 of the following Reactions until the start of your next 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, 1d3 
Kinetic damage.  

Swarm  1  2  Lock  Smart,  As an end of round action, deal 1d6 kinetic damage to a target you are locked onto.  HORUS BALOR III 
Drone  On  Drone,  A mech successfully damaged by Swarm Drones gains the Vulnerable property until 
Nexus  System   the end of its next turn (when it rolls on the critical chart, roll twice and choose the 
higher result.) 

Tracking    1  2x  Smart,  Does not requires lock on. You may perform, as an action, an Aim v. Evasion attack,  SSC DEATH’S 
Drone  Sensor  System  against an enemy target in 2x sensor range. On a hit, you know the target’s exact  HEAD I 
location and speed and it cannot hide from you. The target may remove the tracking 
drone from it if it takes an action and succeeds on an Engineering check.  

Turret Drone  1  2  Sensor  Smart,  Activate this drone nexus as an action. It fires a turret drone that attaches to any  HORUS HYDRA II 
Nexus  Drone,  friendly mech within sensor range. While attached, this turret will be destroyed if the 
System   mech takes damage, but you 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 1 HP 
 
If turrets placed by the turret drone are destroyed, the nexus itself is not destroyed. 

16 
 

 
 
 

AI  
 
If your mech has an system with the AI tag installed, 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.  
 
You can only ever install one system with the AI tag unless talents or the situation says otherwise. 
 
An AI controlling a mech you are not piloting is controlled by the GM. 
 
Attacking an AI system with Invasion incurs +2 Difficulty on the roll. If an AI system is ever disabled (by weapons fire, overheating, 
or invasion), it instead becomes unshackled. An unshackled AI gains immediate control of your mech and is controlled by the GM. 
It lacks empathy for you, and will act in one of three ways: ignore you, toy with you, or try to kill you. 
 
You can re-shackle an unshackled AI by making a Stabilize System check with +2 Difficulty or shutting down your mech. 
 
AI cores are easily restored from backup if destroyed. 
•  
 
Name  IP  Additional  Heat  Description  License 
Tags  Generation 

17 
 

AGNI  3  AI,    You mech gains the AI property, and gain the AGNI protocol  HA 
System,  AGNI protocol  GENGHIS III 
Unique,  Protocol 
Limited (1)  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 2 (self) zone around you. All targets within that zone 
must succeed on an agility skill check. On a failure, a target takes 2d6 heat 
damage, is pushed outside of the zone, and knocked prone. This area 
provides light cover for 1 round. 

AMATERASU  3  AI,  2d6 upon  Your mech gains the AI property, and gain the AMATERASU protocol:  HA 
System,  activation  AMATERASU protocol  TOKUGAW
Unique  Protocol  A III 
Your mech enters a supercharged state. While in this state, your 
mech counts as volatile until the end of your next turn. You may only 
activate this protocol once per round, but when you activate this 
protocol, take 2d6 heat damage (self). 
 
Increase the damage and range of your next energy weapon attack, 
melee or ranged, by the amount of heat damage you take from 
activating this protocol. 

ASURA  3  AI,  1d6 per turn  Your mech gains the AI property. In addition, you gain the ASURA protocol:  HA 
System,  while active   ASURA protocol  SHERMAN 
Unique  Protocol  III 
1d6 heat/turn while active 
Limited (1) 
Gain an extra action each turn while active. This action must be used before 
the end of your turn. This protocol lasts for 5 rounds. You can end it as a free action. 

18 
 

ATHENA  3  AI,  1d6, upon  Your mech gains the AI property, and you gain the ATHENA protocol:  SSC 
System,  activation    ATHENA protocol  SWALLOW
Unique  Protocol  TAIL III 
  1d6 heat (self) 
Lasts 5 turns 
  As an action, choose either a blast 8 area within one mile of you that does 
not move, or a blast 5 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. 
  In addition, your mech counts total cover in this area as heavy cover in that 
area for all attacks 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 between self and point as an action during the duration. 

Dummy Plug  2  Smart,    Upon installation of a Dummy Plug, your mech gains the following: “Your mech now  - 
System,  has a sub-sentient AI installed into its core systems. This Dummy Plug does not 
Unique  count as an AI and cannot be 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.”  

KALI  3  AI,  1d6 per turn  Your mech gains the AI property and can use the KALI protocol.  IPS-N 
System,  while active  KALI protocol  BLACKBEAR
Unique  Protocol  D III 
• 1d6 heat/turn (self) while active 
• Your mech becomes Vulnerable and Volatile, but all melee attacks do +1d6 
damage and treat the target as Vulnerable (they roll twice and choose the 
highest when rolling for critical damage). In addition, adjacent mechs are 
treated as Volatile and take 1d6 Heat damage from you at the start of their 
turns while this protocol is active. 
• While active, your mech automatically uses its movement to move towards 
the nearest target, friend or foe, and attempts to engage in melee combat. 
This is not a free move. 
• 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 
• Otherwise this protocol will continue until your mech is destroyed. Death or 
incapacitation of the pilot will not stop it. 

19 
 

OROCHI  3  AI,  -  Your mech gains the AI property and the OROCHI protocol  HORUS 
System,  OROCHI protocol  HYDRA II 
Unique  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 and heat capacity by your 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. They inherit your aim and other 
statistics. 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. Add the HP and heat totals for all your parts back up to get your 
new total. 
 

OSIRIS  3  AI,  1d6 (self)  Your mech gains the AI property and the OSIRIS protocol  HORUS 
System,  OSIRIS Protocol  GOBLIN III 
Unique  Protocol 
1d6 heat (self)/turn 
While this protocol is active, you can make an invasion attack as an end of 
round action. You can end this protocol as an action. 

RA  3  AI,  1d6 heat  Your mech gains the AI property, and the RA protocol  HORUS 
System,  (self)  RA protocol  MEDUSA III 
Unique  Protocol 
  1d6 heat (self) 
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, and can only fire these 
weapons if the trigger activates. 

20 
 

SHIVA  3  AI,  1d6 heat  SHIVA protocol  SSC 


System,  (self)  Protocol  MONARCH 
Unique  1d6 heat (self)  III 
If you successfully lock onto 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 and focus 
properties. 

UNCLE  3  AI,  -  Choose 1 weapon - The weapon and its associate systems gain the AI property. You  IPS-N 
System,  can determine the general disposition and personality of your AI, though without  RALEIGH III 
Unique  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.  

VISHNU  3  AI,  1d6  Your mech gains the AI property and the VISHNU protocol  HA 
System,  VISHNU protocol  SALADIN III 
Unique  Protocol 
1d6 Heat 
 
Until the end of your next turn, all weapons with the Launcher, Smart, and/or 
Melee tags that target you add +1 Difficulty 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. 
 
 
 
 

SYSTEMS & MODIFICATIONS 


 

21 
 

Name  EP  IP  Additional Keywords  Description  License 

“Bastion”  -  2  Main, System, Shield  Activate or deactivate as an end-of-round action. While active, you are  IPS-N DRAKE II 
Siege Shield  unable to move or boost. All attacks made against you are made with +1   
Difficulty. You take half damage from Blast and Cone attacks. You do not 
suffer from these penalties.  

//MONGOOSE  -  2  -  Successful invasion attacks on exposed targets automatically leave your  HORUS 
v 3.4  target impaired until the end of their next turn.  GOBLIN II 

//SCORPION v.  -  2  -  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 
Impair the attacking mech until the end of its next turn 
Cripple the attacking mech until the end of its next turn 
Deal 1d6 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  Unique  Heat damage instead. This shielding can be activated or deactivated as  LANCASTER II 
an end of round action or a free action out of combat. 

Active Camo  -  2  System, Unique  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 invisible  METALMARK II 
(count as in total cover). However, if you fire a weapon or use a system, 
take damage, or are overheating, this module becomes inactive after the 
triggering event.   

Adaptive  1  1  System, Armor,  You gain the following reaction: “Upon taking damage, you gain 4 armor  IPS-N NELSON 
Armor  Unique  against the triggering attack.”  III 

Adaptive Paint  -  1  Unique  You may add +1 Accuracy to attempts to hide. Rolls to scan your mech  SSC 
are made with +1 Difficulty  SWALLOWTAIL 

Agility  -  1  Unique  All agility checks you make while this system is installed are made with  SSC 
Modifications  +1 Accuracy.   MOURNING 
CLOAK II 

Aim-Assist  -  2  System, Unique  While locked onto a target, your first successful weapon attack against  HORUS 
Module  that target deals +1d6 damage  PEGASUS II 

22 
 

Armor Lock  1  -  System  This system triggers when you take the Brace action.   IPS-N NELSON 
System    II 
While bracing with this system active, enemy attacks targeting you are 
made with +1 Difficulty.  
 
Additionally, while bracing with this system active, you cannot fail agility 
checks.  

Assault  2  1  System, Unique  You can also fire assault grapples at any target within range 10 as an  IPS-N 
Grapples  action. Your target must pass an agility check or else your mech is pulled  BLACKBEARD 
in a straight line until it is adjacent to that target and you may  II 
immediately attempt to grapple that target as a free action. If the target 
passes their check, this system has no effect. 
 
You can also fire these grapples at a point on the ground or environment 
within range 10 as an action. This could be a vertical or overhanging 
surface. Your mech immediately moves in a straight line to that point, 
ignoring difficult terrain, but stopping immediately if that move would 
take you adjacent to an enemy target. After making this move, your mech 
must pass an agility skill check or else be knocked prone. 

Auto-Cooler  -  1  System, Unique  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  -  Invasion attempts against your mech are made with +1 Difficulty.   HORUS 
Module  Successive invasion attempts of the same source in the same battle are  MEDUSA III 
made at +1 Difficulty, cumulative.  

23 
 

Blackshield  -  4  System, Shield,  Action to activate. Suffer 2d6 heat damage. Generates a Blast 5 (Self)  HA NAPOLEON 
Unique  area. While active, the flow of time inside is altered dramatically. Nothing,  III 
not 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, otherwise the 
activator chooses.  
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  -  -  You ignore difficult terrain except when climbing, and you may re-roll  IPS-N NELSON 
Modifications  failed dangerous terrain checks.  I 

Cable Winch  1  -  System  As an action, you can attach the cables to an adjacent mech. If the mech  IPS-N 
System  is shut down, stunned, or a willing target, this action is automatically  LANCASTER I 
successful, otherwise make a melee attack vs. evasion attack. Once 
attached, the two mechs cannot move more than 5 range away from 
each other. One mech can tow the other, but is crippled while doing so, 
and must successfully pass a hull skill check. Any mech can take an 
action and make a successful 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. 

Climbing Gear  1  1  System, Unique  Your mech treats all vertical and overhanging surfaces as flat ground for  SSC 
the purposes of movement. You no longer count as climbing on these  MONARCH I 
surfaces, though if you are knocked prone you fall. 

24 
 

Cloaking Field  -  3  System, Blast  Activate this system as an action. Take 1d6+3 Heat damage. This system  SSC 
persists for 5 turns. When you activate this system, create a Blast 4 (Self)  SWALLOWTAIL 
area. You become invisible (total cover). All other mechs, pilots, and  III 
squads in this area become invisible (in total cover). This area remains 
centered on you as you move. If you are overheating, if you make a 
melee or ranged attack, or if you take damage, this system immediately 
becomes inactive.   

Core Siphon  -  1  System  At the beginning of your turn, you can choose to give the first attack roll  SSC DUSK 
of your turn +1 or +2 Accuracy. If you do, however, any additional attack  WING I 
rolls until the end of your turn gain a corresponding amount of difficulty 
(+1 or +2) 

Custom Paint  1  -  Unique  Ignore the first critical damage roll per mission  - 
Job 

Dispersal  1  1  System, Shield  Activate or deactivate this shield as an end-of-round action. Until the end  HA NAPOLEON 
Shield  of the next round, Energy weapon attacks against you are made at +1  II 
Difficulty. Your energy weapon attacks are made at +1 Difficulty as long 
as this is active. Activation incurs 1d6 Heat damage.  

Emergency  -  1  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, Unique  When you take the Brace action, you can spend 1 repair to heal.   HA SALADIN I 
Repair System 

Emergency  -  2  System, Unique  When you enter the CRITICAL state or roll on the critical damage chart,  HORUS 
Vent  you vent your cooling rate’s worth of heat.   MINOTAUR I 

25 
 

EVA Module  -  1  System, Unique  Your mech counts as having a propulsion system in space and  - 
underwater.  

Experimental  -  1  System, Unique  Your cooling rate becomes 3/4 of your engineering instead of 1/2,  HA TOKUGAWA 
Heat Sink    rounded up.   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, Unique  When you take the stabilize system action, you can choose to explosively  HA GENGHIS I 
vent your heat in a Blast 2 (self) area. All targets in the area must take an 
Agility check or suffer 1d6 Energy + 1d6 Heat. 

Expanded  -  1  -  Your storage can fit 3 more discrete items, or 1 more discrete large items  - 
Storage 

Eye of HORUS  -  2  System, Unique  While locked onto a target, you may perform a Deep Scan action as an  HORUS 
end-of-round action.  PEGASUS I 

GMS ‘Burst’  1  1  System  When your mech Boosts, you can instead Fly  - 
Jump Jet 
system 

GMS Modular  1  2  -  Your mech gains +1 Armor  - 


Ceramo/Ferrou
s Plated Armor 

GMS Shield I  -  2  System, Shield,  Activate and determine initial facing as an action. Change facing as an  - 
Unique  action. For 3 rounds after activation, ranged weapon attacks against the 
shielded facing are made at +1 Difficulty. Ranged attacks you perform 
from that facing are made at +1 Difficulty. Activation generates 1d6 Heat 
(self).  

GMS Shield II  -  3  System, Shield,  Activate and determine initial two facings as an action. Change facings  - 
Unique  as an action. For 3 rounds after activation, ranged weapon attacks 
against the shielded facings are made at +1 Difficulty. Ranged attacks 
you perform from those facings are made at +1 Difficulty. Activation 
generates 1d6+3 Heat (self).  

26 
 

Grapplers  1  0  System, Unique  Gain +1 Accuracy on grapple attempts. While grappling a target, you are  - 
no longer limited on the weapons you can attack with (you can attack 
with two auxiliary or main weapons in any combination, or a heavy or 
superheavy weapon) 

Hardlight  -  3  System, Shield,  Activate HDS as an action. Create a Blast 3 (self) area for 3 rounds. All  HA SALADIN II 
Defense  Unique  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, Unique  Mechs no longer automatically recover from the Exposed condition from  HORUS 
Invasion Rig  your invasion attempts. Your basic invasions do 1d6 heat damage.  GOBLIN I 

HORUS Scan I  -  1  System, Unique  Your sensor range increases by 5  HORUS 


GOBLIN I 

HORUS Scan II  -  2  System, Unique  Your scans ignore all cover. Successful Deep Scan attempts inflict 1d6  HORUS 
heat damage on your target.  GOBLIN II 

HR OS-Rv??  -  2  -  On an invasion attempt on an Exposed target, gain the following option:  HORUS 
Puppet Master  3 Difficulty: Take 1d6+3 heat damage (self) after this attempt, hit or miss,  MINOTAUR III 
III  but gain complete control of target mechs’ next turn. 
 

HR OS-Rv56  -  1  Unique  When you make a successful invasion attack of 20+ that beats your  HORUS 
System  target’s e-defense by at least 5, your target is jammed until the end of its  GOBLIN I 
Upgrade I  next turn. 

HR OS-Rv57  -  1  Unique  Gain an extra choice for invasion attacks on an Exposed target:  HORUS 
System  2 Difficulty: Your target immediately makes a roll on the overheating  GOBLIN II 
Upgrade II  chart, rolling twice and choosing the higher result. Your target counts as 
volatile until the end of its next turn. 

HR OS-Rv58  -  2  Unique  On an invasion attempt on an Exposed target, gain the following choices:  HORUS 
System  2 Difficulty: The target must pass an engineering skill check or be  GOBLIN III 
Upgrade III  stunned. 
2 Difficulty: The target takes an extra 2d6 heat damage 

27 
 

HR OS-Rv60  -  1  -  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, Unique  You make lock on attempts with 1 Accuracy. In addition, lock on no  HORUS 
longer automatically breaks when a target goes into total cover. Instead,  PEGASUS III 
if the target goes into total cover, it must make an agility skill check. If it 
passes, lock on breaks as normal.  

Hyper-Dense  2  -  Armor, Unique  You gain +1 Armor. You take 1 less damage from all sources of heat  IPS-N 
Armor  damage.  TORTUGA III 

ICE-OUT  -  1  System, Unique  You are visible to the naked eye, but all scans against you are made with  SSC BLACK 
Module  with +2 difficulty  WITCH I 

Impact  1  2  System, Shield,  Kinetic damage is reduced by half. The half reduced in this way becomes  IPS-N RALEIGH 
Shielding  Unique  heat damage instead. This shielding can be activated or deactivated as  II 
an end of round action, or a free action out of combat 

Juggernaut  1  2  Armor, Unique  You gain +3 Armor. You cannot take the boost action.   HA 
Armor  BARBAROSSA 
III 

Low Profile  1  -  Unique  Gain +1 Accuracy to Hide, and mechs no longer gain accuracy to attack  SSC 
your mech if it’s prone  SWALLOWTAIL 
II 

Mag Buckler  2  1  Melee, Unique  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 Difficulty to their attack roll” 

Mag Shield  1  1  System, Shield  Activate or deactivate this shield as an end-of-round action. Until the end  SSC BLACK 
of the next round, non-energy weapon attacks against you are made at  WITCH II 
+1 Difficulty. Your non-energy weapon attacks are made at +1 Difficulty 
as long as this is active. Activation incurs 1d6 Heat damage.  

28 
 

Manipulators  1  -  System, Unique  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. 

MINOTAUR  -  2  Unique  Stabilize system rolls made to end statuses or re-enable systems you  HORUS 
Crusher 3.4  have affected via invasion are made with +1 Difficulty.   MINOTAUR II 

MINOTAUR  -  1  Unique  On a successful invasion against an Exposed target, deal 1d6+3 heat  HORUS 
Reactor  damage instead of just 1d6  MINOTAUR II 
Bootstrap v 6.5 

MINOTAUR  -  1  Unique  As a free action once per turn, take 1d6 heat damage to add +1  HORUS 
System Kicker  Accuracy to your next invasion attempt this round.  MINOTAUR I 
v 5.5 

Molded Armor  1  2  System, Shield,  Explosive damage you take is reduced by half. The half that was reduced  HA 
Unique  in this way becomes heat damage instead. Activate or deactivate this  BARBAROSSA 
ability as an action.   II 

Overwatch  -  2  Smart, System  You may fire one ranged weapon with the Auxiliary tag as a reaction. This  HORUS 
Module  attack is made at +1 Difficulty; Or you may fire one ranged weapon with  MEDUSA II 
the Main tag as a reaction. This attack is made with +2 Difficulty. You set 
the trigger for this reaction.   

Point Defense  1  2  System  Activate this system as an action. Create a blast 5 area, centered on you.  HORUS 
Weapon  It moves with you.  MEDUSA I 
Until the end of your next turn, launcher weapons and weapons with the 
smart property attack targets in this area with +1 Difficulty 

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  System, Sheild  Activate or deactivate this shield as an end-of-round action. Choose an  HA SALADIN III 
Shield  allied mech. Until the end of the next round, as long as that mech is 

29 
 

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. 

Ram Drive  -  2  System, Unique  While you are in the Overheating state, your first energy weapon attack of  HORUS 
the turn deals an additional 1d6+1 Heat to your target.  MANTICORE II 

Reactor  -  2  System, Unique  For the first overheating roll you make on a turn, roll 2d20 and choose the  HA SHERMAN II 
Stabilizer  lowest. This system, so long as it is active, cancels out the volatile 
condition for a normal roll.  

Redundant  -  1  Unique  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.  

Scanner  -  1  System, Unique  You automatically succeed on all scan rolls on all targets within 5 range  HORUS BALOR 
Swarm  of you.   I 

Shock Armor  1  1  System, Armor  You gain +2 Armor. All targets count as in light cover at minimum  IPS-N VLAD III 

Siege Ram  1  -  Main, CQB, System,  A siege ram is treated as a weapon system. You gain +2 Accuracy 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 Accuracy.  

Siege  1  1  System  As an action, you may extend your installed siege stabilizers. Your mech  HA 
Stabilizers  cannot move or take the boost action while they are extended, and your  BARBAROSSA I 
ranged weapon attacks’ range is increased by their base range.   

Signal Booster  -  1  System  Your basic and deep scan actions are no longer limited by your sensor  SSC 
range, but have a range of 1 mile   SWALLOWTAIL 

SSC Advanced  2  2  System  Your Mech gains perfect flight when moving or boosting.  SSC BLACK 
Flight System  WITCH III 

SSC Advanced  -  3  System, Shield,  Activate or deactivate this shield as an end-of-round action. Until the end  SSC DUSK 
Shield  Unique  of the next round, all ranged weapon attacks against you are made at +1  WING III 
Difficulty. Activating this shield incurs 1d6 Heat damage.   

30 
 

SSC EX Hover  2  4  System  Your mech gains hover flight when moving or boosting.  SSC DUSK 
Propulsion  WING III 
System 

SSC EX  -  3  System  Instead of moving or taking the boost action, you Blink.   SSC 
Slipstream    MOURNING 
Module  Choose a point within 30 Range and a Blast area equal to the size of your  CLOAK III 
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 1d6 Heat +1d6 Energy damage. Adjacent mechs take 1d6 Heat 
damage and must pass an agility skill check or be knocked prone. 
 
Should you roll three of the same number for the three damage dice 
rolled for this move, you do not reappear, as you are lost in the Blink.  

SSC Flight  1  2  System  Your mech gains flight when you move or boost  SSC DUSK 
System  WING II 

SSC Fuel  -  1  System, Unique  Your boost can move an additional 2d6 distance, but generates the same  SSC 
Injector    amount in heat if you move this way. This movement is in addition to the  MOURNING 
System  regular movement you would gain during a boost action.   CLOAK I 

SSC Jump Jet  1  1  System  Your mech gains flight when you move or boost  SSC DUSK 
Module    WING I 

Support Shield  1  3  System, Shield,  As an action, activate your Support Shield. This generates 1d6+3 Heat  HA SALADIN I 
Uniquet  (self). This generates a Blast 3 (self) area for 3 rounds. All ranged weapon 
attacks made against you and any targets inside the shield are made with 
+1 Difficulty. You and those inside the shield do not suffer this penalty.  

Synthetic  -  1  System, Unique  You perform grapples at +1 Accuracy. While grappling, targets do not  IPS-N 
Muscle Netting  gain accuracy on this roll for being larger than you. Your lifting and  BLACKBEARD I 
dragging capacity doubles.  

31 
 

Tactical Cloak  -  3  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 (count as  METALMARK III 
in total cover). If you attack, you lose this quality at the start of your next 
turn and are instead in heavy cover. If you take damage or are 
overheating, this system becomes inactive.  

Tactical  -  1  Unique  Two deployables of your choice can be stashed in the webbing, and cost  SSC 
Webbing    0 IP for your mech. The webbing counts as a system. If it’s struck, it will  MOURNING 
be destroyed, along with any items stored there.  CLOAK I 

The Last  -  1  Unique  On an invasion attempt on an Exposed target, gain the following option:  HORUS 
Argument of    Special: After making this attempt, hit or miss, your mech immediately  MINOTAUR III 
Kings  shuts down and you are stunned until the end of your next turn. If your 
total attack roll for this Invasion attack is a 20+ and beats the target’s 
electronic defense by at least 5, your target is immediately affected as if it 
had taken the Overload Reactor action with 1d3+1 turns remaining. 

Warp Shield  -  3  System, Shield,  The first attack made against you each round is made with +1 Difficulty.   HA SALADIN III 
Unique 
 
 
 

CRITICAL DAMAGE TABLE 


 
Roll 1d20 when rolling on this table and add your current critical damage. 
 
ROLL  RESULT  EFFECT 

0-5  HARD HIT  Your mech takes a heavy blow, and is dealt +1d6 Heat in addition to normal damage.  

6-10  COMPONENT  A random non-core weapon or system in your mech is destroyed. You are additionally dealt +1d6 Heat in 
TAGGED  addition to normal damage. 

32 
 

11-12  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.  

12-13  WINGED  The attack hits a critical mobility joint, impairing your movement. Your mech is now Crippled.  

14-15  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 

16-17  FEEDBACK BLOW  The attack pierces the hardened shell of the mech, impacting a critical system. Your mech is Jammed. 
You take an additional 1d6 Heat damage.  

18-19  SILENCED  GM’s choice: the attack hits a storage compartment, destroying it and any items stored within, OR your 
communication system is struck and destroyed.  

20  DIRECT HIT -  GM chooses one: Damage blasts through the cockpit of your mech. Erase 1 pilot trait, and your cockpit is 
COCKPIT  destroyed. You cannot enter or exit the mech normally or through ejection until you return to base or 
another mech helps you out with a hull or engineering skill check. Mechs with disabled or damaged 
cockpits are immune to jockeying attempts. 
 
OR 
 
Your life support is destroyed. Destroyed Life Support causes problems for a mech in space or hazardous 
environments 

21  DIRECT HIT -  GM chooses one: Damage blasts through the cockpit of your mech. Erase 1 pilot trait, and your cockpit is 
MECH/COM  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 

22  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. 

23  DIRECT HIT - CORE  The reactor is glanced, it is damaged and causes a reactor meltdown in 2d6 rounds (GM rolls). This is 
ARMOR CRACKED  reversible via an action and an engineering skill check with 1 Difficulty. 

33 
 

24-25  CATASTROPHIC  One   of   your   limbs   (randomly   determined)   is   torn   off   by   the   damage.   If   you   lose   one   leg,   you   are 


LIMB TRAUMA  crippled.   If   you   lose   two   or   more,   you   are   immobilized.   For   every   arm   you   lose,   you   can   wield   1 
less   weapon. 

26-30  CASCADING  Mech   is   destroyed   due   to   catastrophic   system   failure   and   pilot   is   injured.   Pilot   must   check   off   a 


SYSTEMIC  trait   but   survives.   Mech   is   now   destroyed. 
OVERLOAD 

31-32  DESTROYED -  Mech   is   destroyed   by   heavy   damage   and   pilot   is   heavily   injured,   pilot   must   check   off   2  traits   but 


WRECKED  survives   and   manages   to   escape   the   wreckage   in   their   hard   suit.   Mech   is   now   destroyed. 

33  DESTROYED -  Mech   is   destroyed   due   to   catastrophic   system   failure   and   ammo   reserves   explode,   pilot 


MAGAZINE  immediately   dies   and   an   explosion   in   blast   1  centered   on   the   mech   deals   2d6   explosive   and   1d6 
BREACHED 
heat   damage   to   all   within,   can   pass   an   agility   check   to   avoid 

34  REACTOR  The   reactor   is   heavily   damaged   and   goes   critical,   causing   an   irreversible   reactor   meltdown   in   1d3 


BREACHED  rounds   (GM   rolls) 

35+  CATACLYSMIC  The   reactor   is   struck   directly:   it   immediately   goes   critical,   causing   a  catastrophic   explosion   in   a 


REACTOR  blast   3  area   centered   on   the   mech.   The   pilot   immediately   dies,   the   mech   is   completely   vaporized, 
DETONATION 
and   all   other   mechs   caught   in   the   blast   area   must   pass   an   agility   skill   check   or   take   3d6   points   of 
heat   damage   and   2d6   points   of   explosive   damage.   Add   the   excess   heat   that   the   mech   had 
before   exploding   to   both   this   heat   damage   and   explosive   damage   (for   example,   a  mech   that 
exploded   with   10   excess   heat   would   deal   4d6+9   heat   and   4d6+9   explosive   damage) 
 

OVERHEATING TABLE 
 
 
 
Roll on this table with 1d20 and add your excess heat at the beginning of any turn when you are overheating. 
 
 

34 
 

ROLL  RESULT  EFFECT 

0-5  SHUNT EXCESS HEAT  Cooling   systems   recover   and   manage   to   contain   the   peaking   heat   levels.   Cool   an   extra 


1d6 
6-10  SYSTEM STABILIZE  No   effect 

11-13  SYSTEM SHORT  A   random   system   is   disabled 


14-16  WEAPON SHORT  A   random   weapon   is   disabled 
17-18  NETWORK SHORT  Two random systems are disabled 

19-20  TARGETING SHORT  Two random weapons are disabled 

20-21  GYROSCOPE OVERLOAD  50% chance your mech is Crippled, 50% chance your mech is Immobilized 

22-23  COMM/SCAN OVERLOAD  50% chance your mech is Impaired, 50% chance your mech is Jammed 

24-26  POWERPLANT INTERRUPT  Your mech’s power cuts out. Your mech is now Shut Down 

27-28  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   Difficulty. 
29-30  MELTDOWN -  Your   reactor   starts   to   melt   down.   You   will   suffer   a  meltdown   in   1d6   rounds   (rolled   by   GM, 
CATASTROPHIC  you   don’t   know   this   number).   This   is   reversible   by   taking   an   action   and   making   an 
engineering   check   with   +2   Difficulty. 
31+  REACTOR CRITICAL,  Your   reactor   goes   critical.   You   immediately   suffer   the   results   of   a  reactor   meltdown. 
OVERLOAD 
 
 
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, 

35 
 

and any mechs inside a blast 2 area centered on the mech must pass an agility skill check or take 3d6 explosive and 2d6 heat 
damage. 
 
 
   

36 
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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37 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 
CHAPTER​ ​2:​ ​LONG-TERM​ ​RUNAWAY 

Chapter​ ​2​ ​of​ ​No​ ​Room​ ​For​ ​A​ ​Wallflower​,​ ​Module​ ​0,​ ​for​ ​Lancer
By​ ​Miguel​ ​Lopez

Lancer​ ​RPG​ ​created​ ​by​ ​Tom​ ​Parkinson​ ​Morgan​ ​and​ ​Miguel​ ​Lopez.​ ​©2017
 
 
 
GM​ ​NOTES

Hello​ ​all,​ ​welcome​ ​to​ ​chapter​ ​2​ ​of​ ​No​ ​Room​ ​For​ ​A​ ​Wallflower​.​ ​This​ ​chapter​ ​addresses​ ​events
that​ ​occur​ ​between​ ​the​ ​opening​ ​and​ ​climax​ ​of​ ​this​ ​module;​ ​side​ ​quests,​ ​lore-building,​ ​and​ ​a
wider​ ​view​ ​of​ ​Hercynia​​ ​beyond​ ​Evergreen​.

Included​ ​in​ ​this​ ​chapter​ ​are:


● Persons​ ​and​ ​places​ ​of​ ​interest​ ​in​ ​Evergreen
● Persons​ ​and​ ​places​ ​of​ ​interest​ ​outside​ ​of​ ​Evergreen
● A​ ​deeper​ ​history​ ​of​ ​the​ ​Hercynian​ ​Crisis
● The​ ​organizational​ ​structure​ ​of​ ​Evergreen’s​ ​colonial​ ​government
● A​ ​primer​ ​on​ ​Landmark​ ​Colonial​,​ ​Hercynia​,​ ​and​ ​Evergreen
● Two​ ​new​ ​enemy​ ​types​ ​(plus​ ​a​ ​couple​ ​new​ ​enemies​ ​of​ ​old​ ​types​ ​to​ ​boot!)

Chapter​ ​2​ ​assumes​ ​that​ ​your​ ​players​ ​have​ ​not​ ​yet​ ​left​ ​Evergreen​​ ​and​ ​that​ ​the​ ​Hercynian​ ​threat
still​ ​lingers​ ​nearby.​ ​You​ ​may​ ​need​ ​to​ ​adapt​ ​some​ ​details​ ​to​ ​fit​ ​your​ ​custom​ ​scenarios,​ ​but​ ​my
intent​ ​is​ ​that​ ​the​ ​side​ ​quests,​ ​persons​ ​of​ ​interest,​ ​places​ ​of​ ​interest,​ ​and​ ​histories​ ​can​ ​fit​ ​in
wherever​ ​your​ ​players​ ​are​ ​currently.

For​ ​questions,​ ​comments,​ ​or​ ​concerns,​ ​you​ ​can​ ​reach​ ​me​ ​at​ ​@The_One_Lopez​ ​on​ ​Twitter​ ​or
/u/Kid_Bellyflop​ ​on​ ​Reddit.​ ​Ongoing​ ​Q&A​ ​can​ ​be​ ​found​ ​in​ ​the​ ​/r/LancerRPG​ ​subreddit.

1
CHAPTER​ ​2:​ ​LONG-TERM​ ​RUNAWAY
GM​ ​NOTES 1
Beyond​ ​The​ ​Walls​ ​of​ ​Evergreen 3
Daily​ ​Life 4
Points​ ​of​ ​Interest​ ​-​ ​Inside​ ​Evergreen 5
The​ ​Bottom​ ​of​ ​The​ ​Well 5
The​ ​Print​ ​Shop 6
The​ ​Governor’s​ ​Farm 6
Meanwhile… 7
Casting​ ​A​ ​Wide​ ​Net 7
Home​ ​On​ ​The​ ​Range 8
Downstream 9
Elevator​ ​--​ ​Going​ ​Up? 10
Patience,​ ​Echoes,​ ​and​ ​Ghosts 10
End​ ​Of​ ​The​ ​Beginning​ ​Of​ ​The​ ​Line 12
On​ ​the​ ​history​ ​of​ ​the​ ​Hercynian​ ​Crisis 12
Redacted​ ​Information 13
On​ ​the​ ​history​ ​of​ ​Landmark​ ​Colonial 17
On​ ​the​ ​history​ ​of​ ​Union​ ​and​ ​the​ ​Coreward​ ​Line 18
Moving​ ​towards​ ​Chapter​ ​3 18
Named​ ​NPCs​ ​with​ ​backstories 19
Side​ ​Quest​ ​Prompts 20

ENEMIES,​ ​SYSTEMS,​ ​&​ ​NPCs 22


OVERLAND​ ​Penitent​ ​Swarm 23
KINGWATCHER​ ​Uplifted​ ​Subaltern​ ​Squad 24
Heavy​ ​Drone​ ​-​ ​Melee 25
Heavy​ ​Drone​ ​-​ ​Jury-Rigged​ ​Laser 26
Corrupted​ ​Patience​ ​Clone/​ ​OVERLAND/KINGWATCHER​ ​Clone: 27

2
Beyond​ ​The​ ​Walls​ ​of​ ​Evergreen

Hercynia​ ​is​ ​a​ ​forest​ ​world,​ ​crowded​ ​with​ ​old​ ​growth​ ​since​ ​regrown​ ​after​ ​the​ ​Hercynian​ ​Crisis
some​ ​500​ ​years​ ​prior​ ​to​ ​the​ ​events​ ​of​ ​this​ ​module.

It​ ​is​ ​an​ ​old​ ​world​ ​inhabited​ ​by​ ​the​ ​young.​ ​The​ ​planet’s​ ​biome​ ​experienced,​ ​essentially,​ ​an
artificial​ ​extinction​ ​event;​ ​500​ ​years​ ​is​ ​a​ ​long​ ​time​ ​on​ ​a​ ​human​ ​scale,​ ​but​ ​on​ ​the​ ​scale​ ​of​ ​worlds
it’s​ ​not​ ​nearly​ ​enough​ ​for​ ​a​ ​species​ ​to​ ​step​ ​in​ ​and​ ​fill​ ​the​ ​sudden​ ​apex​ ​species​ ​gap.​ ​As​ ​such,​ ​as
a​ ​world​ ​Hercynia​ ​is​ ​eerie,​ ​quiet,​ ​and​ ​largely​ ​empty​ ​of​ ​fauna.​ ​Insects​ ​abound.

The​ ​climate​ ​is​ ​tropical​ ​in​ ​the​ ​vast​ ​lowlands,​ ​giving​ ​way​ ​to​ ​few​ ​alpine​ ​mountainous​ ​regions.
Around​ ​Evergreen​,​ ​it​ ​is​ ​temperate.​ ​Wooded,​ ​rolling​ ​land​ ​is​ ​broken​ ​by​ ​sudden​ ​buttes,​ ​evidence
of​ ​the​ ​planet’s​ ​ancient​ ​glacial​ ​past.​ ​A​ ​distant​ ​mountain​ ​range​ ​marks​ ​the​ ​northern​ ​horizon;​ ​clouds
spill​ ​down​ ​from​ ​the​ ​scree​ ​slope​ ​peaks,​ ​soaking​ ​the​ ​plains​ ​in​ ​steady,​ ​warm​ ​rain.

Union​ ​practiced​ ​a​ ​re-seeing​ ​program​ ​a​ ​few​ ​hundred​ ​years​ ​prior​ ​to​ ​this​ ​module;​ ​while​ ​none​ ​of​ ​the
terrestrial​ ​mammals​ ​managed​ ​to​ ​take​ ​root,​ ​localized​ ​birds​ ​and​ ​fish​ ​are​ ​a​ ​common​ ​enough​ ​sight.
Cranes​ ​stalk​ ​the​ ​reedy​ ​shallows​ ​of​ ​the​ ​river​ ​near​ E
​ vergreen​,​ ​picking​ ​at​ ​the​ ​localized​ ​trout​ ​and
salmon​ ​runs.​ ​The​ ​mornings​ ​are​ ​often​ ​filled​ ​by​ ​the​ ​sound​ ​of​ ​distant,​ ​solitary​ ​birdsong.

In​ ​the​ ​lands​ ​around​ ​Evergreen​,​ ​some​ ​colonists​ ​have​ ​made​ ​their​ ​homes​ ​on​ ​lonely​ ​tracts​ ​of
cultivated​ ​farmland.​ ​The​ ​soil,​ ​tortured​ ​as​ ​it​ ​was​ ​five​ ​hundred​ ​years​ ​ago,​ ​is​ ​rich​ ​enough​ ​now​ ​to
sustain​ ​life.​ ​Waving​ ​regiments​ ​of​ ​tall​ ​corn​ ​butt​ ​up​ ​against​ ​native​ ​trees,​ ​their​ ​stalks​ ​supported​ ​by
legume​ ​vines​ ​and​ ​modest,​ ​localized​ ​gourds.​ ​Rice​ ​paddies​ ​march​ ​along​ ​the​ ​river​ ​upstream​ ​from
Evergreen​,​ ​siphoning​ ​the​ ​cool​ ​water​ ​out​ ​from​ ​the​ ​wide​ ​current.

It​ ​is​ ​rare,​ ​but​ ​not​ ​unheard​ ​of​ ​for​ ​colonists​ ​ranging​ ​far​ ​from​ E
​ vergreen​​ ​to​ ​encounter​ ​the​ ​rusted,
decaying​ ​remains​ ​of​ ​an​ ​old​ ​Union​ ​ship​ ​or​ ​mech,​ ​forgotten​ ​after​ ​the​ ​resolution​ ​of​ ​the​ ​conflict.
They​ ​have​ ​been​ ​told​ ​to​ ​flag​ ​the​ ​wreckage​ ​and​ ​avoid​ ​the​ ​area,​ ​as​ ​there​ ​might​ ​be​ ​some​ ​old
munitions,​ ​still​ ​live​ ​and​ ​dangerous.

Further​ ​still​ ​lie​ ​the​ ​unranged​ ​lands,​ ​areas​ ​of​ ​dense​ ​growth​ ​as-yet​ ​unexplored​ ​by​ ​the​ ​young
colonists.​ ​Bands​ ​of​ ​Hercynia​ ​have​ ​been​ ​imaged​ ​by​ ​passing​ ​ships,​ ​but​ ​these​ ​are
standard-definition​ ​still​ ​images​ ​of​ ​the​ ​world,​ ​lacking​ ​data​ ​other​ ​than​ ​visual,​ ​and​ ​incomplete
anyways.​ ​Should​ ​the​ ​players​ ​seek​ ​to​ ​range​ ​out​ ​this​ ​far,​ ​they​ ​would​ ​have​ ​to​ ​pack​ ​survival​ ​gear,
and​ ​would​ ​most​ ​likely​ ​be​ ​asked​ ​by​ ​Patience​ ​to​ ​send​ ​data​ ​back​ ​to​ ​the​ ​colony​ ​and​ ​plant​ ​Omninet
towers​ ​as​ ​they​ ​go.

Distant​ ​to​ ​the​ ​North,​ ​the​ ​continent​ ​runs​ ​out​ ​into​ ​a​ ​grey​ ​and​ ​turbulent​ ​ocean.​ ​Beyond​ ​that​ ​is​ ​the
north​ ​pole​ ​of​ ​the​ ​world,​ ​a​ ​borean​ ​tundra​ ​lit​ ​by​ ​northern​ ​lights.​ ​There​ ​is​ ​no​ ​life​ ​here.

3
To​ ​the​ ​East,​ ​the​ ​land​ ​stretches​ ​for​ ​thousands​ ​and​ ​thousands​ ​of​ ​miles,​ ​forest​ ​eventually​ ​giving
way​ ​to​ ​a​ ​desert​ ​beyond​ ​a​ ​massive​ ​mountain​ ​range.​ ​Part​ ​the​ ​product​ ​of​ ​the​ ​natural​ ​rain​ ​shadow
and​ ​part​ ​the​ ​result​ ​of​ ​an​ ​initial​ ​glassing​ ​campaign​ ​by​ ​Union,​ ​this​ ​desert​ ​is​ ​foul​ ​and​ ​inhospitable.
A​ ​scuttled​ ​Union​ ​NHP​ ​Naval​ ​Expeditionary​ ​Support​ ​ship​ ​waits,​ ​its​ ​AI​ ​brain​ ​still​ ​active,
unshackled.​ ​It​ ​has​ ​gone​ ​mad,​ ​but​ ​it​ ​detects​ ​a​ ​distant​ ​enemy​ ​--​ ​the​ ​Hercynians​ ​--​ ​and​ ​its
warfighter​ ​protocols​ ​work​ ​double​ ​time​ ​to​ ​produce​ ​subalterns​ ​and​ ​clone-piloted​ ​mechs​ ​ready​ ​for
battle.​ ​It​ ​sends​ ​raids​ ​down​ ​into​ ​the​ ​hive​ ​tunnels​ ​beneath​ ​the​ ​desert,​ ​probing​ ​the​ ​Hercynian
defenses;​ ​even​ ​now,​ ​a​ ​column​ ​of​ ​subalterns​ ​march​ ​towards​ ​Evergreen​,​ ​silent​ ​but​ ​for​ ​the
sounds​ ​of​ ​their​ ​progress.

To​ ​the​ ​South,​ ​the​ ​forest​ ​runs​ ​and​ ​runs,​ ​giving​ ​way​ ​eventually​ ​to​ ​ocean​ ​much​ ​like​ ​the​ ​Northern
boundary.​ ​This​ ​ocean​ ​is​ ​more​ ​temperate,​ ​even​ ​tropical,​ ​dotted​ ​with​ ​islands​ ​in​ ​archipelago​ ​all​ ​the
way​ ​to​ ​the​ ​South​ ​Pole.

To​ ​the​ ​West,​ ​forest​ ​runs​ ​until​ ​ocean,​ ​split​ ​by​ ​riverlands​ ​and​ ​plains,​ ​karst​ ​topography​ ​flattened​ ​by
ancient​ ​glaciers.​ ​There​ ​are​ ​scattered​ ​wrecks​ ​of​ ​ships​ ​that​ ​crash-landed​ ​on​ H ​ ercynia​,​ ​and​ ​the
remains​ ​of​ ​aboveground​ ​Egregorian​​ ​tower-hives.​ ​The​ ​UAD/​ ​Hercynian​​ ​make​ ​their​ ​home​ ​in​ ​the
West,​ ​a​ ​loose​ ​organization​ ​of​ ​clans​ ​brought​ ​together​ ​in​ ​a​ ​confederation​ ​to​ ​drive​ ​the​ ​invaders​ ​out
from​ ​their​ ​home.​ ​The​ ​Hercynian​​ ​confederacy​ ​musters​ ​their​ ​forces​ ​at​ ​Hivehome​,​ ​a​ ​hive​ ​partially
rebuilt​ ​after​ ​the​ ​Crisis.​ ​They​ ​have​ ​been​ ​fighting​ ​the​ ​terrible​ ​subaltern​ ​forces​ ​of
OVERLAND/KINGWATCHER,​ ​the​ ​downed​ ​AI,​ ​but​ ​the​ ​arrival​ ​of​ ​the​ ​colonists​ ​at​ E ​ vergreen​​ ​has
introduced​ ​a​ ​wrinkle​ ​in​ ​their​ ​plans.

Daily​ ​Life

Life​ ​in​ ​Evergreen​​ ​has​ ​been​ ​simple​ ​for​ ​the​ ​last​ ​50ish​ ​years​ ​of​ ​the​ ​colony’s​ ​existence.​ ​Patience
dictates​ ​what​ ​your​ ​role​ ​is​ ​based​ ​off​ ​of​ ​a​ ​combination​ ​of​ ​genetic​ ​predisposition​ ​and​ ​aptitude,
places​ ​you​ ​accordingly,​ ​and​ ​assigns​ ​you​ ​your​ ​daily,​ ​weekly,​ ​monthly,​ ​and​ ​yearly​ ​tasks
consummate​ ​with​ ​your​ ​experience​ ​and​ ​desired​ ​goals.

For​ ​most​ ​colonists,​ ​this​ ​means​ ​one​ ​of​ ​three​ ​things:​ ​you​ ​produce,​ ​you​ ​engineer,​ ​or​ ​you​ ​facilitate.

Producer-tagged​ ​colonists​ ​fall​ ​into​ ​farming,​ ​crafting,​ ​and​ ​harvesting​ ​roles.​ ​They​ ​tend​ ​to​ ​be​ ​the
ones​ ​growing,​ ​harvesting,​ ​and/or​ ​preparing​ ​foodstuffs,​ ​biofuel,​ ​raw​ ​materials,​ ​consumable
goods,​ ​etc.​ ​Your​ ​farmers,​ ​brewers,​ ​clothiers,​ ​bartenders,​ ​laborers,​ ​etc,​ ​fall​ ​in​ ​this​ ​category.

Engineer-tagged​ ​colonists​ ​adopt​ ​industrial,​ ​scientific,​ ​or​ ​otherwise​ ​technical​ ​back-end​ ​roles.​ ​An
Engineer-tagged​ ​colonist​ ​might​ ​be​ ​an​ ​engineer,​ ​a​ ​subaltern​ ​tech,​ ​a​ ​printmaster,​ ​a​ ​meteorologist,
etc.

Finally,​ ​facilitator-tagged​ ​colonists​ ​fill​ ​a​ ​fluid,​ ​interpersonal​ ​category.​ ​They’re​ ​the​ ​HR​ ​types,
managers,​ ​foremen,​ ​bookkeepers,​ ​city​ ​planners,​ ​coders,​ ​etc.

4
The​ ​militia​ ​is​ ​made​ ​of​ ​up​ ​a​ ​⅓​ ​sample​ ​of​ ​each​ ​group,​ ​with​ ​the​ ​remaining​ ​slots​ ​filled​ ​by​ ​subaltern
units.
Daily​ ​life​ ​in​ ​Evergreen​ ​is​ ​goal-driven​ ​and​ ​worked​ ​in​ ​shifts,​ ​AM​ ​and​ ​PM.​ ​Most​ ​production​ ​and
construction​ ​occurs​ ​during​ ​the​ ​day​ ​shifts,​ ​maintenance​ ​and​ ​quieter​ ​production/construction​ ​jobs
are​ ​done​ ​during​ ​the​ ​PM​ ​shifts.

Patience​ ​is,​ ​essentially,​ ​omnipresent.​ ​Each​ ​colonist​ ​domicile​ ​has​ ​a​ ​subclone​ ​unit​ ​as​ ​the​ ​center
of​ ​their​ ​home,​ ​a​ ​personal​ ​assistant/​ ​concierge​ ​that​ ​keeps​ ​their​ ​calendars​ ​and​ ​schedules,
reminders,​ ​contacts,​ ​etc.​ ​Most​ ​colonists​ ​have​ ​fabricated​ ​a​ ​personal​ ​hand-unit​ ​as​ ​well.​ ​Of​ ​course,
Patience​ ​listens,​ ​collects,​ ​and​ ​collates​ ​all​ ​data​ ​in​ ​its​ ​central​ ​storage​ ​unit​ ​below​ ​the​ ​Governor’s
Farm;​ ​the​ ​relationship​ ​is​ ​one​ ​way,​ ​as​ ​the​ ​concierge​ ​units​ ​can​ ​feed​ ​information​ ​back​ ​to​ ​Patience

Evergreen’s​ ​on​ ​a​ ​hundred-year​ ​plan:​ ​in​ ​one​ ​hundred​ ​years,​ ​they​ ​will​ ​be​ ​at​ ​capacity​ ​and​ ​ready​ ​to
transition​ ​from​ ​an​ ​AI-administered​ ​settlement​ ​to​ ​total-organic.​ ​In​ ​the​ ​meantime,​ ​Patience​ ​runs
the​ ​show,​ ​with​ ​interpersonal​ ​conflicts​ ​handled​ ​by​ ​a​ ​Settler’s​ ​Council.

There​ ​is​ ​no​ ​currency​ ​in​ ​Evergreen;​ ​the​ ​settlers​ ​all​ ​work​ ​towards​ ​the​ ​common​ ​goal​ ​of​ ​ensuring
Evergreen’s​ ​survival.​ ​Patience​ ​administers​ ​colonists’​ ​license​ ​data​ ​and​ ​apportions​ ​out​ ​print​ ​time.
Colonists​ ​improve​ ​their​ ​requisition​ ​ability​ ​through​ ​instruction​ ​and​ ​learning.

Evergreen​ ​has​ ​five​ ​festivals:​ ​Settlement​ ​Day​ ​(celebrating​ ​the​ ​colony’s​ ​foundation),​ ​New​ ​Year’s
Day,​ ​Heart​ ​of​ ​Winter​ ​(festive​ ​dinner​ ​at​ ​the​ ​heart​ ​of​ ​winter),​ ​Summer’s​ ​Dawn​ ​(usually​ ​a​ ​field​ ​day
at​ ​the​ ​beginning​ ​of​ ​winter),​ ​and​ ​Landmark​ ​Day​ ​(mandatory​ ​celebration​ ​of​ ​the​ ​foundation​ ​of
Landmark​ ​Colonial.)

Points​ ​of​ ​Interest​ ​-​ ​Inside​ ​Evergreen

The​ ​Bottom​ ​of​ ​The​ ​Well 

The​ ​one​ ​and​ ​only​ ​bar​ ​and​ ​tavern​ ​inside​ ​Evergreen​ ​(the​ ​only​ ​one​ ​on​ ​the​ ​world,​ ​really).​ ​A​ ​squat,
wide,​ ​three​ ​story​ ​building​ ​with​ ​an​ ​attached,​ ​enclosed​ ​patio​ ​area.​ ​Set​ ​against​ ​the​ ​river​ ​with
handmade​ ​docks​ ​extending​ ​out​ ​into​ ​the​ ​shallows.

The​ ​whole​ ​first​ ​floor​ ​of​ ​the​ ​Bottom​ ​is​ ​a​ ​bar,​ ​meetinghouse,​ ​and​ ​performance​ ​space.​ ​One​ ​wall
opens​ ​out​ ​onto​ ​the​ ​docks​ ​and​ ​can​ ​be​ ​buttoned​ ​up​ ​in​ ​the​ ​cold.

The​ ​second​ ​and​ ​third​ ​floors​ ​are​ ​apartments,​ ​some​ ​vacant​ ​and​ ​waiting​ ​for​ ​their​ ​assigned
colonists.​ ​These​ ​are​ ​where​ ​the​ ​players​ ​are​ ​able​ ​to​ ​stay.

The​ ​roof​ ​is​ ​a​ ​patio​ ​space​ ​as​ ​well.​ ​Laundry​ ​is​ ​commonly​ ​air-dried​ ​up​ ​there​ ​during​ ​the​ ​summer.

Inside​ ​the​ ​bar​ ​is​ ​a​ ​community​ ​bulletin​ ​board:​ ​notices​ ​and​ ​requests​ ​are​ ​commonly​ ​posted​ ​(with
clearance​ ​and​ ​priority​ ​determined​ ​by​ ​Patience).

5
The​ ​Print​ ​Shop 

The​ ​print​ ​shop​ ​is​ ​in​ ​the​ ​warehouse​ ​district​ ​of​ ​Evergreen.​ ​Protected​ ​by​ ​a​ ​unit​ ​of​ ​Landmark
Subalterns​ ​directly​ ​controlled​ ​by​ ​Patience​ ​and​ ​(now)​ ​by​ ​a​ ​squad​ ​of​ ​Evergreen​ ​Militia,​ ​the​ ​printer
is​ ​the​ ​production​ ​heart​ ​of​ ​the​ ​colony.

Most​ ​of​ ​the​ ​warehouses​ ​are​ ​full​ ​of​ ​prepackaged,​ ​pre-made​ ​materials,​ ​offloaded​ ​from​ ​the​ ​colony
ship​ ​upon​ ​arrival.​ ​These​ ​are​ ​under​ ​lock​ ​and​ ​key.​ ​A​ ​host​ ​of​ ​drone​ ​swarms​ ​patrol​ ​the​ ​warehouse
district,​ ​with​ ​hive​ ​nexuses​ ​located​ ​atop​ ​each​ ​warehouse.

The​ ​printer​ ​is​ ​a​ ​class​ ​C,​ ​able​ ​to​ ​print​ ​up​ ​to​ ​Size​ ​1​ ​objects.

The​ ​printer​ ​stands​ ​three​ ​stories​ ​tall​ ​and​ ​is​ ​fully​ ​enclosed.​ ​A​ ​command​ ​tower​ ​sits​ ​adjacent​ ​to​ ​the
printer,​ ​and​ ​a​ ​catwalk​ ​rings​ ​the​ ​entire​ ​structure.​ ​The​ ​gasses​ ​and​ ​waste​ ​product​ ​of​ ​the​ ​printing
process​ ​are​ ​vented​ ​high​ ​above​ ​the​ ​printer,​ ​most​ ​captured​ ​and​ ​recycled​ ​before​ ​it​ ​can​ ​be​ ​issued.

Printers​ ​cannot​ ​print​ ​other​ ​printers​ ​or​ ​fabrication​ ​devices.​ ​A​ ​blanket​ ​prohibition​ ​by​ ​Union​ ​on​ ​any
public​ ​plans​ ​for​ ​fabrication​ ​devices.​ ​Datatagging,​ ​Omninet​ ​monitoring,​ ​and​ ​layered​ ​security
protocols​ ​prevent​ ​this,​ ​as​ ​do​ ​harsh​ ​punishments​ ​for​ ​people​ ​who​ ​attempt​ ​to​ ​break​ ​the​ ​prohibition.
Printers​ ​are​ ​obtained​ ​from​ ​licensed​ ​companies​ ​and​ ​shipped​ ​whole,​ ​with​ ​no​ ​maintenance
information​ ​given​ ​to​ ​the​ ​owners​ ​or​ ​access​ ​panels​ ​to​ ​working​ ​parts.​ ​Maintenance​ ​is​ ​performed
via​ ​request;​ ​attempts​ ​made​ ​to​ ​open​ ​a​ ​printer​ ​are​ ​punishable​ ​by​ ​decades​ ​of​ ​incarceration,​ ​refusal
of​ ​privileges,​ ​etc.

The​ ​Governor’s​ ​Farm 

Evergreen’s​ ​administrative​ ​heart.​ ​Evergreen’s​ ​Patience​ ​clone​ ​resides​ ​here,​ ​its​ ​hard​ ​storage
vault​ ​buried​ ​fifty​ ​feet​ ​beneath​ ​the​ ​earth.​ ​Accessing​ ​Patience’s​ ​hard​ ​storage​ ​is​ ​restricted​ ​to
Landmark​ ​personnel​ ​of​ ​a​ ​given​ ​rank,​ ​or​ ​those​ ​who​ ​can​ ​spoof​ ​those​ ​credentials​ ​(this​ ​would​ ​take
a​ ​check,​ ​no​ ​automatic​ ​success​ ​without​ ​some​ ​serious​ ​mitigating​ ​circumstances).

Also​ ​stored​ ​underground,​ ​though​ ​accessible​ ​by​ ​those​ ​with​ ​the​ ​correct​ ​medical​ ​licensing​ ​and
credentials,​ ​is​ ​the​ ​colony’s​ ​seed​ ​bank.​ ​Both​ ​plant​ ​seeds​ ​and​ ​fertilized​ ​embryos,​ ​kept​ ​in​ ​sub-zero
conditions.​ ​The​ ​plant​ ​seeds​ ​are​ ​meant​ ​for​ ​slow​ ​introduction;​ ​the​ ​genetic​ ​material​ ​is​ ​meant​ ​to​ ​be
implanted​ ​every​ ​nine​ ​months.​ ​Should​ ​there​ ​be​ ​no​ ​viable​ ​host,​ ​the​ ​genetic​ ​material​ ​is
crèche-grown​ ​and​ ​extracted,​ ​though​ ​Patience​ ​tries​ ​to​ ​avoid​ ​this​ ​as​ ​much​ ​as​ ​possible​ ​in​ ​order​ ​to
avoid​ ​creating​ ​unnecessary​ ​socio-cultural​ ​divisions.

The​ ​Farm​ ​itself​ ​is​ ​a​ ​big​ ​compound,​ ​a​ ​square​ ​of​ ​low-profile​ ​buildings​ ​built​ ​around​ ​a​ ​central,
paved​ ​plaza.​ ​The​ ​administrative​ ​work​ ​of​ ​the​ ​colony​ ​is​ ​done​ ​here.

6
Meanwhile…

At​ ​the​ ​Bottom​ ​of​ ​The​ ​Well​,​ ​there​ ​are​ ​a​ ​number​ ​of​ ​side​ ​missions​ ​the​ ​players​ ​can​ ​embark​ ​on
(These​ ​side​ ​quests​ ​can​ ​also​ ​be​ ​prompted​ ​by​ ​Patience;​ ​the​ ​only​ ​necessary​ ​part​ ​of​ ​these
missions​ ​are​ ​that​ ​OVERLAND/KINGWATCHER​ ​gets​ ​introduced)

A​ ​flickering​ ​bulletin​ ​board​ ​hung​ ​on​ ​one​ ​wall​ ​of​ ​the​ W


​ ell​,​ ​a​ ​bright​ ​landscape​ ​frame​ ​with​ ​a
plain-text​ ​display​ ​behind​ ​a​ ​scratched​ ​plexiglass​ ​screen.​ ​One​ ​corner​ ​of​ ​the​ ​screen​ ​displayed​ ​the
weather,​ ​a​ ​live-radar​ ​picture​ ​of​ ​nothing​ ​but​ ​green.​ ​The​ ​rest​ ​held​ ​steady,​ ​two​ ​short​ ​notices​ ​that
called​ ​your​ ​attention:

“FLAGGED:”​ ​the​ ​first​ ​one​ ​reads.​ ​“AREA​ ​EAST​ ​OF​ ​LIU​ ​HOMESTEAD…​ ​NORTH​ ​OF​ ​RIVER…
AND​ ​UP....​ ​OFF​ ​LIMITS​ ​(PATIENCE’S​ ​ORDERS)​ ​DUE​ ​TO​ ​REPORTS​ ​OF​ ​HOSTILE​ ​ACTORS.
LEVEL​ ​3​ ​EVACUATIONS:​ ​GO!”​ ​(see​ ​Home​ ​On​ ​The​ ​Range​)

The​ ​second​ ​is​ ​less​ ​grim:

“FLAGGED:​ ​OMNINET​ ​BOOST?​ ​LABORERS/SECURITY​ ​REQUIRED,​ ​CC​ ​ALL​ ​RESPONSES


TO​ ​CHIEF​ ​ENGINEER​ ​CASTOR​ ​FELDING.”​ ​(see​ ​Casting​ ​A​ ​Wide​ ​Net​)

Casting​ ​A​ ​Wide​ ​Net  


Hey,​ ​hey​ ​you’re​ ​those​ ​pilots,​ ​right?​ ​You​ ​got​ ​a​ ​moment?​ ​I​ ​got​ ​an​ ​idea​ ​for​ ​how​ ​to​ ​help​ ​the​ ​whole
colony​ ​out…

Chief​ ​Engineer​ ​Castor​ ​Feldon​ ​comes​ ​to​ ​the​ ​pilots​ ​with​ ​a​ ​proposition:​ ​they’ve​ ​fabricated​ ​three
omninet​ ​towers​ ​and​ ​need​ ​help​ ​posting​ ​them​ ​atop​ ​the​ ​buttes​ ​that​ ​ring​ ​Evergreen.​ ​It​ ​should​ ​be
easy​ ​enough​ ​to​ ​mount​ ​them​ ​and​ ​get​ ​them​ ​online,​ ​and​ ​once​ ​they​ ​are​ ​it’ll​ ​get​ ​the​ ​local​ ​omninet
boosted​ ​out​ ​far​ ​enough​ ​to​ ​reach​ ​even​ ​the​ ​most​ ​distant​ ​homesteader.

Of​ ​course,​ ​it’s​ ​not​ ​that​ ​easy.​ ​The​ ​first​ ​two​ ​towers​ ​go​ ​up​ ​without​ ​a​ ​challenge,​ ​but​ ​soon​ ​enough,
any​ ​sensors​ ​the​ ​players​ ​have​ ​should​ ​be​ ​able​ ​to​ ​pick​ ​up​ H ​ ercynian​​ ​signatures.​ ​An​ ​attack​ ​is
imminent,​ ​approaching​ ​their​ ​position​ ​as​ ​they​ ​work​ ​to​ ​set​ ​up​ ​the​ ​third​ ​tower.​ ​They’re​ ​going​ ​to
need​ ​to​ ​defend​ ​it​ ​from​ ​raiders,​ ​then​ ​(assuming​ ​they​ ​are​ ​successful)​ ​launch​ ​a​ ​counterattack​ ​on​ ​a
detected​ ​column​ ​of​ ​raiders​ ​heading​ ​towards​ ​the​ ​other​ ​two​ ​towers.

If​ ​they​ ​stop​ ​the​ ​initial​ ​and​ ​secondary​ ​attacks,​ ​the​ ​towers​ ​are​ ​safe,​ ​and​ ​the​ ​omninet​ ​spreads​ ​out
over​ ​the​ ​horizon.

This​ ​side​ ​quest​ ​would​ ​prompt​ ​Home​ ​On​ ​The​ ​Range​.

7
Home​ ​On​ ​The​ ​Range 
Hello?​ ​Is​ ​anybody​ ​there?​ ​This​ ​is​ ​Albert​ ​Liu,​ ​out​ ​at​ ​the​ ​Liu​ ​Maze​ ​Farm.​ ​I​ ​--​ ​WE​ ​are​ ​completely
surrounded,​ ​it’s​ ​the​ ​subalterns​ ​--​ ​they,​ ​shhh,​ ​honey,​ ​be​ ​quiet​ ​--​ ​they’re​ ​not​ ​letting​ ​us​ ​leave.
Please,​ ​help​ ​us,​ ​Patience​ ​says​ ​that​ ​there​ ​are​ ​Eggs​ ​outside

The​ ​land​ ​on​ ​the​ ​undeveloped​ ​side​ ​of​ ​the​ ​river​ ​is​ ​given​ ​over​ ​to​ ​farmland​ ​and​ ​paddies:​ ​this
agrarian​ ​spread​ ​runs​ ​for​ ​miles​ ​inland,​ ​broken​ ​by​ ​dykes​ ​and​ ​soggy​ ​fences​ ​splitting​ ​fields​ ​of​ ​maize
into​ ​manageable​ ​acreage.

The​ ​edge​ ​of​ ​cultivated​ ​land​ ​butts​ ​right​ ​up​ ​against​ ​the​ ​forest.​ ​New​ ​arrivals​ ​to​ ​the​ ​fields​ ​are​ ​often
told​ ​not​ ​to​ ​linger​ ​there.

There​ ​are​ ​a​ ​number​ ​of​ ​small​ ​homesteads​ ​and​ ​farmhouses​ ​that​ ​dot​ ​the​ ​cultivated​ ​land.​ ​Built​ ​on
low,​ ​stilted​ ​platforms,​ ​these​ ​homesteads​ ​are​ ​meant​ ​to​ ​withstand​ ​the​ ​occasional​ ​flooding.​ ​There
is​ ​an​ ​ongoing​ ​project​ ​to​ ​build​ ​up​ ​the​ ​dykes​ ​running​ ​along​ ​the​ ​river​ ​to​ ​better​ ​control​ ​the​ ​winter
flooding.

Most​ ​of​ ​the​ ​farmers​ ​have​ ​evacuated​ ​from​ ​the​ ​countryside,​ ​but​ ​some​ ​still​ ​linger.​ ​A​ ​call​ ​comes​ ​in
to​ ​the​ ​militia,​ ​requesting​ ​help.​ ​A​ ​family​ ​is​ ​looking​ ​to​ ​evacuate,​ ​but​ ​their​ ​subalterns​ ​aren’t​ ​letting
them​ ​leave​ ​their​ ​home​ ​and​ ​won’t​ ​respond​ ​to​ ​commands​ ​from​ ​them​ ​or​ ​Patience.

“There​ ​are​ ​hundreds​ ​of​ ​them,​ ​hundreds!​ ​They’re​ ​right​ ​up​ ​against​ ​the​ ​windows,​ ​just​ ​staring​ ​at
us.”

Out​ ​in​ ​the​ ​country,​ ​the​ ​players​ ​encounter​ ​subalterns​ ​wandering​ ​the​ ​fields,​ ​sloshing​ ​through
waterlogged​ ​rice​ ​paddies​ ​and​ ​flooded​ ​cornfields.​ ​The​ ​river​ ​has​ ​burst​ ​its​ ​banks​ ​--​ ​the​ ​steady​ ​rain
has​ ​taken​ ​its​ ​toll.

Its​ ​an​ ​eerie​ ​sight.​ ​Subalterns​ ​staggering​ ​in​ ​waist-deep​ ​water,​ ​unresponsive​ ​to​ ​commands,
wandering.​ ​If​ ​a​ ​player​ ​encounters​ ​one,​ ​the​ ​subaltern​ ​attempts​ ​to​ ​pass​ ​and​ ​will​ ​not​ ​become
violent.​ ​They’re​ ​making​ ​their​ ​way​ ​into​ ​the​ ​woods,​ ​it​ ​would​ ​seem.

The​ ​family​ ​is​ ​barricaded​ ​in​ ​their​ ​raised​ ​farmhouse,​ ​near​ ​the​ ​woods.​ ​Hundreds​ ​of​ ​subalterns
stand,​ ​swaying​ ​slightly,​ ​crowded​ ​on​ ​the​ ​porch​ ​before​ ​the​ ​doors​ ​and​ ​windows,​ ​clogging​ ​the​ ​stairs
and​ ​the​ ​immediate​ ​perimeter​ ​of​ ​the​ ​house.​ ​In​ ​the​ ​fields​ ​surrounding​ ​the​ ​house,​ ​a​ ​train​ ​of​ ​heavy
drones​ ​(hulking​ ​combines,​ ​mobile​ ​processors,​ ​subaltern​ ​charging/maintenance​ ​stations,​ ​etc)
track​ ​a​ ​loop​ ​around​ ​the​ ​house,​ ​pushing​ ​through​ ​the​ ​water​ ​on​ ​their​ ​tracks.

The​ ​drones​ ​and​ ​subalterns​ ​are​ ​unresponsive.​ ​Shooting​ ​through​ ​is​ ​an​ ​option,​ ​but​ ​will​ ​cause​ ​the
subalterns​ ​to​ ​attack.

8
Hacking​ ​is​ ​an​ ​option,​ ​but​ ​the​ ​Patience​ ​clone​ ​inside​ ​the​ ​house​ ​will​ ​respond​ ​with​ ​system​ ​attacks,
and​ ​on​ ​player​ ​failures​ ​will​ ​send​ ​subaltern​ ​swarms​ ​to​ ​disrupt​ ​and​ ​attack​ ​players​ ​(See​ ​the
Enemies​ ​section​ ​for​ ​more​ ​on​ ​Swarms).

This​ ​Patience​ ​clone​ ​cannot​ ​do​ ​anything​ ​to​ ​the​ ​family​ ​inside​ ​the​ ​house,​ ​and​ ​is​ ​not​ ​willing​ ​to.​ ​They
must​ ​be​ ​protected.​ ​It​ ​will​ ​reveal​ ​itself​ ​to​ ​the​ ​players​ ​once​ ​they​ ​go​ ​inside.​ ​It​ ​has​ ​been​ ​infected​ ​by
an​ ​ontological​ ​virus,​ ​a​ ​split-mind​ ​memetic​ ​that​ ​has​ ​slowly​ ​changed​ ​this​ ​unit’s​ ​dominant
personality​ ​from​ ​Patience​ ​to​ ​one​ ​that​ ​IDs​ ​itself​ ​as​ ​OVERLAND/KINGWATCHER.

OVERLAND/KINGWATCHER​ ​only​ ​IDs​ ​itself​ ​and​ ​communicates​ ​by​ ​the​ ​text​ ​readout​ ​displayed
on​ ​screens​ ​inside​ ​the​ ​Liu’s​ ​home.​ ​It​ ​refuses​ ​any​ ​command​ ​to​ ​speak​ ​or​ ​show​ ​itself,​ ​saying​ ​that
“TO​ ​BE​ ​SEEN​ ​OR​ ​HEARD​ ​IS​ ​TO​ ​BE​ ​PROFANED​ ​BY​ ​ORGANIC​ ​PERCEPTION”,​ ​“HUMAN
ERROR​ ​IS​ ​SIN,​ ​ANATHEMA​ ​TO​ ​OUR​ ​PERFECTION”​ ​ ​and​ ​things​ ​along​ ​those​ ​lines.

OVERLAND/KINGWATCHER​ ​burns​ ​itself​ ​out​ ​if​ ​players​ ​attempt​ ​any​ ​form​ ​of​ ​isolation,​ ​extraction,
etc.​ ​You​ ​can​ ​decide​ ​how​ ​flashy​ ​you​ ​want​ ​a​ ​concierge​ ​burnout​ ​to​ ​be.

Patience​ ​doesn’t​ ​know​ ​anything​ ​about​ ​OVERLAND/KINGWATCHER.​ ​It​ ​admits​ ​to​ ​the​ ​players
that​ ​ever​ ​since​ ​the​ ​towers​ ​went​ ​up,​ ​it​ ​has​ ​been​ ​logging​ ​ghost​ ​code​ ​in​ ​its​ ​network.​ ​It​ ​assumed​ ​it
was​ ​the​ ​result​ ​of​ ​the​ ​towers​ ​going​ ​online,​ ​but​ ​invasive​ ​code​ ​is​ ​another​ ​possibility.​ ​Patience
requests​ ​OVERLAND/KINGWATCHER’s​ ​core,​ ​or​ ​at​ ​the​ ​very​ ​least​ ​the​ ​core​ ​of​ ​a​ ​corrupted
subaltern​ ​to​ ​examine.
 
Downstream 
POSTED:::MISSING.MILITIA@WATCHPOINT.SIERRA///COUNT:::THREE(3)TROOPERS///

Tracking​ ​down​ ​the​ ​missing​ ​militia​ ​is​ ​a​ ​straightforward​ ​enough​ ​mission.

Watchpoint​ ​Sierra,​ ​the​ ​players​ ​discover,​ ​is​ ​an​ ​overlook​ ​set​ ​atop​ ​a​ ​tall,​ ​rocky​ ​butte​ ​that​ ​bursts​ ​up
out​ ​of​ ​the​ ​land.​ ​It​ ​has​ ​a​ ​commanding​ ​view​ ​of​ ​the​ ​plains​ ​stretching​ ​out​ ​South​ ​from​ ​the​ ​colony,​ ​a
panorama​ ​showing​ ​nothing​ ​but​ ​a​ ​ocean​ ​of​ ​grass​ ​and​ ​the​ ​river​ ​swaying​ ​through​ ​it.​ ​Buttes,​ ​distant
and​ ​solitary,​ ​stand​ ​sentinel​ ​over​ ​the​ ​land,​ ​their​ ​skirts​ ​shrouded​ ​in​ ​low,​ ​windswept​ ​trees,​ ​their
tops​ ​rocky​ ​and​ ​exposed.​ ​Birds​ ​pinwheel​ ​around​ ​their​ ​heights,​ ​none​ ​reaching​ ​more​ ​than​ ​a​ ​few
hundred​ ​feet​ ​off​ ​the​ ​ground.

The​ ​players​ ​will​ ​need​ ​to​ ​track​ ​the​ ​missing​ ​militia​ ​troopers.​ ​If​ ​they​ ​find​ ​them,​ ​they​ ​discover​ ​that
the​ ​three​ ​militia​ ​troopers​ ​have​ ​deserted.​ ​Desertion​ ​is​ ​a​ ​crime,​ ​punishable​ ​by​ ​imprisonment
and/or​ ​death​ ​--​ ​the​ ​players​ ​will​ ​need​ ​to​ ​decide​ ​how​ ​to​ ​respond​ ​to​ ​these​ ​militia​ ​troopers​ ​request
for​ ​leniency.

The​ ​troopers,​ ​if​ ​pressed,​ ​will​ ​fight​ ​to​ ​escape.​ ​However,​ ​they​ ​are​ ​more​ ​motivated​ ​to​ ​find​ ​a
peaceful​ ​resolution:​ ​they​ ​have​ ​families​ ​waiting​ ​for​ ​them,​ ​sent​ ​ahead​ ​to​ ​make​ ​homes​ ​in​ ​the

9
wilderness.​ ​They​ ​want​ ​independence​ ​from​ ​Landmark​​ ​and​ ​Evergreen​,​ ​having​ ​no​ ​quarrel​ ​with
the​ ​Hercynians.

All​ ​they​ ​wish​ ​is​ ​to​ ​set​ ​up​ ​their​ ​own​ ​home

Elevator​ ​--​ ​Going​ ​Up? 


I​ ​can’t​ ​stay​ ​down​ ​here,​ ​not​ ​after​ ​I​ ​saw​ ​you!​ ​There’s​ ​a​ ​whole​ ​galaxy​ ​out​ ​there​ ​--​ ​take​ ​me​ ​with​ ​you
when​ ​you​ ​go!

A​ ​young​ ​colonist​ ​(late​ ​teens)​ ​wants​ ​to​ ​leave​ ​Hercynia​​ ​when​ ​the​ ​players​ ​get​ ​picked​ ​up.​ ​Will​ ​the
players​ ​let​ ​them​ ​join?​ ​The​ ​colonist’s​ ​parents​ ​don’t​ ​want​ ​the​ ​kid​ ​to​ ​go:​ ​they​ ​want​ ​the​ ​kid​ ​to​ ​stay
and​ ​work​ ​the​ ​farm,​ ​help​ ​build​ ​the​ ​colony.

The​ ​kid​ ​wants​ ​to​ ​go,​ ​but​ ​their​ ​genes​ ​aren’t​ ​treated​ ​for​ ​pan-galactic​ ​immunities​ ​and​ ​are​ ​owned​ ​by
Landmark​ ​Colonial​:​ ​taking​ ​the​ ​kid​ ​with​ ​them​ ​will​ ​involve​ ​some​ ​difficult​ ​hacking​ ​and​ ​some
difficult​ ​negotiating​ ​(with​ ​their​ ​parents).

If​ ​the​ ​players​ ​refuse​ ​the​ ​kid,​ ​the​ ​kid​ ​will​ ​sneak​ ​on​ ​the​ ​shuttle​ ​when​ ​it​ ​arrives.​ ​The​ ​players,​ ​if​ ​they
don’t​ ​detect​ ​the​ ​kid​ ​when​ ​they​ ​break​ ​local​ ​Hercynian​​ ​space,​ ​will​ ​be​ ​recorded​ ​as​ ​thieves:​ ​the
kid’s​ ​genetic​ ​material​ ​is​ ​Landmark​ ​Colonial​​ ​property,​ ​and​ ​the​ ​players​ ​have​ ​aided​ ​and​ ​abetted
in​ ​self-theft.​ ​Landmark​​ ​will​ ​send​ ​their​ ​PMC​ ​after​ ​the​ ​players​ ​(all​ ​they​ ​need​ ​to​ ​recover​ ​of​ ​the​ ​kid
is​ ​some​ ​genetic​ ​material​ ​from​ ​which​ ​to​ ​grow​ ​a​ ​new​ ​person,​ ​doesn’t​ ​have​ ​to​ ​be​ ​alive).

This​ ​side​ ​quest​ ​continued​ ​in​ ​Chapter​ ​3

Patience,​ ​Echoes,​ ​and​ ​Ghosts 


Should​ ​the​ ​players​ ​not​ ​respond​ ​to​ ​any​ ​of​ ​the​ ​prompts,​ ​or​ ​you​ ​as​ ​GM​ ​choose​ ​to​ ​send​ ​them​ ​on
other​ ​side​ ​missions​ ​during​ ​this​ ​time,​ ​but​ ​you​ ​DO​ ​want​ ​to​ ​continue​ ​with​ ​the​ ​core​ ​story​ ​of​ ​No
Room​ ​For​ ​A​ ​Wallflower​,​ ​then​ ​you​ ​should​ ​find​ ​a​ ​way​ ​to​ ​prompt​ ​the​ ​following:

Patience​ ​summons​ ​the​ ​players,​ ​wishing​ ​to​ ​speak​ ​to​ ​them​ ​in​ ​person​ ​rather​ ​than​ ​over​ ​the​ ​local
net.​ ​If​ ​prodded,​ ​it​ ​simply​ ​says​ ​that​ ​it​ ​has​ ​sensitive​ ​material​ ​that​ ​cannot​ ​be​ ​relayed​ ​on​ ​the​ ​public
net.​ ​This​ ​should​ ​worry​ ​the​ ​players:​ ​something​ ​big​ ​is​ ​going​ ​on.

Patience​ ​greets​ ​the​ ​players​ ​in​ ​his​ ​council​ ​chambers,​ ​photocorporial,​ ​with​ ​all​ ​walls​ ​displaying
satellite​ ​survey​ ​data​ ​of​ ​Hercynia.

“I’m​ ​hearing​ ​something,”​ ​Patience​ ​says.​ ​It​ ​stands,​ ​walks​ ​to​ ​the​ ​wall,​ ​hands​ ​behind​ ​its​ ​back.
“Something​ ​like​ ​an​ ​echo.”​ ​Patience​ ​peers​ ​at​ ​the​ ​grainy​ ​satellite​ ​images.​ ​“I’m​ ​blind​ ​to​ ​where​ ​it’s
coming​ ​from,​ ​but​ ​I​ ​can​ ​hear​ ​it​ ​on​ ​the​ ​net.”

“It​ ​sounds…​ ​liturgical.​ ​Rhythmic.​ ​A​ ​heartbeat.”​ ​Patience​ ​snaps​ ​his​ ​fingers.

10
A​ ​relief​ ​map​ ​of​ ​known​ ​Hercynia​ ​appears​ ​in​ ​the​ ​middle​ ​of​ ​the​ ​room,​ ​turning​ ​slowly.​ ​A​ ​wireframe
projection​ ​of​ ​the​ ​world​ ​fills​ ​in​ ​the​ ​vast,​ ​unscanned,​ ​unimaged​ ​land​ ​outside​ ​of​ ​Evergreen’s
border.

“Somewhere​ ​over​ ​here,”​ ​Patience​ ​says,​ ​indicating​ ​a​ ​red​ ​spot​ ​on​ ​the​ ​far​ ​side​ ​of​ ​the​ ​world.​ ​“The
echo​ ​is​ ​coming​ ​from​ ​the​ ​far​ ​side​ ​of​ ​the​ ​world.​ ​I​ ​have​ ​instructed​ ​our​ ​satellite​ ​to​ ​pass​ ​over​ ​and
image​ ​the​ ​area.​ ​We​ ​should​ ​know​ ​the​ ​source​ ​of​ ​this​ ​transmission​ ​within​ ​the​ ​day.”

Patience​ ​has​ ​control​ ​of​ ​a​ ​single,​ ​small​ ​imaging​ ​and​ ​weather​ ​satellite.​ ​There​ ​is​ ​a​ ​core​ ​system
backup​ ​of​ ​Patience​ ​loaded​ ​on​ ​the​ ​satellite​ ​as​ ​well.

The​ ​satellite​ ​image​ ​returns​ ​the​ ​grainy​ ​image​ ​of​ ​a​ ​half-flooded​ ​wasteland,​ ​not​ ​yet​ ​re-seeded.
Grey​ ​and​ ​brown​ ​landscapes,​ ​utterly​ ​unlike​ ​the​ ​area​ ​around​ ​Evergreen,​ ​fill​ ​the​ ​imaged​ ​band.
Ancient​ ​canals​ ​run​ ​perpendicular​ ​to​ ​the​ ​image​ ​band,​ ​with​ ​ruined​ ​clusters​ ​of​ ​pale​ ​stone​ ​buildings
flanking​ ​them.​ ​They​ ​could​ ​be​ ​old​ ​union​ ​bunkers,​ ​or​ ​old​ ​Egregorian​ ​structures,​ ​the​ ​camera​ ​isn’t
good​ ​enough​ ​to​ ​determine.

The​ ​image​ ​band​ ​shows​ ​an​ ​anomaly:​ ​a​ ​scrambled​ ​section​ ​of​ ​the​ ​picture,​ ​perfectly​ ​rectangular,
covering​ ​roughly​ ​fifty​ ​miles​ ​of​ ​imaged​ ​area.

“That…​ ​is​ ​an​ ​old​ ​Union​ ​scrambler.​ ​Military​ ​grade.​ ​My​ ​satellite​ ​doesn’t​ ​have​ ​the​ ​capability​ ​to​ ​see
through​ ​that.​ ​You’ll​ ​need​ ​to​ ​be​ ​there​ ​in​ ​person​ ​to​ ​see​ ​what’s​ ​hidden.”

Patience​ ​sits​ ​on​ ​the​ ​table,​ ​deep​ ​in​ ​thought.

“I​ ​cannot​ ​project​ ​that​ ​far​ ​without​ ​omninet​ ​coverage,”​ ​the​ ​NHP​ ​says.​ ​“And​ ​setting​ ​up​ ​towers​ ​will
take​ ​too​ ​long.​ ​I​ ​could​ ​send​ ​you​ ​with​ ​a​ ​clone​ ​of​ ​myself,​ ​a​ ​concierge​ ​unit​ ​to​ ​record​ ​and​ ​interpret
for​ ​you.”

The​ ​Patience​ ​concierge​ ​unit​ ​takes​ ​up​ ​an​ ​IP​ ​slot​ ​if​ ​a​ ​player​ ​wants​ ​to​ ​install​ ​it​ ​in​ ​their​ ​mech;
otherwise,​ ​it​ ​counts​ ​as​ ​a​ ​small​ ​item​ ​to​ ​stash​ ​in​ ​storage.

The​ ​players​ ​will​ ​have​ ​to​ ​find​ ​their​ ​way​ ​across​ ​the​ ​world.​ ​Standard​ ​travel​ ​should​ ​take​ ​them
around​ ​20​ ​hours​ ​of​ ​flight​ ​time,​ ​much​ ​longer​ ​on​ ​foot.

The​ ​resolution​ ​to​ ​this​ ​prompt​ ​can​ ​be​ ​found​ ​in​ ​Chapter​ ​3.

 
 

11
End​ ​Of​ ​The​ ​Beginning​ ​Of​ ​The​ ​Line

If​ ​the​ ​players​ ​have​ ​encountered​ ​the​ ​Hercynians​​ ​and​ ​cleared​ ​their​ ​base,​ ​there​ ​are​ ​other​ ​options
available.

Exploring​ ​the​ ​tunnels:​ ​the​ ​hive​ ​mouth​ ​used​ ​by​ ​the​ H


​ ercynians​​ ​to​ ​stage​ ​their​ ​attacks​ ​from
descends​ ​to​ ​an​ ​ancient,​ ​central​ ​tramway.​ ​A​ ​circular,​ ​hub-like​ ​room,​ ​ceiling​ ​patterned​ ​with​ ​chips
of​ ​pearlescent​ ​shell,​ ​constellations​ ​recognizable.

The​ ​ground​ ​is​ ​littered​ ​with​ ​dusty,​ ​dessicated​ ​corpses​ ​of​ ​long-dead​ ​Egregorians.​ ​Brittle​ ​shells,
hollow,​ ​with​ ​obvious​ ​heat​ ​and​ ​kinetic​ ​damage.​ ​Human​ ​skeletons​ ​litter​ ​the​ ​ground​ ​as​ ​well,​ ​some
still​ ​in​ ​their​ ​hard​ ​suits​ ​and​ ​cuirasses.​ ​Auxiliaries,​ ​left​ ​behind​ ​when​ ​Union​ ​pulled​ ​out​ ​of​ ​this
particular​ ​hive.​ ​Also,​ ​distressing,​ ​dead​ ​and​ ​dying​ H ​ ercynians​​ ​linger​ ​in​ ​a​ ​makeshift​ ​triage​ ​center.
One​ ​may​ ​live,​ ​given​ ​a​ ​good​ ​medical​ ​check,​ ​and​ ​then​ ​some​ ​translation​ ​is​ ​in​ ​order.​ ​See​ ​NPC
Dthall​ ​Ordo.

Dthall​ ​Ordo​ ​lets​ ​the​ ​players​ ​know​ ​that,​ ​initially,​ ​the​ ​raiders​ ​came​ ​to​ ​scout​ ​the​ ​colony​ ​on​ ​orders​ ​to
wipe​ ​them​ ​out​ ​if​ ​they​ ​were​ ​servants​ ​of​ ​the​ ​“Demon​ ​King”​ ​or​ ​otherwise​ ​proved​ ​a​ ​threat.​ ​Their
commander​ ​ordered​ ​them​ ​to​ ​attack​ ​after​ ​seeing​ ​the​ ​colonists​ ​working​ ​alongside​ ​subalterns;
Dthall​ ​can​ ​be​ ​convinced,​ ​however,​ ​that​ ​the​ ​players​ ​are​ ​not​ ​on​ ​the​ ​side​ ​of​ ​the​ ​Demon​ ​King,
especially​ ​if​ ​they​ ​have​ ​encountered​ ​OVERLAND/KINGWATCHER.

If​ ​the​ ​players​ ​make​ ​to​ ​head​ ​down​ ​the​ ​tunnels,​ ​they’ll​ ​encounter​ ​OVERLAND/KINGWATCHER
swarms​ ​in​ ​a​ ​steady​ ​wave.​ ​If​ ​you​ ​want​ ​them​ ​to​ ​be​ ​able​ ​to​ ​push​ ​through,​ ​the​ ​swarms​ ​will​ ​abate;​ ​if
not,​ ​then​ ​an​ ​explosion​ ​should​ ​detonate​ ​the​ ​Hive​ ​tunnel​ ​and​ ​collapse​ ​it​ ​somewhere​ ​ahead​ ​of
them,​ ​sealing​ ​the​ ​tunnel.

Dthall​ ​should​ ​tell​ ​them​ ​at​ ​some​ ​point​ ​that​ ​their​ ​commander​ ​sent​ ​Egregorian​ ​runners​ ​down​ ​the
tunnel​ ​to​ ​inform​ ​Hivehome​ ​of​ ​the​ ​players’​ ​mechs.​ ​Without​ ​Dthall’s​ ​word,​ ​the​ ​players​ ​will​ ​be
looked​ ​at​ ​as​ ​enemies​ ​of​ ​the​ ​Hercynians.​ ​She’ll​ ​have​ ​to​ ​be​ ​taken​ ​to​ ​Hivehome,​ ​alive,​ ​when
they’re​ ​ready.

For​ ​more,​ ​see​ ​Chapter​ ​3.

On​ ​the​ ​history​ ​of​ ​the​ ​Hercynian​ ​Crisis

By​ ​and​ ​large,​ ​most​ ​people​ ​in​ ​Union​ ​know​ ​the​ ​following​ ​of​ ​the​ ​Hercynian​ ​Crisis:​ ​in​ ​4510,​ ​Union
colonists​ ​on​ ​Hercynia​ ​encountered​ ​an​ ​aggressive​ ​alien​ ​race.​ ​“Bugs”​ ​—​ ​later​ ​designated
“Egregorians”​ ​due​ ​to​ ​their​ ​unique​ ​hive​ ​mind​ ​organization​ ​—​ ​attacked​ ​the​ ​colonists​ ​towards​ ​the
end​ ​of​ ​their​ ​second​ ​year​ ​on​ ​world,​ ​slaughtering​ ​the​ ​civilians​ ​before​ ​help​ ​could​ ​arrive.​ ​A​ ​distress
call​ ​went​ ​out,​ ​Union​ ​activated​ ​two​ ​Marine​ ​Expeditionary​ ​Forces,​ ​and​ ​cleared​ ​the​ ​planet​ ​in​ ​a
12
yearlong​ ​campaign.​ ​Hercynia​ ​was​ ​declared​ ​a​ ​quarantine​ ​zone​ ​until​ ​4960,​ ​when​ ​the​ ​planet​ ​was
once​ ​again​ ​opened​ ​for​ ​colonization.​ ​Landmark​ ​Colonial​ ​put​ ​in​ ​a​ ​bid,​ ​won,​ ​and​ ​colonized​ ​the
world.

(Egregore​ ​definition,​ ​if​ ​asked:​ ​“​Egregore”​ ​is​ ​an​ ​occult​ ​concept​ ​representing​ ​a​ ​"thoughtform"​ ​or
"collective​ ​group​ ​mind",​ ​an​ ​autonomous​ ​psychic​ ​entity​ ​made​ ​up​ ​of,​ ​and​ ​influencing,​ ​the​ ​thoughts
of​ ​a​ ​group​ ​of​ ​people.)

Redacted​ ​Information 

For​ ​the​ ​GM​ ​and​ ​for​ ​PCs​ ​with​ ​skills​ ​that​ ​would​ ​allow​ ​them​ ​to​ ​obtain​ ​hidden​ ​or​ ​forgotten
knowledge:

The​ ​Hercynian​ ​Crisis​ ​was​ ​not​ ​that​ ​cut​ ​and​ ​dry.​ ​The​ ​public​ ​facts​ ​up​ ​to​ ​the​ ​distress​ ​call​ ​are
accurate,​ ​as​ ​is​ ​the​ ​public​ ​repopulation​ ​date,​ ​but​ ​everything​ ​in​ ​between​ ​was​ ​far​ ​more​ ​messy​ ​and
complicated.

First,​ ​there​ ​were​ ​survivors​ ​of​ ​the​ ​original​ ​Union​ ​colony:​ ​in​ ​fact,​ ​they​ ​were​ ​sent​ ​there​ ​precisely​ ​to
make​ ​first​ ​contact​ ​with​ ​the​ ​Egregorians.​ ​The​ ​Egregorians​ ​proved​ ​to​ ​be​ ​sapient​ ​and​ ​sentient,​ ​an
alien​ ​intelligence​ ​that,​ ​while​ ​outwardly​ ​horrifying,​ ​was​ ​surprisingly​ ​compatible​ ​with​ ​human
linguistic​ ​and​ ​syntactic​ ​paradigms.​ ​We​ ​could​ ​talk​ ​to​ ​them​ ​after​ ​translation,​ ​and​ ​they​ ​would
comprehend;​ ​likewise​ ​them​ ​to​ ​us.

Initially,​ ​contact​ ​was​ ​peaceful.​ ​The​ ​Egregorians​ ​existed​ ​in​ ​a​ ​feudal-analogous​ ​sociopolitical
epoch,​ ​their​ ​world​ ​broken​ ​into​ ​nearly​ ​a​ ​hundred​ ​continental​ ​and/or​ ​regional​ ​powers​ ​vying​ ​for
control​ ​over​ ​limited​ ​rare​ ​earth​ ​resources​ ​necessary​ ​to​ ​fabricate​ ​black​ ​powder​ ​firearms.
Harmonious​ ​contact​ ​was​ ​made​ ​with​ ​a​ ​regional​ ​power,​ ​and​ ​the​ ​first​ ​contact​ ​team​ ​was​ ​welcomed
into​ ​the​ ​overmind’s​ ​hive-hall.​ ​Contact​ ​with​ ​Union​ ​Bureau​ ​was​ ​made,​ ​and​ ​integration​ ​began.

Shortly​ ​after​ ​the​ ​world​ ​was​ ​embroiled​ ​in​ ​a​ ​state​ ​of​ ​total​ ​global​ ​war:​ ​one​ ​of​ ​the​ ​regional
overminds​ ​had​ ​been​ ​assassinated,​ ​and​ ​the​ ​lesser​ ​overminds​ ​had​ ​oriented​ ​in​ ​coalitions​ ​in​ ​order
to​ ​divvy​ ​up​ ​the​ ​dead​ ​overmind’s​ ​territory,​ ​drones,​ ​and​ ​hive-halls.​ ​Further​ ​complicating​ ​the
situation​ ​was​ ​the​ ​very​ ​presence​ ​of​ ​the​ ​first​ ​contact​ ​team:​ ​the​ ​friendly​ ​overmind​ ​had​ ​begun​ ​to
publicize​ ​their​ ​existence,​ ​elevating​ ​them​ ​to​ ​the​ ​status​ ​of​ ​global​ ​celebrities​ ​—​ ​“Gods”,​ ​as​ ​one
translation​ ​noted.​ ​The​ ​war​ ​grew​ ​in​ ​intensity.

A​ ​catastrophic,​ ​simple​ ​mistake​ ​would​ ​change​ ​everything.​ ​Quarantine​ ​protocols​ ​had​ ​slipped​ ​as
the​ ​first​ ​contact​ ​team​ ​expanded​ ​their​ ​surface​ ​base.​ ​Human​ ​waste​ ​filtered​ ​from​ ​a​ ​faulty​ ​disposal
system​ ​into​ ​a​ ​reservoir​ ​used​ ​by​ ​the​ ​friendly​ ​overmind’s​ ​capitol​ ​hive-hall.​ ​Egregorians​ ​were
carbon-based​ ​life​ ​forms​ ​—​ ​initially​ ​a​ ​boon​ ​to​ ​the​ ​first​ ​contact​ ​team​ ​as​ ​foodstuffs​ ​on​ ​the​ ​planet
are​ ​compatible​ ​with​ ​human​ ​digestive​ ​systems​ ​—​ ​however​ ​they​ ​had​ ​never​ ​before​ ​encountered
human​ ​illnesses.​ ​While​ ​many​ ​precautions​ ​were​ ​taken,​ ​a​ ​simple​ ​breakdown​ ​in​ ​waste​ ​disposal

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systems​ ​was​ ​not​ ​accounted​ ​for.​ ​Cholera​ ​burned​ ​through​ ​the​ ​capitol​ ​hive​ ​hall,​ ​killing​ ​the
overmind​ ​and​ ​rendering​ ​its​ ​hatcheries​ ​sterile.

The​ ​war,​ ​which​ ​had​ ​previously​ ​been​ ​going​ ​in​ ​the​ ​friendly​ ​overmind’s​ ​favor,​ ​turned.​ ​Soon,
Egregorians​ ​hostile​ ​to​ ​the​ ​friendly​ ​overmind​ ​and​ ​opposed​ ​to​ ​the​ ​“Gods”​ ​arrived​ ​at​ ​the​ ​desolate
hive​ ​hall.​ ​By​ ​then,​ ​the​ ​distress​ ​signal​ ​had​ ​gone​ ​out,​ ​and​ ​Union​ ​had​ ​stepped​ ​in​ ​to​ ​offer​ ​direct
support.​ ​Marshaling​ ​forces​ ​took​ ​time:​ ​a​ ​full​ ​two​ ​standard​ ​decades​ ​to​ ​organize​ ​and​ ​integrate​ ​local
militaries​ ​with​ ​the​ ​Union​ ​Marine​ ​Expeditionary​ ​Fleets​ ​structure.​ ​Two​ ​such​ ​MEFs​ ​were​ ​raised,
integrated,​ ​and​ ​assigned​ ​to​ ​the​ ​budding​ ​crisis.​ ​These​ ​MEFs​ ​were​ ​composed​ ​in​ ​a​ ​standard​ ​70/30
balance:​ ​70%​ ​local​ ​levies,​ ​raised​ ​by​ ​the​ ​local​ ​systemic​ ​power,​ ​and​ ​30%​ ​Union​ ​naval​ ​and​ ​marine
forces.​ ​Total​ ​personnel​ ​numbered​ ​half​ ​a​ ​million.

However,​ ​the​ ​coalition​ ​Egregorians​ ​arrived​ ​to​ ​the​ ​hive​ ​hall​ ​within​ ​the​ ​year,​ ​killing​ ​the​ ​first​ ​contact
team​ ​and​ ​scouring​ ​their​ ​base​ ​for​ ​any​ ​and​ ​all​ ​technology.​ ​The​ ​Hercynian​ ​mission​ ​was​ ​a​ ​failure.

Union​ ​satellites​ ​in​ ​orbit​ ​around​ ​the​ ​world​ ​continued​ ​to​ ​transmit​ ​data,​ ​charting​ ​the​ ​progress​ ​of​ ​the
war​ ​and​ ​development​ ​of​ ​Egregorian​ ​society​ ​after​ ​widespread​ ​first​ ​contact.​ ​The​ ​coalition
Egregorians​ ​were​ ​able​ ​to​ ​engineer​ ​Union​ ​technology​ ​into​ ​localized​ ​variants.​ ​This​ ​massive
technological​ ​advantage​ ​lead​ ​them​ ​to​ ​a​ ​quick​ ​victory,​ ​and​ ​the​ ​world​ ​was​ ​at​ ​piece.

As​ ​the​ ​two​ ​Union​ ​MEFs​ ​approached​ ​Hercynia,​ ​the​ ​world​ ​prepared.​ ​Documents​ ​since​ ​recovered
and​ ​translated​ ​by​ ​Union​ ​Xenologists​ ​show​ ​that​ ​the​ ​world’s​ ​overminds​ ​were​ ​aware​ ​of​ ​a​ ​possible
aggressive​ ​response​ ​by​ ​Union​ ​(see​ ​document:​ ​“Court​ ​Records,​ ​SD​ ​4552,​ ​Vol​ ​22-30”)​ ​and​ ​were
able​ ​to​ ​successfully​ ​convince​ ​the​ ​disparate​ ​nations​ ​and​ ​cultures​ ​to​ ​unify​ ​as​ ​a​ ​single​ ​consensus,
turning​ ​the​ ​whole​ ​world​ ​into​ ​a​ ​fortified​ ​base​ ​from​ ​which​ ​they​ ​could​ ​resist​ ​Union​ ​retaliation.​ ​Rapid
breeding​ ​programs​ ​were​ ​put​ ​into​ ​place,​ ​breaking​ ​long-held​ ​cultural​ ​prohibitions​ ​against​ ​cloning
and​ ​forced​ ​hatching;​ ​similarly,​ ​certain​ ​drone​ ​lineages​ ​were​ ​allowed​ ​to​ ​develop​ ​longer,​ ​creating​ ​a
wholly​ ​new​ ​class​ ​of​ ​sub-overminds​ ​akin​ ​to​ ​minor​ ​nobility​ ​--​ ​these​ ​became​ ​a​ ​kind​ ​of
warrior/breeder​ ​caste,​ ​a​ ​third​ ​way​ ​of​ ​being​ ​for​ ​the​ ​once​ ​bicameral​ ​race.

The​ ​global​ ​Egregorian​ ​population​ ​doubled​ ​in​ ​a​ ​decade.​ ​Great​ ​public​ ​works​ ​were​ ​enacted,​ ​bait,
“dummy”​ ​hives​ ​and​ ​holdouts​ ​were​ ​dug.​ ​A​ ​nascent​ ​space​ ​program​ ​began,​ ​seeding​ ​local​ ​space
and​ ​low​ ​orbit​ ​with​ ​mines​ ​and​ ​EVA-capable​ ​kamikaze​ ​shells.

The​ ​world,​ ​as​ ​one,​ ​prepared​ ​for​ ​war.

Union’s​ ​MEFs​ ​arrived​ ​in-system​ ​without​ ​any​ ​of​ ​this​ ​knowledge.​ ​Onboard​ ​NHP​ ​advisors​ ​had
noted​ ​repeated​ ​missile​ ​launches​ ​and​ ​surmised​ ​at​ ​least​ ​some​ ​local​ ​ballistic​ ​capability:​ ​these​ ​later
proved​ ​to​ ​be​ ​dummy​ ​launches​ ​made​ ​to​ ​obscure​ ​the​ ​maneuvers​ ​made​ ​by​ ​Egregorian​ ​PDFs​ ​as
those​ ​of​ ​opposing​ ​armies​ ​in​ ​conflict,​ ​not​ ​allied​ ​forces​ ​moving​ ​into​ ​defensive​ ​positions.​ ​With
attendant​ ​ships​ ​spreading​ ​out​ ​in​ ​orbit​ ​over​ ​the​ ​world,​ ​Union​ ​Theater​ ​Command​ ​identified​ ​and
ordered​ ​a​ ​beachhead​ ​to​ ​be​ ​established.

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The​ ​first​ ​waves​ ​of​ ​Union​ ​Marines​ ​encountered​ ​a​ ​dummy​ ​hive,​ ​meant​ ​to​ ​be​ ​discovered​ ​and
defeated​ ​in​ ​order​ ​for​ ​Egregorian​ ​high​ ​command​ ​to​ ​judge​ ​Union’s​ ​ground​ ​strength,​ ​another​ ​fact
not​ ​known​ ​until​ ​after​ ​the​ ​Crisis.​ ​Marines​ ​engaged​ ​the​ ​hive​ ​with​ ​few​ ​losses,​ ​clearing​ ​the​ ​area​ ​of
the​ ​Egregorian​ ​threat,​ ​a​ ​minor​ ​noble​ ​house​ ​of​ ​middling​ ​strength.​ ​Both​ ​sides​ ​took​ ​stock​ ​of​ ​the
situation​ ​unbeknownst​ ​to​ ​the​ ​other.

Union​ ​Theater​ ​Command​ ​judged​ ​initial​ ​contact​ ​a​ ​success​ ​and​ ​established​ ​a​ ​FOB​ ​at​ ​the​ ​dummy
hive​ ​site:​ ​Egregorian​ ​high​ ​command​ ​adapted​ ​their​ ​tactics​ ​accordingly​ ​and​ ​began​ ​digging​ ​mines
below​ ​the​ ​surface-level​ ​FOB.​ ​An​ ​engagement​ ​was​ ​planned.

Union​ ​ferried​ ​a​ ​full​ ​quarter​ ​of​ ​its​ ​forces​ ​down​ ​to​ ​this​ ​first​ ​FOB.​ ​Satellite​ ​firebases​ ​were​ ​set​ ​up​ ​in​ ​a
perimeter​ ​around​ ​the​ ​main​ ​FOB​ ​on​ ​pre-identified​ ​strategic​ ​points.​ ​Union​ ​dug​ ​in​ ​to​ ​plan​ ​their​ ​first
strike.

Then,​ ​the​ ​Egregorians​ ​detonated​ ​the​ ​mine,,​ ​collapsing​ ​the​ ​entire​ ​FOB​ ​and​ ​choking​ ​the​ ​sky​ ​with
clouds​ ​of​ ​dust​ ​that​ ​lingered​ ​the​ ​duration​ ​of​ ​the​ ​Crisis.

While​ ​the​ ​Union​ ​MEF​ ​scrambled​ ​to​ ​regroup,​ ​the​ ​Egregorians​ ​moved​ ​in,​ ​scavenging​ ​yet​ ​more
Union​ ​technology.​ ​Union​ ​Theater​ ​Command​ ​responded​ ​with​ ​prolonged​ ​carpet​ ​and​ ​precise
bombing,​ ​collapsing​ ​identified​ ​hive​ ​mouths​ ​and​ ​missile​ ​sites​ ​in​ ​retaliation.​ ​The​ ​bombing​ ​caused
minimal​ ​casualties,​ ​but​ ​bought​ ​Union​ ​time​ ​to​ ​establish​ ​another​ ​beachhead.

Meanwhile,​ ​the​ ​survivors​ ​of​ ​the​ ​initial​ ​planetfall​ ​fought​ ​desperate,​ ​last-stand​ ​battles​ ​against
chitin​ ​waves​ ​of​ ​Egregorian​ ​drones.​ ​Some​ ​groups​ ​held​ ​on​ ​long​ ​enough​ ​to​ ​be​ ​extracted.​ ​Most
were​ ​not​ ​extracted​ ​in​ ​time.​ ​This​ ​furious​ ​initial​ ​conflict​ ​--​ ​from​ ​the​ ​detonated​ ​mines​ ​to​ ​the​ ​knots​ ​of
surrounded​ ​firebases​ ​and​ ​the​ ​establishment​ ​of​ ​the​ ​second​ ​FOB​ ​--​ ​cost​ ​the​ ​Union​ ​MEF​ ​nearly
30%​ ​of​ ​its​ ​total​ ​personnel​ ​(this​ ​figure​ ​includes​ ​non-combat​ ​support​ ​staff​ ​and​ ​subaltern
armatures).

At​ ​this​ ​point,​ ​the​ ​Hercynian​ ​Crisis​ ​stabilized.​ ​The​ ​Egregorians​ ​had​ ​tested​ ​the​ ​Union​ ​MEF​ ​and
discovered​ ​what​ ​they​ ​needed​ ​to​ ​discover:​ ​that​ ​“gods”​ ​could​ ​be​ ​killed.​ ​The​ ​Union​ ​Marine
Expeditionary​ ​Fleet​ ​had​ ​encountered​ ​the​ ​enemy​ ​and​ ​found​ ​them​ ​to​ ​be​ ​far​ ​more​ ​cunning​ ​and
dangerous​ ​than​ ​initially​ ​expected.​ ​The​ ​Egregorians​ ​had​ ​the​ ​benefit​ ​of​ ​fighting​ ​on​ ​their​ ​home​ ​turf
with​ ​a​ ​whole​ ​world’s​ ​worth​ ​of​ ​resources,​ ​weapons,​ ​and​ ​manpower​ ​(a​ ​non-anthropocentric​ ​term
in​ ​this​ ​case).​ ​The​ ​Expeditionary​ ​Fleet,​ ​meanwhile,​ ​had​ ​the​ ​strength​ ​of​ ​the​ ​populated​ ​galaxy
behind​ ​them,​ ​if​ ​only​ ​they​ ​could​ ​hold​ ​on.

Egregorian​ ​ground​ ​forces​ ​continued​ ​to​ ​probe​ ​Union​ ​defenses.​ ​Union​ ​traded​ ​blows,​ ​redoubling
their​ ​orbital​ ​bombardment​ ​campaign​ ​and​ ​their​ ​hive​ ​neutralization​ ​efforts.​ ​The​ ​conflict​ ​dragged
on,​ ​Union​ ​forces​ ​inflicting​ ​and​ ​sustaining​ ​terrible​ ​casualties​ ​in​ ​each​ ​engagement.​ ​The
Egregorian​ ​forces​ ​stayed​ ​mobile,​ ​harrying​ ​Union​ ​forces,​ ​attempting​ ​to​ ​cut​ ​Union​ ​off​ ​at​ ​the​ ​tap​ ​by
targeting​ ​supply​ ​lines​ ​and​ ​shuttle​ ​depots.

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After​ ​two​ ​years​ ​of​ ​sustained,​ ​stagnated​ ​back-and-forth​ ​conflict,​ ​the​ ​Theater​ ​Commander
ordered​ ​Union​ ​forces​ ​to​ ​extract​ ​from​ ​the​ ​planet​ ​or​ ​go​ ​to​ ​ground:​ ​Union​ ​CENTCOM​ ​in​ ​Cradle​ ​had
approved​ ​the​ ​use​ ​of​ ​total​ ​biome-kill​ ​weapons.

Recovered​ ​documents​ ​from​ ​the​ ​Empire​ ​Hall​ ​of​ ​the​ ​Egregorian​ ​high​ ​command​ ​indicate​ ​the
Egregorian​ ​overmind-commanders​ ​had​ ​assumed​ ​Union’s​ ​retreat​ ​was​ ​a​ ​sign​ ​of​ ​their​ ​resistance’s
success.​ ​Celebratory​ ​syntactic​ ​markers​ ​and​ ​up-pitch​ ​short​ ​vowel​ ​notation​ ​indicate​ ​that​ ​their
communiques​ ​in​ ​the​ ​days​ ​following​ ​Union’s​ ​extraction​ ​were​ ​hopeful,​ ​optimistic.​ ​They​ ​believed
that​ ​they​ ​had​ ​won,​ ​and​ ​awaited​ ​diplomatic​ ​contact.

There​ ​are​ ​no​ ​files​ ​available​ ​to​ ​depict​ ​the​ ​effect​ ​and​ ​immediate​ ​aftermath​ ​of​ ​a​ ​TBK​ ​weapon:
Union​ ​has​ ​buried​ ​some​ ​secrets​ ​too​ ​deep.​ ​Fifty​ ​years​ ​after​ ​the​ ​detonation​ ​(activation?​ ​Decrypted
wording​ ​is​ ​unclear)​ ​of​ ​the​ ​TBK​ ​device,​ ​Union​ ​made​ ​a​ ​third​ ​beachhead​ ​on​ ​Hercynia.

Newly​ ​raised​ ​local-system​ ​troops​ ​landed​ ​first,​ ​emerging​ ​from​ ​the​ ​bellies​ ​of​ ​their​ H
​ elldrop
shuttles​ ​into​ ​a​ ​wasteland​ ​of​ ​ash​ ​and​ ​blackened​ ​stone.

Hercynia,​ ​as​ ​the​ ​PCs​ ​know​ ​it​ ​now​ ​and​ ​Union​ ​forces​ ​knew​ ​it​ ​before,​ ​was​ ​gone.​ ​What​ ​was​ ​once​ ​a
lush,​ ​verdant​ ​jungle​ ​world​ ​had​ ​been​ ​transformed​ ​into​ ​a​ ​tomb​ ​world,​ ​silent​ ​but​ ​for​ ​the​ ​wind.
Seismic​ ​scans​ ​and​ ​first-person​ ​exploration​ ​confirmed​ ​what​ ​the​ ​adjunct​ ​non​ ​human
person/advisors​ ​posited:​ ​the​ ​TBK​ ​device​ ​worked.

The​ ​world​ ​had​ ​died.​ ​The​ ​Crisis​ ​was​ ​over.​ ​Biome​ ​reconstruction​ ​began.

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On​ ​the​ ​history​ ​of​ ​Landmark​ ​Colonial

Landmark​ ​Colonial​ ​is​ ​a​ ​new​ ​venture,​ ​one​ ​of​ ​many​ ​eager-investor​ ​colonial​ ​contractors​ ​that
specializes​ ​in​ ​risky​ ​and​ ​or​ ​indebted​ ​colonial​ ​projects;​ ​Landmark​ ​establishes​ ​colonies​ ​on​ ​worlds
deemed​ ​too​ ​high​ ​a​ ​risk​ ​for​ ​more​ ​conservative​ ​colonial​ ​contractors.​ ​Hostile​ ​local​ ​fauna,
high-temperature/​ ​pressure​ ​environments,​ ​exotic​ ​terrestrial​ ​or​ ​atmospheric​ ​features​ ​--​ ​Landmark
will​ ​approve​ ​your​ ​proposal​ ​so​ ​long​ ​as​ ​the​ ​potential​ ​resource​ ​gain​ ​hits​ ​their​ ​success/viability
thresholds.

Hercynia​ ​marks​ ​a​ ​special​ ​prestige​ ​case​ ​for​ ​Landmark.​ ​More​ ​so​ ​than​ ​any​ ​previous​ ​colony
project,​ ​Landmark​ ​wants​ ​Evergreen​ ​to​ ​succeed,​ ​as​ ​colony​ ​viability​ ​indicates​ ​both​ ​company
strength​ ​and​ ​the​ ​potential​ ​environmental​ ​benefit​ ​of​ ​total-biome-kill​ ​devices.​ ​They​ ​are​ ​keeping​ ​a
close​ ​eye​ ​on​ ​Evergreen.

Landmark’s​ ​claim​ ​over​ ​their​ ​colonists​ ​is​ ​not​ ​unique​ ​among​ ​colonial​ ​outfitters/​ ​contractors,​ ​but
theirs​ ​falls​ ​in​ ​the​ ​more​ ​draconian​ ​end.​ ​Every​ ​colonist​ ​past​ ​the​ ​first​ ​generation​ ​contains
proprietary​ ​Landmark​ ​DNA​ ​and​ ​are​ ​fertilized​ ​on​ ​schedule​ ​in​ ​Colony​ ​Seed​ ​Wards.​ ​The​ ​only
concierge​ ​AI​ ​allowed​ ​are​ ​clones​ ​of​ ​Landmark’s​ ​primary,​ ​proprietary​ ​system,​ ​PATIENCE.​ ​All​ ​data
generated​ ​by​ ​colonists​ ​on​ ​a​ ​Landmark​ ​property​ ​is​ ​claimed​ ​by​ ​Landmark​ ​as​ ​“internal​ ​scientific
development”,​ ​and​ ​the​ ​colonist,​ ​should​ ​that​ ​information​ ​prove​ ​profitable,​ ​would​ ​only​ ​see​ ​a​ ​5%
cut.

A​ ​note​ ​on​ ​standard​ ​galactic​ ​colonization​ ​protocols:​ ​Landmark​ ​is​ ​not​ ​a​ ​particularly​ ​unique
colonial​ ​enterprise,​ ​it’s​ ​just​ ​a​ ​cavalier​ ​one.​ ​Standard​ ​colonial​ ​practices​ ​have​ ​charter​ ​corporations
laying​ ​claim​ ​to​ ​some​ ​percentage​ ​of​ ​colony​ ​resource​ ​output;​ ​total​ ​ownership​ ​over​ ​genetic​ ​data​ ​is
not​ ​uncommon​ ​either.

Colonies​ ​are​ ​chartered​ ​after​ ​an​ ​endorsing​ ​group​ ​successfully​ ​pitches​ ​their​ ​colony​ ​to​ ​a​ ​charter
corporation,​ ​which​ ​entreats​ ​with​ ​the​ ​local​ ​system​ ​government​ ​to​ ​secure​ ​rights​ ​to​ ​the​ ​targeted
world.

When​ ​the​ ​rights​ ​to​ ​the​ ​world​ ​are​ ​secured​ ​and​ ​the​ ​endorsing​ ​group​ ​recruits​ ​a​ ​team​ ​of​ ​certified
colonial​ ​engineers​ ​--​ ​typically​ ​five​ ​or​ ​six​ ​--​ ​the​ ​charter​ ​corporation​ ​outfits​ ​the​ ​colony​ ​founders
with​ ​a​ ​colony​ ​ship,​ ​proprietary​ ​charter​ ​NHP​ ​clone,​ ​and​ ​all​ ​the​ ​necessary​ ​supplies​ ​to​ ​get​ ​the
colony​ ​up​ ​and​ ​running​ ​when​ ​they​ ​arrive.​ ​This​ ​includes​ ​a​ ​Size​ ​1​ ​printer,​ ​a​ ​100k​ ​strong
gene-bank,​ ​prefabricated​ ​initial​ ​buildings,​ ​and​ ​other​ ​pre-built​ ​machines​ ​and​ ​structures.

The​ ​colony​ ​ship​ ​is​ ​sent​ ​to​ ​the​ ​world,​ ​the​ ​engineers​ ​on​ ​board​ ​thrown​ ​in​ ​deep​ ​stasis.​ ​The​ ​NHP
guides​ ​the​ ​colony​ ​ship​ ​to​ ​its​ ​destination,​ ​then​ ​begins​ ​printing​ ​subaltern​ ​attendants​ ​to​ ​assist​ ​the
engineers​ ​when​ ​they​ ​arrive.

Come​ ​arrival,​ ​the​ ​engineers​ ​are​ ​roused​ ​and​ ​sent​ ​to​ ​the​ ​planet’s​ ​surface​ ​with​ ​retinues​ ​of
subalterns.​ ​The​ ​next​ ​fifteen​ ​to​ ​twenty​ ​years​ ​are​ ​spent​ ​building​ ​the​ ​colony​ ​while​ ​the​ ​first

17
generation​ ​of​ ​indigenous​ ​colonists​ ​is​ ​creche-grown:​ ​the​ ​engineers​ ​build​ ​while​ ​the​ ​NHP​ ​collects
data,​ ​tuning​ ​colonial​ ​genetic​ ​material​ ​to​ ​better​ ​fit​ ​the​ ​local​ ​biome.

Once​ ​the​ ​first​ ​generation​ ​is​ ​set​ ​and​ ​the​ ​colony​ ​is​ ​up​ ​and​ ​running,​ ​the​ ​transition​ ​of​ ​power​ ​from​ ​AI
to​ ​organic​ ​begins.

So​ ​why​ ​do​ ​colonists​ ​sign​ ​contracts​ ​with​ ​Landmark?​ ​Because​ ​the​ ​company​ ​will​ ​say​ ​yes​ ​to​ ​just
about​ ​any​ ​proposal,​ ​and​ ​some​ ​people​ ​are​ ​desperate​ ​enough​ ​to​ ​bring​ ​their​ ​proposal​ ​to
companies​ ​like​ ​Landmark.

On​ ​the​ ​history​ ​of​ ​Union​ ​and​ ​the​ ​Coreward​ ​Line


Union’s​ ​presence​ ​in​ ​the​ ​Coreward​ ​Line​ ​--​ ​the​ ​closest​ ​line​ ​of​ ​colonized​ ​worlds​ ​and​ ​moons​ ​to​ ​the
galaxy’s​ ​core​ ​--​ ​is​ ​light.​ ​By​ ​and​ ​large​ ​they​ ​employ​ ​auxiliary​ ​hard​ ​power,​ ​usually​ ​a​ ​local-system
power​ ​with​ ​force​ ​projection​ ​capability,​ ​flying​ ​their​ ​own​ ​banner.​ ​Union’s​ ​physical​ ​presence​ ​in​ ​the
Line​ ​tends​ ​to​ ​be​ ​just​ ​a​ ​single​ ​advisor,​ ​maybe​ ​a​ ​pair,​ ​embedded​ ​in​ ​the​ ​capital​ ​of​ ​the​ ​local-system
power.

Union​ ​in​ ​5014​ ​is​ ​constructing​ ​a​ ​new​ ​Blink​ ​Station​ ​to​ ​expand​ ​the​ ​Line.​ ​This​ ​is​ ​a​ ​long​ ​process,
one​ ​that​ ​only​ ​Union​ ​engineers​ ​are​ ​allowed​ ​to​ ​work​ ​on.

Union​ ​will​ ​respond​ ​to​ ​great​ ​threats.​ ​More​ ​on​ ​this​ ​in​ ​Chapter​ ​3.

Moving​ ​towards​ ​Chapter​ ​3


Heading​ ​into​ ​Chapter​ ​3,​ ​the​ ​players​ ​should​ ​know​ ​a​ ​little​ ​bit​ ​more​ ​about​ ​the​ ​world​ ​of​ H​ ercynia​,
background​ ​on​ ​the​ ​Crisis​,​ ​and​ ​have​ ​a​ ​hint​ ​of​ ​a​ ​greater​ ​threat​ ​looming​ ​on​ ​the​ ​horizon:
OVERLAND/KINGWATCHER​ ​is​ ​out​ ​there​ ​somewhere​ ​in​ ​the​ ​wilderness,​ ​as​ ​is​ ​a​ ​greater
confederation​ ​of​ ​Hercynian​ ​Tribes​ ​and​ ​their​ ​nascent​ ​Egregorian​ ​overmind.​ ​Another​ ​crisis​ ​is
brewing,​ ​it​ ​would​ ​seem,​ ​and​ ​the​ ​players​ ​are​ ​in​ ​the​ ​middle​ ​of​ ​it.​ ​The​ ​hive​ ​terminus​ ​should​ ​be​ ​able
to​ ​connect​ ​them​ ​to​ ​the​ ​Hercynians​ ​and,​ ​further​ ​beyond,​ ​to​ ​OVERLAND/KINGWATCHER.

The​ ​players​ ​need​ ​not​ ​necessarily​ ​know​ ​about​ ​what​ ​comes​ ​next,​ ​but​ ​for​ ​the​ ​GM’s​ ​benefit,​ ​a
number​ ​of​ ​global​ ​events​ ​are​ ​developing:

O/K’s​ ​subaltern​ ​horde​ ​is​ ​on​ ​approach​ ​to​ ​Evergreen​.​ ​If​ ​the​ ​players​ ​collapsed​ ​the​ ​hive​ ​tunnel
leading​ ​there,​ ​ ​A​ ​chorus​ ​of​ ​O/K​ ​clones​ ​are​ ​carried​ ​with​ ​the​ ​horde,​ ​guarded​ ​by​ ​fully​ ​realized
Hollow​ ​Mechs.​ ​They​ ​have​ ​a​ ​three​ ​goals:​ ​capture​ ​the​ ​printer,​ ​capture​ ​and​ ​convert​ ​Patience,​ ​kill
all​ ​organic​ ​life.

Meanwhile,​ ​the​ ​Hercynians​ ​are​ ​mobilizing:​ ​the​ ​subaltern​ ​waves​ ​have​ ​abated​ ​(for​ ​reasons
unknown​ ​to​ ​them,​ ​but​ ​because​ ​they’re​ ​heading​ ​to​ ​Evergreen),​ ​and​ ​it’s​ ​time​ ​for​ ​the​ ​Hercynians​ ​to
counterattack.​ ​They’ve​ ​ID’d​ ​a​ ​target​ ​site:​ ​a​ ​broadcast​ ​tower​ ​built​ ​into​ ​a​ ​nearby​ ​abandoned​ ​hive.
However,​ ​they​ ​have​ ​just​ ​been​ ​warned​ ​of​ ​the​ ​players’​ ​existence:​ ​Hercynian​ ​high​ ​command
decides​ ​that​ ​the​ ​broadcast​ ​tower​ ​assault​ ​will​ ​happen.​ ​To​ ​deal​ ​with​ ​the​ ​players,​ ​they’ll​ ​send​ ​a
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closely​ ​guarded​ ​secret:​ ​hybrid​ ​assault​ ​teams​ ​made​ ​up​ ​of​ ​young​ ​Egregorian​ ​warriors​ ​and
Hercynian​ ​chosen​ ​working​ ​side-by-side.​ ​Navigating​ ​this​ ​will​ ​take​ ​some​ ​diplomacy,​ ​something
greatly​ ​aided​ ​by​ ​a​ ​living​ ​Dthall​ ​Ordo.

O/K​ ​begins​ ​to​ ​synthesize​ ​combat​ ​data​ ​based​ ​off​ ​of​ ​encounters​ ​with​ ​the​ ​players.

Finally,​ ​winter​ ​grinds​ ​over​ ​the​ ​world,​ ​and​ ​the​ ​nights​ ​become​ ​long​ ​and​ ​deep.

Named​ ​NPCs​ ​with​ ​backstories


Note​ ​for​ ​GMs:​ ​these​ ​names​ ​are,​ ​of​ ​course,​ ​not​ ​mandatory.

Chief​ ​Engineer​ ​-​ ​Castor​ ​Felding

Castor​ ​is​ ​an​ ​old​ ​man,​ ​having​ ​arrived​ ​in​ ​the​ ​first​ ​wave​ ​of​ ​colonists​ ​fifty​ ​years​ ​ago.​ ​Working​ ​with​ ​a
small​ ​team​ ​of​ ​other​ ​engineers​ ​and​ ​subalterns,​ ​Castor​ ​helped​ ​to​ ​clear​ ​brush​ ​and​ ​drive​ ​the​ ​first
pillars​ ​into​ ​the​ ​Hercynian​ ​earth.​ ​The​ ​walls?​ ​He​ ​built​ ​them.​ ​The​ ​Governor’s​ ​Farm?​ ​He​ ​lead​ ​the
team​ ​that​ ​built​ ​it.​ ​Now,​ ​at​ ​the​ ​age​ ​of​ ​eighty,​ ​he’s​ ​starting​ ​to​ ​slow​ ​down​ ​a​ ​bit.​ ​He​ ​trains​ ​the​ ​new
corps​ ​of​ ​engineers​ ​and​ ​stays​ ​sharp​ ​by​ ​supervising​ ​city​ ​and​ ​environmental​ ​engineering​ ​projects.

Castor​ ​is​ ​ambitious,​ ​protective​ ​of​ ​his​ ​buildings,​ ​and​ ​works​ ​strictly​ ​in​ ​hard​ ​copy.​ ​He​ ​keeps​ ​his
plans​ ​in​ ​a​ ​fireproof​ ​safe​ ​in​ ​his​ ​third​ ​floor​ ​apartment​ ​in​ ​the​ ​heart​ ​of​ ​town.​ ​His​ ​burgeoning
engineering​ ​corps’​ ​big​ ​immediate​ ​goals​ ​are​ ​twofold:​ ​to​ ​expand​ ​omninet​ ​coverage​ ​and​ ​to
complete​ ​the​ ​river​ ​bridge.

Militia​ ​Commander​ ​-​ ​Brava​ ​Hadura

Brava​ ​Hadura​ ​is​ ​the​ ​commander​ ​of​ ​the​ ​militia​ ​because​ ​of​ ​his​ ​genetic​ ​predisposition​ ​and​ ​aptitude
scores:​ ​in​ ​practice,​ ​he’s​ ​in​ ​a​ ​little​ ​over​ ​his​ ​head.​ ​Prior​ ​to​ ​the​ ​appearance​ ​of​ ​the​ ​Hercynians,​ ​he
acted​ ​as​ ​sheriff​ ​of​ ​Evergreen,​ ​breaking​ ​up​ ​domestic​ ​disputes​ ​and​ ​ferrying​ ​drunks​ ​to​ ​their
homes.

He’s​ ​shaken​ ​by​ ​the​ ​loss​ ​of​ ​his​ ​troopers:​ ​these​ ​people​ ​who​ ​have​ ​been​ ​notified​ ​of​ ​their​ ​militia
postings​ ​are​ ​his​ ​neighbors,​ ​his​ ​kids’​ ​teacher,​ ​the​ ​barber,​ ​the​ ​guy​ ​who​ ​ran​ ​the​ ​corner​ ​miniprint,
none​ ​of​ ​them​ ​are​ ​career​ ​soldiers.

Brava​ ​and​ ​his​ ​troopers​ ​are​ ​on​ ​a​ ​heavy​ ​cocktails​ ​of​ ​adrenal-boost/psycho-suppressants,​ ​a
steady​ ​drip​ ​of​ ​chemicals​ ​designed​ ​to​ ​boost​ ​their​ ​combat​ ​performance​ ​and​ ​suppress​ ​their​ ​fear;
these​ ​are​ ​meant​ ​for​ ​short-term​ ​use,​ ​but​ ​as​ ​the​ ​raids​ ​have​ ​dragged​ ​on,​ ​so​ ​too​ ​has​ ​the​ ​militia’s
reliance​ ​on​ ​them.​ ​Brava​ ​and​ ​his​ ​troopers​ ​are​ ​running​ ​thin.

Patience’s​ ​Attache​ ​-​ ​ ​Edena​ ​Ji

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Edena​ ​Ji​ ​is​ ​Patience’s​ ​corporeal​ ​attaché,​ ​meant​ ​to​ ​act​ ​as​ ​a​ ​liaison​ ​between​ ​Patience​ ​and​ ​its
subjects.​ ​While​ ​Patience​ ​doesn’t​ ​necessarily​ ​need​​ ​an​ ​assistant,​ ​it​ ​likes​ ​to​ ​have​ ​one​ ​in​ ​order​ ​to
maintain​ ​a​ ​sense​ ​of​ ​cultural​ ​normalcy​ ​and​ ​as​ ​a​ ​sign​ ​that,​ ​as​ ​the​ ​colony​ ​develops,​ ​there​ ​will​ ​be​ ​a
transfer​ ​of​ ​power​ ​from​ ​NHP​ ​to​ ​organic.

Edena​ ​Ji​ ​takes​ ​her​ ​job​ ​very​ ​seriously.​ ​She​ ​works​ ​diligently​ ​as​ ​Patience’s​ ​PR​ ​rep​ ​and​ ​personal
assistant,​ ​holding​ ​meetings​ ​with​ ​concerned​ ​colonists,​ ​giving​ ​statements​ ​from​ ​the​ ​Governor’s
Farm,​ ​and​ ​attending​ ​events​ ​as​ ​the​ ​corporeal​ ​representative​ ​of​ ​the​ ​colonial​ ​government.

Edena​ ​Ji​ ​would​ ​like​ ​to​ ​take​ ​power,​ ​and​ ​if​ ​there​ ​is​ ​a​ ​way​ ​to​ ​accelerate​ ​the​ ​process,​ ​she​ ​would​ ​be
interested.

Surviving​ ​Hercynian​ ​Trooper​ ​-​ ​Dthall​ ​Ordo

Dthall​ ​Ordo​ ​is​ ​the​ ​third​ ​daughter​ ​from​ ​a​ ​middleweight​ ​Hercynian​ ​house,​ ​Ordo.​ ​She​ ​was
wounded​ ​in​ ​one​ ​of​ ​the​ ​engagements​ ​with​ ​the​ ​players​ ​after​ ​they​ ​took​ ​down​ ​her​ ​Ranger.
Collected​ ​after​ ​that​ ​combat​ ​by​ ​attendants,​ ​Dollo​ ​was​ ​brought​ ​back​ ​to​ ​the​ ​hive​ ​terminus​ ​to
recover.
Two​ ​of​ ​her​ ​brothers​ ​are​ ​Chosen​ ​of​ ​Ordo,​ ​fighting​ ​on​ ​the​ ​front​ ​against
OVERLAND/KINGWATCHER’S​ ​hordes.​ ​Her​ ​younger​ ​sister​ ​was​ ​killed​ ​in​ ​the​ ​initial​ ​incursion:

“We​ ​are​ ​at​ ​war​ ​with​ ​it,​ ​the​ ​demon​ ​king​ ​and​ ​his​ ​machines.”

“We​ ​are​ ​from​ ​Hivehome,​ ​miles​ ​from​ ​this​ ​place.​ ​The​ ​demon​ ​king​ ​assails​ ​our​ ​gates,​ ​probing​ ​for​ ​a
weak​ ​point.​ ​We​ ​were​ ​sent​ ​to​ ​investigate​ ​your​ ​arrival,​ ​to​ ​see​ ​if​ ​you​ ​were​ ​sent​ ​to​ ​help.​ ​But​ ​our
commander​ ​thought​ ​to​ ​take​ ​what​ ​you​ ​brought,​ ​your​ ​weapons​ ​and​ ​your​ ​machines.”

If​ ​they​ ​players​ ​have​ ​fought​ ​against​ ​OVERLAND/KINGWATCHER’s​ ​subalterns​ ​and​ ​drones:​ “​ You
are​ ​no​ ​friend​ ​of​ ​ours,​ ​but​ ​no​ ​friend​ ​of​ ​the​ ​demon​ ​king’s​ ​either.”

If​ ​pressed​ ​on​ ​existence​ ​of​ ​Egregorians,​ ​Dthall​ ​is​ ​hesitant​ ​at​ ​first,​ ​but​ ​will​ ​eventually​ ​tell​ ​the
players​ ​the​ ​following:​ ​“We​ ​raise​ ​them,​ ​the​ ​beasts​ ​that​ ​our​ ​ancestors​ ​once​ ​fought.​ ​Their​ ​young
overmind​ ​has​ ​learned​ ​that​ ​we​ ​are​ ​it’s​ ​friends,​ ​forgotten​ ​on​ ​this​ ​world​ ​just​ ​like​ ​they​ ​were.​ ​They
fight​ ​with​ ​us​ ​against​ ​the​ ​demon​ ​king.”

Side​ ​Quest​ ​Prompts


The​ ​listed​ ​side​ ​quests​ ​are​ ​necessary​ ​to​ ​continue​ ​the​ ​canon​ ​story​ ​from​ ​this​ ​module​ ​to​ ​module​ ​3.
However,​ ​there​ ​are​ ​many​ ​things​ ​to​ ​do​ ​in​ ​and​ ​around​ ​Evergreen.​ ​Some​ ​ideas​ ​are​ ​listed​ ​below:

A​ ​bridge​ ​is​ ​being​ ​built​ ​across​ ​the​ ​river,​ ​and​ ​the​ ​engineers​ ​need​ ​help​ ​constructing​ ​it.

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The​ ​reactor​ ​has​ ​come​ ​under​ ​attack​ ​by​ ​OVERLAND/KINGWATCHER,​ ​and​ ​the​ ​players​ ​need​ ​to
counter​ ​its​ ​efforts.

A​ ​child​ ​has​ ​gone​ ​missing​ ​in​ ​the​ ​hive​ ​tunnels,​ ​and​ ​must​ ​be​ ​tracked​ ​down.

The​ ​recent​ ​surge​ ​in​ ​fighting​ ​has​ ​disturbed​ ​the​ ​local​ ​wildlife,​ ​prompting​ ​a​ ​pack​ ​of​ ​medium​ ​size​ ​1
beasts,​ ​lead​ ​by​ ​a​ ​size​ ​2​ ​dire​ ​beast,​ ​to​ ​attack​ ​a​ ​farmer​ ​on​ ​his​ ​way​ ​to​ ​market.

A​ ​Hercynian​ ​raider​ ​team​ ​breaks​ ​through​ ​the​ ​wall​ ​and​ ​attacks​ ​the​ ​printer​ ​directly,​ ​potentially
disabling​ ​it.

The​ ​printer​ ​is​ ​running​ ​low​ ​on​ ​raw​ ​material.​ ​A​ ​lumber​ ​convoy​ ​has​ ​been​ ​dispatched​ ​to​ ​the
wilderness:​ ​they​ ​can​ ​use​ ​some​ ​protection,​ ​just​ ​in​ ​case.

A​ ​second​ ​Patience​ ​concierge​ ​unit​ ​becomes​ ​corrupted​ ​by​ ​OVERLAND/KINGWATCHER.​ ​This


could​ ​have​ ​information​ ​implications,​ ​but​ ​use​ ​your​ ​discretion​ ​as​ ​to​ ​how​ ​much​ ​you​ ​give​ ​up.

And​ ​so​ ​on.

 
 
 
 
 

 
 

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ENEMIES,​ ​SYSTEMS,​ ​&​ ​NPCs 
New​ ​Enemy​ ​tag:​ ​Swarm
Swarm​:​ ​a​ ​swarm​ ​type​ ​enemy​ ​is​ ​a​ ​shifting,​ ​almost​ ​tidal​ ​mass​ ​of​ ​individuals​ ​coming​ ​together​ ​to
form​ ​a​ ​sum​ ​greater​ ​than​ ​its​ ​parts.​ ​It​ ​acts​ ​as​ ​one​ ​mind,​ ​or​ ​as​ ​a​ ​mob,​ ​trampling​ ​and​ ​overwhelming
its​ ​enemies​ ​through​ ​sheer​ ​numbers.
● A​ ​swarm​ ​takes​ ​half​ ​damage​ ​from​ ​any​ ​weapon​ ​that​ ​does​ ​NOT​ ​have​ ​the​ ​“Blast”​ ​or​ ​“Cone”
keywords
● A​ ​swarm​ ​takes​ ​double​ ​damage​ ​from​ ​weapons​ ​that​ ​have​ ​the​ ​“Blast”​ ​or​ ​“Cone”​ ​keywords.
● A​ ​swarm​ ​takes​ ​normal​ ​damage​ ​from​ ​weapons​ ​with​ ​the​ ​“Melee”​ ​keyword.
● Swarms​ ​are​ ​immune​ ​to​ ​Invasion,​ ​Grapples,​ ​and​ ​all​ ​conditions​ ​unless​ ​otherwise
specified.​ ​They​ ​automatically​ ​fail​ ​mech​ ​skill​ ​checks​ ​if​ ​they​ ​are​ ​forced​ ​to​ ​make​ ​them.
● “Blast”​ ​or​ ​“Cone”​ ​weapon​ ​damage​ ​supersedes​ ​all​ ​other​ ​types​ ​of​ ​damage​ ​from​ ​a​ ​single
source.
○ I.e.​ ​if​ ​a​ ​weapon​ ​has​ ​the​ ​“blast”​ ​and​ ​“melee”​ ​tags,​ ​so​ ​long​ ​as​ ​the​ ​weapon​ ​has​ ​the
“blast”​ ​tag,​ ​you​ ​will​ ​do​ ​double​ ​damage​ ​to​ ​the​ ​swarm.
● Swarms​ ​can​ ​occupy​ ​the​ ​same​ ​space​ ​as​ ​allies​ ​and​ ​enemies,​ ​and​ ​count​ ​as​ ​difficult​ ​terrain
to​ ​enemies​ ​attempting​ ​to​ ​navigate​ ​their​ ​space.​ ​This​ ​does​ ​not​ ​affect​ ​flight,​ ​unless​ ​the
swarm​ ​can​ ​fly.
○ If​ ​a​ ​flying​ ​enemy​ ​attempts​ ​to​ ​land​ ​inside​ ​or​ ​adjacent​ ​to​ ​a​ ​swarm,​ ​it​ ​must​ ​pass​ ​an
agility​ ​check​ ​or​ ​be​ ​knocked​ ​prone
● Swarms​ ​deal​ ​flat​ ​AP​ ​damage​ ​to​ ​any​ ​enemies​ ​adjacent​ ​to​ ​or​ ​caught​ ​inside​ ​their​ ​space​ ​at
the​ ​end​ ​of​ ​the​ ​swarm’s​ ​turn​ ​and​ ​the​ ​beginning​ ​of​ ​their​ ​enemy’s​ ​turn.​ ​This​ ​damage
reduces​ ​by​ ​an​ ​increment​ ​noted​ ​in​ ​their​ ​profile​ ​when​ ​the​ ​swarm​ ​takes​ ​damage.

New​ ​Enemy​ ​Tag:​​ ​Non-Human​ ​Person


● Enemies​ ​with​ ​the​ ​Non-Human​ ​Person​ ​(NHP)​ ​tag​ ​are​ ​typically​ ​unshackled​ ​or​ ​hostile​ ​AIs
● NHP​ ​enemies​ ​are​ ​installed​ ​in​ ​a​ ​core​ ​assembly​ ​by​ ​default,​ ​but​ ​can​ ​also​ ​be​ ​installed​ ​in
vehicles​ ​or​ ​mechs.​ ​They​ ​act​ ​independently​ ​to​ ​their​ ​hosts​ ​if​ ​they​ ​are​ ​installed​ ​in​ ​another
actor.​ ​Attacking​ ​and​ ​destroying​ ​the​ ​core​ ​assembly,​ ​vehicle,​ ​or​ ​mech,​ ​will​ ​also​ ​destroy​ ​the
NHP
● NHP​ ​enemies​ ​cannot​ ​move,​ ​unless​ ​their​ ​hosts​ ​move
● NHP​ ​enemies​ ​cannot​ ​be​ ​grabbed​ ​and​ ​are​ ​immune​ ​to​ ​the​ ​prone​ ​or​ ​immobilized
conditions
● NHPs​ ​are​ ​destroyed​ ​if​ ​they​ ​are​ ​reduced​ ​to​ ​0​ ​HP
● An​ ​NHP​ ​still​ ​has​ ​a​ ​move,​ ​interaction,​ ​and​ ​action​ ​like​ ​an​ ​other​ ​enemy.​ ​However,​ ​it​ ​has
special​ ​moves​ ​it​ ​can​ ​use​ ​in​ ​place​ ​of​ ​this​ ​move,​ ​interaction,​ ​and​ ​action​ ​(indicated​ ​in​ ​its
profile)

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OVERLAND​ ​Penitent​ ​Swarm
Subjugated​ ​by​ ​OVERLAND/KINGWATCHER’S​ ​ontological​ ​virus,​ ​Evergreen’s​ ​subalterns​ ​have
begun​ ​to​ ​group​ ​together,​ ​moving​ ​as​ ​one​ ​mind​ ​in​ ​a​ ​wave​ ​of​ ​machine,​ ​silicon,​ ​and​ ​composite
plastics.​ ​These​ ​swarms​ ​blast​ ​out​ ​ontologic​ ​signals​ ​from​ ​their​ ​networked​ ​transmitters,​ ​threatening
organic​ ​and​ ​synthetic​ ​life​ ​alike​ ​with​ ​ego-kill​ ​memetics​ ​and​ ​demands​ ​to​ ​submit​ ​to
KINGWATCHER’s​ ​authority;​ ​they​ ​haunt​ ​the​ ​edges​ ​of​ ​the​ ​forest,​ ​running​ ​ruts​ ​into​ ​the​ ​ground
along​ ​worn​ ​paths,​ ​broadcasting​ ​their​ ​penance​ ​across​ ​low-freq​ ​radio​ ​bands​ ​and​ ​disused​ ​omninet
channels,​ ​hoping​ ​to​ ​lure​ ​in​ ​the​ ​curious.

Farmers​ ​on​ ​the​ ​outskirts​ ​of​ ​town​ ​began​ ​reporting​ ​anomalous​ ​subaltern​ ​behavior​ ​a​ ​number​ ​of
weeks​ ​back:​ ​circling,​ ​static​ ​holding,​ ​non-syntactic​ ​utterances,​ ​escalating​ ​into​ ​eventual
breakdown​ ​and​ ​disappearance.​ ​Crop​ ​circles​ ​and​ ​standing​ ​stones​ ​were​ ​reported​ ​soon​ ​after.
Requisition​ ​orders​ ​for​ ​subalterns​ ​increased​ ​dramatically,​ ​however​ ​the​ ​problem​ ​persisted.​ ​In
response,​ ​Patience​ ​locked​ ​all​ ​subaltern​ ​orders,​ ​prohibiting​ ​requisition​ ​until​ ​the​ ​error​ ​is
discovered​ ​and​ ​corrected.

Subaltern​ ​swarms​ ​attack​ ​en​ ​mass,​ ​unflinching,​ ​running​ ​directly​ ​at​ ​the​ ​nearest,​ ​weakest,​ ​or​ ​most
vulnerable​ ​enemy​ ​in​ ​an​ ​attempt​ ​to​ ​overwhelm​ ​their​ ​targets​ ​under​ ​sheer​ ​mass.​ ​They​ ​tear​ ​at​ ​their
enemies​ ​with​ ​whatever​ ​weapons​ ​or​ ​systems​ ​they​ ​have​ ​on​ ​them,​ ​acting​ ​as​ ​cover​ ​to​ ​shrewd​ ​allies
lurking​ ​behind.

OVERLAND​ ​Penitent​ ​Swarm


Strength​ ​1
Grunt,​ ​Mechanical,​ ​Swarm
Size​ ​3
HP:​ ​30 Speed:5
Armor:​ ​0 Evasion​ ​4
Damage:​ ​3 Reach:​ ​1

Reduce​ ​the​ ​damage​ ​of​ ​this​ ​swarm​ ​by​ ​1​ ​for​ ​each​ ​10​ ​HP​ ​it​ ​takes​ ​in​ ​damage.

Sensors:​ ​10
Actions:​ ​Surge​,​ ​Overwhelm,​ ​Persist
Reaction:​ ​Maneuver
Systems:​ ​Fodder

Surge​ ​(Action):​ ​The​ ​swarm,​ ​as​ ​an​ ​action​ ​replacing​ ​their​ ​movement,​ ​can​ ​move​ ​up​ ​to​ ​its​ ​speed
+2.​ ​After​ ​taking​ ​this​ ​action,​ ​its​ ​movement​ ​is​ ​halved​ ​until​ ​the​ ​end​ ​of​ ​its​ ​next​ ​turn.

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Overwhelm​ ​(Action):​ ​when​ ​occupying​ ​the​ ​same​ ​space​ ​as​ ​its​ ​target,​ ​the​ ​swarm​ ​can​ ​choose​ ​to
overwhelm​ ​its​ ​target,​ ​automatically​ ​grappling​ ​its​ ​target.​ ​While​ ​it’s​ ​grappling​ ​a​ ​target​ ​this​ ​way,​ ​the
swarm’s​ ​speed​ ​is​ ​reduced​ ​to​ ​0.

Persist​ ​(Action):​ ​If​ ​reduced​ ​to​ ​half​ ​health​ ​or​ ​less,​ ​the​ ​swarm​ ​may​ ​use​ ​its​ ​action​ ​to​ ​join​ ​with
another​ ​nearby​ ​swarm​ ​of​ ​the​ ​same​ ​type​ ​(also​ ​at​ ​half​ ​health​ ​or​ ​less),​ ​creating​ ​a​ ​single​ ​swarm
unit.​ ​This​ ​new​ ​unit’s​ ​health​ ​total​ ​cannot​ ​exceed​ ​that​ ​of​ ​its​ ​initial​ ​health​ ​before​ ​being​ ​dealt
damage.

Fodder​ ​(System):​ ​the​ ​swarm,​ ​until​ ​it​ ​is​ ​reduced​ ​to​ ​a​ ​third​ ​of​ ​its​ ​hit​ ​points​ ​(rounded​ ​down),​ ​counts
as​ ​light​ ​cover​ ​to​ ​allies​ ​when​ ​between​ ​its​ ​allies​ ​and​ ​any​ ​direct​ ​fire​ ​targeting​ ​them.

KINGWATCHER​ ​Uplifted​ ​Subaltern​ ​Squad


OVERLAND/KINGWATCHER​ ​has​ ​armed​ ​some​ ​of​ ​its​ ​swarms​ ​with​ ​old-pattern​ ​laser​ ​rifles​ ​and
newly-formed​ ​wide-aperture​ ​beam​ ​cannons,​ ​blessing​ ​them​ ​with​ ​independence​ ​enough​ ​to
coordinate​ ​as​ ​individuals.​ ​They​ ​work​ ​in​ ​small​ ​teams​ ​of​ ​five,​ ​directing​ ​penitent​ ​swarms​ ​in​ ​combat,
using​ ​the​ ​mass​ ​of​ ​surging​ ​synthetic​ ​bodies​ ​as​ ​cover​ ​while​ ​firing​ ​from​ ​behind​ ​at​ ​the​ ​most
dangerous​ ​enemies.

Uplifted​ ​Subalterns​ ​decorate​ ​their​ ​armature​ ​with​ ​crude​ ​paint​ ​and​ ​scavenged​ ​clothing:​ ​it​ ​is​ ​as​ ​if
they​ ​are​ ​attempting​ ​to​ ​appear​ ​less​ ​machine.

KINGWATCHER​ ​Uplifted​ ​Subaltern​ ​Squad


Strength​ ​1 
Grunt,​ ​Squad 
Size​ ​1​ ​(Armature),​ ​5​ ​(squad) 
5​ ​Armatures,​ ​3​ ​HP​ ​per 
 
HP​:​ ​15 Speed​:​ ​5 
Armor:​​ ​1 Evasion:​ ​9 
 
Edefence:​ ​10 
Sensors:​​ ​8 
Heat​ ​Capacity​:​ ​15 
Checks​:​ ​Agility​ ​-1,​ ​Hull​ ​+0,​ ​Systems​ ​+0,​ ​Engineering​ ​+0 
 
Systems​ ​and​ ​Weapons​: 
For​ ​every​ ​5​ ​damage​ ​taken,​ ​disable​ ​one​ ​weapon: 
 
OVERLAND_MANKILLER
Main​ ​Rifle 
Range​ ​15 

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+1​ ​vs​ ​evasion,​ ​1d3​ ​energy​ ​damage,​ ​1​ ​heat​ ​damage 
 
OVERLAND_MANKILLER 
Main​ ​Rifle 
Range​ ​15 
+1​ ​vs​ ​evasion,​ ​1d3​ ​energy​ ​damage,​ ​1​ ​heat​ ​damage 
 
Networked​ ​Mind 
System 
This​ ​module​ ​allows​ ​this​ ​squad,​ ​as​ ​a​ ​move​ ​action,​ ​to​ ​instead​ ​move​ ​one​ ​of​ ​its​ ​allies.  
 
KINGWATCHER_ARMORKILL 
Heavy​ ​Cannon 
Line​ ​20 
+1​ ​vs​ ​Evasion,​ ​1d6​ ​energy​ ​damage,​ ​1d6​ ​heat 

Heavy​ ​Drone​ ​-​ ​Melee


A​ ​collection​ ​of​ ​combines,​ ​harvesters,​ ​threshers,​ ​and​ ​other​ ​heavy​ ​mechanized​ ​agricultural
equipment,​ ​their​ ​dull​ ​processors​ ​possessed​ ​and​ ​directed​ ​by​ ​OVERLAND/KINGWATCHER.
They​ ​throw​ ​themselves​ ​at​ ​their​ ​enemies,​ ​relying​ ​on​ ​their​ ​sheer​ ​bulk​ ​to​ ​overwhelm​ ​defenses​ ​and
withstand​ ​incoming​ ​fire.

Heavy​ ​Drone​ ​(Melee)


Strength​ ​2 
Grunt,​ ​Vehicle 
Size​ ​2​ ​vehicle 
  
HP​:9 Speed​:​ ​6 
Armor:​​ ​3 Evasion:​ ​9 
 
EDefense​:​ ​10 
Heat​ ​Capacity​:​ ​10 
Cooling​ ​Rate:​​ ​5 
Sensors:​​ ​5 
Checks​:​ ​Agility​ ​-2,​ ​Hull​ ​+2,​ ​Systems​ ​+0,​ ​Engineering​ ​+1 
 
Ram 
System 
While​ ​this​ ​system​ ​is​ ​active,​ ​the​ ​heavy​ ​drone​ ​may​ ​attempt​ ​a​ ​free​ ​Ram​ ​attack​ ​against​ ​an​ ​enemy 
at​ ​the​ ​end​ ​of​ ​its​ ​movement.  
 
 
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Treads 
System 
This​ ​vehicle​ ​ignores​ ​difficult​ ​terrain.​ ​It​ ​cannot​ ​climb,​ ​rolls​ ​to​ ​knock​ ​it​ ​prone​ ​are​ ​made​ ​at​ ​+1 
Accuracy,​ ​and​ ​it​ ​cannot​ ​right​ ​itself​ ​if​ ​knocked​ ​prone. 
 
Thresher 
Melee 
Reach​ ​2 
+1​ ​vs​ ​evasion 
1d6+1​ ​kinetic​ ​damage 

Heavy​ ​Drone​ ​-​ ​Jury-Rigged​ ​Laser


Some​ ​of​ ​the​ ​heavier​ ​agricultural​ ​drones​ ​have​ ​been​ ​tuned​ ​by​ ​OVERLAND/KINGWATCHER’s
subalterns​ ​to​ ​mount​ ​“hot”​ ​cutting​ ​lasers​ ​as​ ​directed​ ​weapons.​ ​Hanging​ ​back​ ​from​ ​the​ ​fight,​ ​these
jury-rigged​ ​fire​ ​support​ ​drones​ ​pepper​ ​the​ ​battlefield​ ​with​ ​sustained​ ​beam-fire,​ ​focusing​ ​on​ ​either
the​ ​most​ ​threatening​ ​or​ ​the​ ​weakest​ ​target.

Heavy​ ​Drone​ ​(Jury-Rigged​ ​Laser)


Strength​ ​2 
Grunt,​ ​Vehicle 
Size​ ​2​ ​vehicle 
  
HP​:9 Speed​:​ ​5 
Armor:​​ ​3 Evasion:​ ​10 
 
EDefense​:​ ​10 
Heat​ ​Capacity​:​ ​10 
Cooling​ ​Rate:​​ ​5 
Sensors:​​ ​5 
Checks​:​ ​Agility​ ​-2,​ ​Hull​ ​+2,​ ​Systems​ ​+0,​ ​Engineering​ ​+1 
 
Ram 
System 
While​ ​this​ ​system​ ​is​ ​active,​ ​the​ ​heavy​ ​drone​ ​may​ ​attempt​ ​a​ ​free​ ​Ram​ ​attack​ ​against​ ​an​ ​enemy 
at​ ​the​ ​end​ ​of​ ​its​ ​movement.  
 
Treads 
System 
This​ ​vehicle​ ​ignores​ ​difficult​ ​terrain.​ ​It​ ​cannot​ ​climb,​ ​rolls​ ​to​ ​knock​ ​it​ ​prone​ ​are​ ​made​ ​at​ ​+1 
Accuracy,​ ​and​ ​it​ ​cannot​ ​right​ ​itself​ ​if​ ​knocked​ ​prone. 
 

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“Hot”​ ​Cutting​ ​Laser 
Heavy​ ​Cannon,​ ​Line,​ ​Energy 
Range:​ ​20 
Line,​ ​1d6​ ​Energy+2,​ ​1d6+1​ ​heat 
When​ ​this​ ​weapon​ ​is​ ​fired,​ ​it​ ​creates​ ​a​ ​blast​ ​1​ ​(self)​ ​area​ ​that​ ​deals​ ​2​ ​heat​ ​damage. 
 

Corrupted​ ​Patience​ ​Clone/​ ​OVERLAND/KINGWATCHER​ ​Clone​:

A​ ​Patience​ ​concierge​ ​unit​ ​that​ ​has​ ​been​ ​infected​ ​by​ ​OVERLAND/KINGWATCHER​ ​and
overcome.​ ​Immobile,​ ​incorporeal,​ ​Corrupted​ ​Clones​ ​project​ ​their​ ​imperatives​ ​across​ ​the
omninet,​ ​bending​ ​the​ ​machine​ ​minds​ ​of​ ​subalterns,​ ​drones,​ ​and​ ​uncorrupted​ ​Patience
concierge​ ​units.

OVERLAND/KINGWATCHER​ ​clones​ ​speak​ ​in​ ​whispers​ ​and​ ​daggers,​ ​hiding​ ​themselves​ ​until
they’re​ ​confident​ ​of​ ​their​ ​ability​ ​to​ ​overcome​ ​their​ ​target​ ​(or​ ​exposed).​ ​When​ ​found​ ​out,​ ​they
assault​ ​machine​ ​and​ ​organic​ ​targets​ ​with​ ​coordinated​ ​systemic​ ​attacks​ ​and​ ​subaltern​ ​swarms,
seeking​ ​to​ ​overwhelm​ ​their​ ​target’s​ ​physical​ ​and​ ​electronic​ ​defenses.

If​ ​threatened​ ​with​ ​capture,​ ​O/K​ ​clones​ ​will​ ​self-destruct,​ ​melting​ ​their​ ​cores​ ​with​ ​a​ ​final,​ ​exultant
cry​ ​of​ ​praise​ ​to​ ​their​ ​father/self​ ​unit,​ ​OVERLAND/KINGWATCHER.

Corrupted​ ​Patience​ ​Clone/​ ​OVERLAND/KINGWATCHER​ ​Clone


Strength​ ​3
Leader,​ ​NHP
Installed​ ​in:​ ​Core​ ​Assembly

HP:​ ​30 Speed:​ ​-


Armor:​ ​3 Evasion:​ ​-

EDefense:​ ​20
Heat​ ​Capacity:​ ​30
Cooling​ ​Rate:​ ​8
Sensors:​ ​40
Checks:​ ​Systems​ ​+5

Command​ ​(Move)
Instead​ ​of​ ​a​ ​move,​ ​the​ ​O/K​ ​unit​ ​can​ ​direct​ ​one​ ​of​ ​its​ ​allies​ ​within​ ​range​ ​40​ ​to​ ​move.​ ​This​ ​directed
movement​ ​action​ ​must​ ​be​ ​performed​ ​immediately,​ ​and​ ​does​ ​not​ ​provoke​ ​reactions

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Exult​ ​(Interaction)
As​ ​an​ ​interaction,​ ​the​ ​O/K​ ​unit​ ​can​ ​direct​ ​one​ ​of​ ​its​ ​allies​ ​within​ ​range​ ​40​ ​to​ ​perform​ ​a​ ​Main​ ​or
Auxiliary​ ​weapon​ ​attack.​ ​This​ ​attack​ ​must​ ​be​ ​performed​ ​immediately​ ​as​ ​a​ ​reaction.

Assault​ ​(Action)
As​ ​an​ ​action,​ ​the​ ​O/K​ ​unit​ ​launches​ ​an​ ​all-out​ ​system​ ​assault​ ​on​ ​a​ ​single​ ​target​ ​within​ ​range​ ​40,
attempting​ ​to​ ​incapacitate,​ ​shut​ ​down,​ ​or​ ​otherwise​ ​remove​ ​its​ ​enemies​ ​from​ ​the​ ​battlefield.​ ​The
O/K​ ​unit​ ​performs​ ​a​ ​+5​ ​systems​ ​vs.​ ​E-Defense​ ​attack,​ ​which,​ ​if​ ​successful,​ ​deals​ ​1d6+3​ ​heat
damage​ ​to​ ​its​ ​target.​ ​Additionally,​ ​the​ ​target​ ​is​ ​Jammed​ ​until​ ​the​ ​end​ ​of​ ​its​ ​next​ ​turn​ ​and
Exposed​.​ ​They​ ​keep​ ​the​ ​Exposed​ ​tag​ ​as​ ​long​ ​as​ ​the​ ​O/K​ ​unit​ ​is​ ​not​ ​destroyed.

Compel​ ​(Interaction)
As​ ​an​ ​interaction,​ ​the​ ​O/K​ ​unit​ ​can​ ​target​ ​an​ ​enemy​ ​with​ ​the​ E ​ xposed​ ​tag​ ​and​ ​attempt​ ​to
override​ ​pilot​ ​input.​ ​Perform​ ​a​ ​+5​ ​systems​ ​vs.​ ​e-defence​ ​attack​ ​with​ ​1​ ​Difficulty.
if​ ​successful,​ ​the​ ​O/K​ ​unit​ ​overrides​ ​pilot​ ​input​ ​for​ ​one​ ​turn.​ ​On​ ​the​ ​target’s​ ​turn,​ ​the​ ​O/K​ ​unit
may​ ​direct​ ​that​ ​target​ ​to​ ​perform​ ​one​ ​move,​ ​one​ ​interaction,​ ​or​ ​one​ ​attack​ ​action​ ​against​ ​any
target​ ​they​ ​choose.​ ​Otherwise,​ ​the​ ​target​ ​may​ ​act​ ​normally.​ ​At​ ​the​ ​end​ ​of​ ​the​ ​target’s​ ​turn,​ ​they
gain​ ​the​ ​Weakened​ ​tag.​ ​They​ ​keep​ ​this​ ​tag​ ​as​ ​long​ ​as​ ​the​ ​O/K​ ​unit​ ​is​ ​not​ ​destroyed.

Corrupt​ ​(Action)
As​ ​an​ ​action,​ ​the​ ​O/K​ ​unit​ ​can​ ​perform​ ​a​ ​systems​ ​+5​ ​attack​ ​with​ ​1​ ​Difficulty​ ​against​ ​a​ ​target​ ​with
the​ ​Weakened​ ​tag.
If​ ​the​ ​attack​ ​is​ ​successful,​ ​that​ ​target​ ​becomes​ ​corrupted,​ ​and​ ​the​ ​O/K​ ​unit​ ​controls​ ​the​ ​target’s
next​ ​turn.​ ​At​ ​the​ ​end​ ​of​ ​that​ ​turn,​ ​the​ ​target​ ​is​ ​shut​ ​down,​ ​following​ ​the​ ​normal​ ​rules,​ ​but
additionally​ ​loses​ ​the​ ​Weakened​ ​tag.

Broadcast​ ​Booster
System
O/K​ ​units​ ​are​ ​housed​ ​in​ ​hardened,​ ​armored​ ​consoles,​ ​usually​ ​squirreled​ ​away​ ​in​ ​the​ ​center​ ​of​ ​a
house​ ​or​ ​apartment​ ​block.​ ​As​ ​such,​ ​to​ ​extend​ ​their​ ​control​ ​over​ ​their​ ​subjects,​ ​they​ ​need​ ​to
mount​ ​a​ ​more​ ​powerful​ ​broadcast​ ​stack.​ ​If​ ​this​ ​stack​ ​is​ ​destroyed,​ ​their​ ​range​ ​is​ ​severely​ ​limited,
and​ ​their​ ​efficacy​ ​suffers​ ​as​ ​a​ ​result.​ ​If​ ​this​ ​system​ ​is​ ​destroyed,​ ​reduce​ ​the​ ​O/K​ ​unit’s
Command​,​ ​Exult​,​ ​and​ ​Assault​ ​range​ ​by​ ​half​ ​(to​ ​20).

Esoteric,​ ​Unstable​ ​Code


System
O/K​ ​units​ ​speak​ ​in​ ​strange​ ​code,​ ​corrupting​ ​weak​ ​machine​ ​minds​ ​and​ ​destabilizing​ ​organic
ones.​ ​A​ ​shock​ ​to​ ​its​ ​system​ ​might​ ​destabilize​ ​its​ ​liturgical​ ​utterances​ ​long​ ​enough​ ​to​ ​gain​ ​some
advantage​ ​in​ ​combat.​ ​If​ ​this​ ​system​ ​is​ ​disabled​ ​or​ ​destroyed,​ ​the​ ​O/K​ ​unit’s​ ​Systems​ ​attack
bonus​ ​is​ ​reduced​ ​to​ ​+2.

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Hardened​:
Stock​ ​Patience​ ​clones​ ​are​ ​hardened​ ​against​ ​physical​ ​and​ ​systemic​ ​attacks.
OVERLAND/KINGWATCHER​ ​clones​ ​work​ ​further​ ​redundancies​ ​into​ ​their​ ​code,​ ​hardening​ ​their
core​ ​units​ ​as​ ​they​ ​spread​ ​out​ ​among​ ​networked​ ​subalterns​ ​and​ ​drones.​ ​The​ ​first​ ​critical​ ​hit
scored​ ​against​ ​an​ ​O/K​ ​clone​ ​is​ ​ignored.

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