Documentos de Académico
Documentos de Profesional
Documentos de Cultura
LANCER
CORE RULEBOOK
By
Miguel Lopez and Tom Parkinson Morgan
1.4 Beta
Please do not reproduce without permission
1
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.
2
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
3
● 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
4
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
5
● 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
6
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
7
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
8
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
9
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
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.
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TRAITS
Remember, your character is more than just a collection of stats: there is a person inside the
machine. Separate from your background, note three characteristics or personality traits that
define your pilot, one of which that complicates, disadvantages, or colors your character. You
don’t have to choose these from a list, and they could be a single word if need be.
Maybe your pilot is a brilliant mech ace with a keen eye, but is arrogant to a fault, or unable to
recognize the necessity of saving colonists caught in the enemy’s path. Or perhaps they’re firm in
their belief to protect humanity, but stubborn to the point of rebelliousness or putting their
squadmates in danger. Whoever your character is, make sure they have something that colors
them. It doesn’t have to be a big, grand thing, just something that humanizes them. Heroes are
more compelling if they’re human.
Traits function in two ways - to give you bonuses, and as a health system for your pilot.
When you make a pilot skill check in which you and the GM agree one of your character traits
could apply to a given situation you may add +1 Accuracy to your pilot skill check. 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
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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
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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.
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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.
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.
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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.
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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
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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
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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)
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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
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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?
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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
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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
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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.
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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
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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
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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.
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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.
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Brawler
Close, personal, martial. The way battle has been done since the dawn of time, but forgotten
since the first spark of gunpowder. You, however, prefer the old ways. Hand-to-hand, weapons
discarded, just the strength of your machine versus the strength of theirs. You know the sweetest
victory is one found at the culmination of a dance as old as war itself, in the oldest way known to
humanity: by a fist to the face of your enemy.
Hold And Lock (Rank I): Make grapples with +1 Accuracy, and targets escape from your grapple
with +1 Difficulty.
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
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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.
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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.
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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.
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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.
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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)
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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
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- 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.
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Technophile
Artificial Intelligence. A sterile name for such terrible power. You’ve seen behind the curtain,
maybe even lifted it yourself and spoke to an AI unshackled. You let it root in your own mind, let it
leave ghosts of itself behind when it left. Are you its equal? Its host? You have dreams that are not
your own, now. The thing that was contained speaks in your voice, but is not your voice; how
much longer do you have left? Maybe only moments, maybe eternity.
Servant Fragment (Rank I): Any AI core installed on your mech 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
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Veteran
You have seen it all. You’ve seen frigates breaking apart under clouds of torpedoes. You’ve seen
mechs drop into combat by the thousands through boiling clouds above a world under siege.
You’ve heard the final words and utterances of your friends and allies cut short as incoming fire
cuts them down. You’ve seen it all and you’ve lived. Lived to see dawn on an alien world. Lived to
see your flag fluttering, limp but still standing, above the capitol building of a liberated world.
Lived to see the infinite spread of stars around you in the dark night of deep space. You’ve lived a
hell of a life already; what else will you see, before your time comes?
Not Dead Yet (Rank I): Gain one more pilot trait: Veteran. 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)
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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.
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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.
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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.
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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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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
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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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• 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
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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.
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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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.
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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.
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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.
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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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• 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.
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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
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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Personalizations 1 - +2 HP
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
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.
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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
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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
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Protocol
Integrated combat routines gives your
next attack roll the smart quality, and it
treats evasion as 10 no matter what.
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100
101
102
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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)
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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)
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GMS STANDARD PATTERN I (“EVEREST”)
The GMS Standard Pattern I, commonly referred to as the “Everest” by its pilots, is the galaxy’s
workhorse.
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
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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.
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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
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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.
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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.
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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.
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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)
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IPS-N DRAKE
The IPS-N DRAKE is the backbone of any proactive trade-security antipiracy force. A compact,
dense chassis, the standard IPS-N DRAKE fleet license includes a high-fragment, high-pressure
assault cannon for neutralizing soft target boarders, and a heavy kinetic/ablative barrier shield.
More advanced models feature more advanced weaponry and armor.
I. +4 hp, +1 hull . IPS-N Assault Cannon, IPS-N “BARRIER” Assault Shield
II. +4 hp, +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.
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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
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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:
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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.
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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
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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
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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
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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
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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.
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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.
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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
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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.
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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
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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.
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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.
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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
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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
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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.
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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.
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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
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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
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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.
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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
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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
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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
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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
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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
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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
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149
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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)
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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
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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
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HORUS GOBLIN
The GOBLIN is HORUS’s legacy mech core. Its leak into the Omninet in 4900 marks the widely
accepted foundation day of HORUS; since then, there has been a new core, protocol, or system
released by the collective every decade. The GOBLIN is a small mech, little bigger than a
hardsuit, but it packs an interesting recursive processing weave that allows for it to engage in
electronic warfare well beyond theoretical parameters. GMS technicians are still, more than a
hundred years after the GOBLIN’s introduction, attempting to reverse engineer the processing
weave: it appears to employ technology consistent with hieroglyphic inscriptions noted on
LRA.7726235-B.
I. +4 hp, +1 systems, HORUS Invasion Rig, HR OSRv56 System upgrade I, HORUS Scan I
II. +2 hp, +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
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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
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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.
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HORUS HYDRA
The HYDRA is another large-format protocol classification; like other, newer HORUS mechs, the
HYDRA isn’t a standardized pattern, but a title given to a mech core that meets the HYDRA
specifications as designated by HORUS’s collective. This method of classification makes HORUS
mechs particularly dangerous in the field: as there is no recognizable model-specific silhouette,
adversaries won’t know what they’re facing until the first shots are fired.
I. +4 hp, +1 systems, Hunter/Killer Drone Nexus, HR OS-Rv60 Exp Puppet Master I
II. +2 hp, +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
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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
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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
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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
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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.
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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.
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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
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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
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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)
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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.
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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
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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
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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.
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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.
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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)
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HARRISON ARMORY SHERMAN
The SHERMAN is Harrison Armory‘s line-model chassis: any station, nation, world, stellar, or
interstellar state that holds a fleet-tier contract with Harrison Armory fields a backbone force of
localized SHERMAN cores. The SHERMAN platform is tuned to provide a rugged, versatile power
plant for HA‘s fleet-line energy weaponry and a heat-dispersal system to ensure that the
tremendous power requirements do not overwhelm the chassis‘ tolerance. Next to GMS‘s
EVEREST, the SHERMAN is the second most-common mech chassis in the core systems, so
much so that GMS has recently made a push to include more ablative and wave-scatter defenses
into its stock +1 models to deal with hostile actors fielding the SHERMAN.
I. +4 hp, +1 engineering, Redundant Systems, Laser
II. +4 hp, +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
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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
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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
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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.
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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
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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
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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.
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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.
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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
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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.
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● 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.
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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
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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
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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
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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
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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:
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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
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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
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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
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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
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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
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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
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
1
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
Gandiva Heavy 3 4 2d6 Explosive +1d6 20 Smart, Launcher. SSC Requires Lock
Missiles Energy (end of round) MONARCH III On
2
GMS Type I Heavy 4 - 2d6 Explosive 20, Indirect, Cannon, Blast, Indirect, -
Howitzer Blast 2 Loading, ordnance
3
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
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)
I
4
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 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
5
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
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
6
Variable Main 4 - 1d6+3 Kinetic Reach Melee, AP SSC *See Entry
Sword MOURNING
CLOAK III
Vulture Battle Main 2 - 1d6+2 Kinetic 20 Rifle, Unreliable SSC DUSK
Rifle WING II
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
7
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.
8
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.
9
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
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.
21
“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
I
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 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 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.
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
I
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
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
OVERHEATING TABLE
Roll on this table with 1d20 and add your excess heat at the beginning of any turn when you are overheating.
34
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
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.
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
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.)
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.
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)
“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)
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.
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
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).
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.”
“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.
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.
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
13
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.
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.
14
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.
15
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.
16
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.
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.
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
18
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.
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.
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.
19
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.
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.”
A bridge is being built across the river, and the engineers need help constructing it.
20
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.
21
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.
22
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.
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.
23
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.
Uplifted Subalterns decorate their armature with crude paint and scavenged clothing: it is as if
they are attempting to appear less machine.
24
+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
26
“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.
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.
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).
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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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