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Bison Industries Orca

All credit of this image goes to Karagna: ​https://twitter.com/Karagna_?s=09


For the .lcp file, message me in discord RadTheLad#9342
“You know I always thought it was weird to name machines of war after some animals from
cradle, many of which are even extinct. But after facing them out there… I understand why. No
name could fit such a mechanical monstrosity better. Once the hunt has begun, you're an
overboard sailor dead in the water. No matter where you run, it will relentlessly pursue you. No
matter where you hide, it will hunt you down without remorse. And should you dare to fight back,
its hide is as unpierceable as its arsenal is ferocious. With nowhere to run, nowhere to hide and
no way to fight, your final prayers are the only thing that is worth spending your breaths on.”

- Daily log of Milana "Scorchlance" Burkov, a resistance and mercenary commander from
the Frontier expansion conflict in the Oburos sector.

The Orca was originally an industrial subsurface operations mech designed and produced by
Bison Industries, using extremely advanced electronic systems to map out even the darkest,
densest of depths of the oceans and endless tunnel networks to the smallest detail to allow it to
operate as if it was in broad daylight. It is a tough and sturdy mech that specializes in
information gathering and Lock On acquisition and the systematic elimination of targets.

When the initial plans to bring their industrial frames to the front lines began, Bison Industries
recognized that among all the various frames out there, the gathering of information on enemy
positions and the mapping of surroundings were nearly non-existent, something that most
battalions and lancer squads depended on outside sources like command centers to attain.

The Orca is ideal for this task, making it one of the strongest information gathering frames on
the field, while still capable of handling enemies on its own with its intimidating, bulky size and
respectable arsenal. However due to initially relying on the external cool temperature of the
various oceans it operated in, it suffers from its current cooling systems not being quite yet
perfected and sufficient to operate outside of those conditions. To compensate for this, many of
its more advanced and fragile systems perform an emergency shutdown to avoid various wires,
motherboards and other internal electronics from frying, after which they require to be rebooted
to become operational again.

Despite this drawback, it is a mech that has proven itself reliable for decades both in the
industrial world and now on the battlefield, and that in skilled hands it can single handedly
dominate the battlefield, for it possesses one of the most powerful tools in the entirety of history
in warfare: Information

License:
I. “Beluga” Combat Rifle, Sonar Spike
II.​ ORCA FRAME,​ "Stonefish" Minefield Launcher, “Bottlenose” Condensed Phased Radar
Array
III. “Manta” Bombard Array, “Piranha” Auxiliary MML Pod

Orca
HP:​ 8 Evasion:​ 6 Speed:​ 3 Heat Cap:​ 6 Sensors:​ 15

Armor:​ 3 E-Defense:​ 12 Size:​ 2 Repair Cap:​ 4 Tech Attack:


+0
Save Target:
12

TRAITS:

Impenetrable hide: ​Weapon attacks against the Orca cannot benefit from the AP tag
Marked as prey:​ Whenever the Orca locks onto a target, they are automatically scanned.
Sonar Network: ​The Orca can Lock On 2 targets instead of 1 when performing a quick tech lock on
and 4 targets instead of 2 when performing a full tech lock on.
Overclocked systems: ​When taking heat from any source, the Orca generates an additional +1 heat
to itself. Upon overheating, the Orca cannot perform tech actions of any kind until it spends a full
action rebooting its internals.

SYSTEM POINTS:​ 8

MOUNTS:

Heavy Mount

CORE system

Apex Predator

A highly intricate module that requires a lot of power just to keep running for a brief duration, the
Apex Sonar Matrix releases a single burst of hundreds of dense sonar waves at once in a repeating
pattern, allowing it to map the surrounding area to the smallest detail. It is a smaller, modified version
of those used for industrial and military purposes that are single handedly capable of mapping out
entire ocean floors and planet surfaces, known as Total Surface Analysis and Reconnaissance or
“TSAR” Matrixes. While the smaller version is limited in use and power hungry, the Apex Sonar
Matrix is still an invaluable tool for collecting information on the field.

"Initiating Apex Predator protocol. Re-routing power… unshackling reactor... overriding coolant
systems… activating Apex Sonar Matrix. Apex Sonar Matrix active. Surroundings scanned and
mapped, traps and mines noted, prey sighted and locked. Weapons loaded and on standby. Ready
to hunt, pilot"

Active (requires 1 Core Power): Prey seeker

Protocol
The Orca emits a sonar pulse, mapping everything within its sensor range including allies, enemies
and terrain to the smallest detail, displaying their current positions. Even hidden and invisible
enemies are revealed to the Orcas pilot. All hostile actors within your sensor range are locked on and
must pass a system save or cannot benefit from invisibility, hidden or soft cover until the start of your
next turn. In addition, all traps, mines etc. that would normally be hidden or invisible from you are
revealed.

For the rest of the scene, at the start of the Orcas turns it automatically emits another pulse. the
effect repeats as described above. The Orca continues to emit sonar pulses until it is jammed,
stunned, shut down, or until the end of the scene.

Orca License Level I

“Beluga” Combat Rifle


The Beluga rifle is designed to work alongside a mechs lock-on capabilities by utilizing a guidance
computer installed within the weapon that allows it to guide bullets fired from it to a limited degree,
enabling it to hit specific spots that would cause maximum damage, for example joints, exposed
vents etc. that would normally be nigh impossible to hit with regular aim.

Main rifle
Range 12
2SP, Smart, Accurate
2d3 Kinetic damage
When consuming a Lock On as a part of an attack with this weapon, it deals 1d3 bonus kinetic
damage, gains the AP tag and ignores cover.

Sonar Spike
A fairly simple piece of technology, the Sonar Spike is a form of large harpoon spike that is launched
from a mortar like contraption and upon impact anchors itself into the surface it impacts, constantly
emitting sonar waves while providing live data to the connected mainframe. Extraordinarily useful as
a form of warning system when far out on the frontier for various mining or reconnaissance
operations or in hostile areas where you are in need of constant information of your surroundings.

2 SP, Limited (3), Unique


Quick action
Throw a stationary spike onto an empty surface (such as a wall or the ground) within range 10 of you.
The spike lasts until destroyed or until it you pick it up again in which case you regain a limited
charge for this system. As a quick action, you can cause all your deployed sonar spikes to release a
sonar pulse. Hostile characters within the sensor range of one or more Sonar Spikes suffer the lock
on condition.
Sonar Spikes are Drones with the following stats:
HP: 5, Armor: 2, E-defense & Evasion: 8, Sensor range: 5, Size: ½. They are completely immobile
and cannot move in any way and their sensor range is an extension of your own.
Orca License Level II

“Stonefish” Minefield Launcher


A fairly unique module used by Bison industries exclusively as a rather extreme measure to handle
wildlife, the “Stonefish” Minefield Launcher is usually frequently employed in newer, less established
colonies as many frontier worlds have a reputation for inhabiting deadly creatures of various kinds.
However many organizations and governments eventually ban its usage on colonies that have
developed further and have alternate methods, due to complaints of “overbearing rain of animal
remains” in settlements employing the usage of the minefield launcher. On the battlefield the
“Stonefish” Minefield Launcher is ideal for area control, launching an enormous cluster of highly
explosive mines that makes others think twice where they step.

2 SP, Limited (3), Unique


Quick action
Select a blast 2 zone within range 10 of you that does not intersect with any existing Stonefish
minefields. When a character that enters such an area for the first time on its turn or starts its turn
within one takes 3 AP explosive damage and must pass a system check or become impaired and
slowed until the end of their next turn. This field lasts until the end of the scene, after which it
deactivates for safety reasons.

“Bottlenose” Condensed Phased Radar Array


By miniaturizing an entire radar installation and compressing its internals into a single compact
capsule, you get the CoPRA codenamed “Bottlenose”, an extremely dense and intricate system that
pushes the limitations of how many electronics can fit within a small space. Due to this, the system is
quite heat and data intensive, however in return allows the user to increase the range of their sensory
systems as well as giving them the unique ability to perform area sweeps to scan and lock on to
targets.

3 SP, 2 heat (self), Unique


Protocol
Until the end of your current turn, when performing a lock on or scan increase the sensor range for
that lock on or scan by 5 and when performing a lock on or scan it affects all targets in a blast 1 area
instead of a single actor.

Orca License Level III


“Manta” Bombard Array
The Manta array is a potentially devastating weapon that fires a large cluster of highly explosive
missiles onto locked on targets, causing widespread destruction that can potentially span entire
battlelines. Originally used as an alternative way of detonating specific points in mountain ranges or
other areas that might be difficult or dangerous to access that require pinpoint precision, it has proven
itself as an incredible tool in the right hands and with slight modifications and changes to the payload
has become infamous for its terrifying presence on the battlefield.

Heavy Launcher
Range 15
Ordnance, Smart, Seeking, Inaccurate, heat x (self)
2d3+2 explosive damage
This weapon cannot be fired normally and you must consume a lock-on on a target before you can
attack them. While firing, you may target any number of locked-on actors within weapon range and
attack them, consuming their lock-ons. An enemy can only be targeted by this weapon once
whenever it fires. The heat x generated by this weapon equals the amount of targets selected
whenever it is fired.

“Piranha” Auxiliary MML Pod


A ridiculously complicated system, the “Piranha” Auxiliary Micro-Missile Launcher Pod manages to
load in dozens upon dozens of small rockets with high yield warheads into a larger missile, which is
operated by an automated computer embedded in the missile pod that launches and guides the
missiles to bombard a wide area. However due to its complexity and very dense construction, the
missiles risk of detonating within their cartridges and the entire pod should the wielder suffer
significant damage.

3SP, Limited (6)


Reaction, 1/turn
Trigger: Any actor suffers the lock on condition within your sensor range
Effect: You immediately consume the Lock On that was just established, and the target whos lock on
was just consumed takes 5 explosive damage. Any actors in a Blast 1 area centered on your target
must pass an agility save or take 3 Explosive damage.

This system is automatically destroyed if you lose a point of structure. If this system has any Limited
charges remaining when it is destroyed, you take 1d6 AP Explosive damage which ignores
resistance.

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