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“Built Better, Built Zalewski”


Manufacturer document V1.3, by Konigstein, April 2021
Zalewski Telecomm has been active in Union space for nearly 300 years, specializing in
“frontier” communications and building omninet relays to open up previously-inaccessible areas.
Though never a front-runner in the field, they were considered a solid, middle-of-the-road actor
with a well-established market niche.

Then Hermann Zalewski VI assumed the post of CEO. Zalewski Telecomm’s Board of Directors
had mixed feelings about his ascension; he was notoriously flighty and unstable, hardly the type
to assume his father’s firm, controlling hand. Their suspicions were proven correct. Zalewski VI
was determined to shake up the company and seek out new markets, pushing its influence far
out into the lawless reaches of the Rim. To support this new expansion, he turned much of the
company’s assets (and the entirety of his considerable fortune) towards a project he called
Waffenfabrik Zalewski, frequently represented as “Wa.Zal”: a “budget military systems
contractor.”

Wa.Zal would only remain active for 11 years, nearly bankrupting Zalewski Telecomm in the
process. By the time the Board had forced Zalewski VI out of his position, the company was
hemorrhaging money and had produced a full line of moderately successful combat mechs-
mechs whose solid reputation was not nearly enough to repay the gargantuan cost of
developing them. Mechs bearing the Zalewski design can still be found across the Rim and
other frontier areas, though their parent company scrupulously refuses to support them or the
Wa.Zal brand.

Acknowledgements
Thanks are in order to Kasper and Fwuffy for the lcp files, Vizlox for the updated logo art,
Hellaspooks for the detailed commentary, and Duvalasur, Fwuffy, Hobs, Lumporr, MilagroMan,
Proxxie and Stonecoldpineapple for playtesting. Thanks to everyone on the Lancer discord for
the feedback.
The Zalewski Fleet
KS-1 BROWN GOOSE: Motherly IFV (Defender/Support)
KS-2 PINK DISK: Saturation Bombardment (Artiller/Support)
KS-3 PURPLE FLYTRAP: Angry Demagogue (Striker/Support)
KS-4 VIOLET COURAGE: Abrasive Sandstorm (Controller)
KS-5 BLUE LAKE: Bouncy Wall (Defender/Striker)
KS-6 RED YOKE: Full-Spectrum Jamming (Controller)
KS-7 ORANGE WORM: Modifiable Rocketeer (Striker/Artillery)
TR-8 BLACK AMBASSADOR: Self-Destructing Grenadier (Striker)
TR-9 GREEN PRAISE: Laser Fences/The Floor is Lava (Controller)
TR-10 INDIGO DREAM: Truck Infantry (Defender)
TR-11 JADE CLIPPER: Sticky Linebreaker (Striker)
TR-12 YELLOW HYPOTHESIS: Noclipping Idiot/Yoyo Teleporter (Artiller/Controller)

Core Bonuses
Wa.Zal bonuses use simple, low-tech methods to improve the firepower and survivability of your
mech.

Aftermarket Upgrades
While Zalewski Telecomms has not allowed the Wa.Zal licenses into the public domain, pirated or
modified forks of them, as well as home-built modifications, are ubiquitous.
Each time you reprint your mech, you may choose to remove the effects of one of its Frame
Traits.

Explosive Reactive Armour


ERA is a semi-obsolete technology, generally out of favor because of the effectiveness of active-kill
protection systems and nanotech armour, and its risks of collateral damage. It remains functionally
effective, however.
Your mech gains the ERA System, which costs 0 SP and has Unique and Limited 3. Once per
round, as a Reaction when you take damage from an Explosive or Kinetic attack, you may
spend a charge from this system to reduce the damage to 0. Every character within Burst 1 of
your mech takes 1 Explosive damage.

Simplified Systems
Driven more by the need to cut costs than tactical effectiveness, Wa.Zal mechs are often characterized by
their extreme mechanical simplicity and reliability.
Your mech gains a flat +2 bonus to its HP, Hull saves and Engineering saves.

Depleted Uranium Components


DU ammunition is relatively common in most military forces, but few manufacturers are willing to commit
to using it on a large scale. While it is heavy and hazardous, it makes for superb armour and kinetic
penetrators.
As a protocol, you may force any characters with the Biological tag that are within Burst 1 of
your Mech to pass a Hull save or take 1 Burn.
Each time you reprint your Mech, you may additionally choose one of the following bonuses:
• One weapon mount on your Mech gains the following:
On Crit: 1/Round, Weapons on this Mount deal +2 Burn.
• Your Mech gains +2 Armour against Kinetic damage and reduces the value of incoming
Knockback by 1, to a minimum of 0.

Electrostatic Discharge Scrambler


The heavy plasma-based grounding systems from Zalewski telecomms systems allow a frame under
electronic attack to process incoming signals through hardware, rather than software, thereby minimizing
the risk of hacking.
Once per round, when your Mech is hit by a Tech Attack, you may choose to ignore its effects. If
you do so, your mech gains 3 Heat and all characters within Burst 1 of your Mech take 1 Energy
damage.

Inflatable Kinetic Shielding


Flash-printed inflatable ballistic pads filled with flame-retardant gasses provide a simple, if disposable,
method of protecting joints and delicate systems.
When you Stabilize, your mech gains Overshield 4.

Serjeant Talent
You didn’t start your career piloting mechs- you were a ground-pounder first, and you know all the ins and
outs of mech/infantry cooperation. You’ve been assigned, or have gathered to you, a small but loyal team
of infantry, who will fight alongside you and underfoot, come hell or high water.

1. The Wild Bunch


In combat, you are always accompanied by a single Squad of 10 soldiers who you control. They
use the stats for Tier 1 Squads, save that they have 5 HP and Speed 3. If reduced to 0 HP, they
are considered to be Down and Out and not destroyed. The squad always begins combat on a
free space adjacent to your Mech, and take their turn immediately after yours in the turn order. If
injured, your Squad regains an amount of HP equal to your Grit at the end of each Scene. During
moments of rest, you may spend 1 Repair to restore your Squad to full health.

2. Band of Brothers
Your squad now has HP equal to 8 + your Grit and Speed 4.

3. Platoon
Your squad benefits from two optional Squad Traits of your choice, chosen at the start of each
mission.
KS-1 “BROWN GOOSE”
Defender/Support

“We cannot hope to compete with the Big Five in the realm of military
production, that much is obvious- what is left is the cracks they have
overlooked. Wa.Zal must by necessity exist in niche markets. We seek to build
a market among the developing economies- among those who do not need top of
the line, but something, anything to sustain their fledgling armies.”

The first frame produced by Waffenfabrik Zalewski, the KS-1, internal codename Brown
Goose, is an evolutionary throwback, more reminiscent of an armoured personnel
carrier with legs than a full-blown combat mech. Its thick, well-sloped armour and
heavily protected passenger compartment emphasize crew survivability, and the
combination of a low-power shield generator, deployable blast skirts and powerful
Mother Goose Tactical Coordination Suite make it an inexpensive and reliable infantry
support vehicle.

Since the shuttering of Wa.Zal, KS-1s have been increasingly rare on the Rim, often
finding use in colonial militias who cannot afford more modern, frontline combat
platforms.
CORE STATS CORE SYSTEM
Size: 2 Save Target: 10 MOTHER GOOSE
Armor: 2 Sensors: 12 This mix of sensors, data relays,
HULL SYSTEMS automated medical equipment and
HP: 8 E-Defense: 8 comp/conn systems interfaces readily
Repair Cap: 5 Tech Attack: +0 with the vast majority of infantry
AGILITY SP: 8 combat systems. At full capacity, it is
Evasion: 6 ENGINEERING capable of distributing targeting,
Speed: 4 Heat Cap: 5 positional and tactical data to all
nearby allied ground forces and
generating a series of coherent, low-
TRAITS power personal electromagnetic shielding
domes that greatly increase ground force
Passenger Compartment survivability.
The BROWN GOOSE may carry up to 10 size
1/2 units or objects (one squad worth). Adjacent MoGo Tactical Coordination Suite
Active (1 CP), Protocol
allied units may embark as a Quick Action and
disembark as part of their movement. While When you activate this Protocol for the first time
embarked a unit cannot be targeted or affected during a Scene, all allies within Burst 2 of your
by enemy attacks and abilities. Mech gain Overshield 6. While this Protocol is
active, every allied Squad, Pilot, Drone, and
Guardian mech of Size ½ who begins their turn within
Adjacent characters may use the BROWN Burst 2 of your Mech gains +1 Accuracy on their
GOOSE as hard cover. ranged attacks. As a protocol, you may select
one of the following to apply to all affected allies
within the Burst on their next turn:
MOUNTS ● Volley Fire: they may attack with one
Main or Aux weapon as a Free Action.
MAIN/ ● Saturation Fire: all of their ranged
AUX attacks gain Arcing.
● Target Aim Correction: their attacks
gain Reliable 2.
● Precision Enfilade: Targets hit by their
attacks must pass a Hull save or
become Slowed until the end of their
next turn.
● Triage Assistance: If they are damaged,
they regain 2 HP.
While this Protocol is activated, your Mech is
Slowed and treats its base Speed as being 2.
LICENSE I: FIREPORTS, DEFLECTION PLATING

Fireports Deflection Plating


1 SP, Unique 3 SP, Unique, Shield
Once per round, as a Free Action, the pilot of Your mech reduces all incoming damage from
your mech, or any one of the characters riding attacks with the Cone and Blast tags by 2. All
within it, can make a ranged attack with one of allied Pilots, Squads, Drones, and Mechs of size
their personal ranged weapons against a target ½ within Burst 2 of your Mech gain Resistance to
within range and line of sight. This attack gains Cone and Blast weapons.
+2 Difficulty if your Mech has already moved this Armour slope engineering is a somewhat
round. forgotten art in the world of Mech
design, which focuses more on agility
If the attack is targeting a character currently and active protection than taking hits.
Jockeying this Mech, attacks with personal
Still, a little bit of basic geometry
weapons in this fashion also gain Knockback 1.
can boost the resilience of relatively
Gasket-sealed self-stabilizing thin armour against heavy impact.
fireports, though more common on tracked
or hover vehicles, are a simple and
inexpensive solution to enhance a mech’s
close-range defensive firepower.

LICENSE II: BROWN GOOSE FRAME, AUTOMATIC RANGE-ASSIST RIFLE, SCHURZEN

Automatic Range-Assist Rifle Schurzen


Auxiliary Rifle, Accurate 2 SP, Unique, Protocol
[10 Range] [1 Kinetic] While this Protocol is active, your Mech is
On Hit: Allied characters gain +1 Accuracy to Slowed, and all allied Pilots, Squads, Drones and
hit any target hit by this weapon until the end of Mechs of Size ½ within Burst 2 of your Mech
their next turn. increase their Armour by 2, to a maximum of 4.
“When tha’ hatch opens, yer gonna want
The AR-AR is a partially-suppressed to tuck and roll- the skirts will keep
autocannon equipped with a you in one piece ‘til you hit the
rangefinding and imaging sensor suite. ground, but it’s up to you to fan out
Its tracer rounds are custom-designed ‘round ‘em. Keep yer pattern tight,
for maximum visibility and tactical don’t bump in ta the guy ahead of you,
clarity even in complex battlespaces. and whatever y’do, don’t get yer fung
ass stepped on, okay?”
LICENSE III: MULTISPECTRAL IFF PROCESSORS, BABKA-CLASS COMP/CON

Multispectral IFF Processors Babka-class comp/con


2 SP, Unique, Protocol, 2 Heat (Self) 3 SP, AI, Unique
Every ally within Sensor Range of your Mech Your mech gains the AI tag and the Firing
gains a +1 bonus to all d20 rolls. Every enemy Solution Plotted Reaction. Babka isn’t an NHP,
within the same range gains a -1 penalty to all and cannot enter Cascade.
d20 rolls. Derived from elements of a variety of
“It’s all well and good to be sitting in commercially licensed and open-source
a Mech with a big fancy HUD and sensors tactical assistant programs, the Babka
and all, but when you’re down here in is, characteristically of Zalewski
the dirt, knowing who’s on your side and military software, a bit of a kludge. It
who isn’t is a bigger deal than you’d prioritizes battlespace coordination
think.” over mech operations, following several
relatively basic algorithms for terrain
movement and accompaniment while
devoting most of its runtimes to force
multiplication and target
identification.

Though the system’s default personality


package has been frequently described as
“bizarrely elderly” and “irritatingly
overprotective”, Babkas, and unlicensed
Babka forks, are a popular option among
many smaller Rim militaries.

Firing Solution Plotted


Reaction, 1/round
Trigger: An allied Squad, Pilot, Drone or Mech
of size ½, within Burst 3 of your mech inflicts
damage on a target.
Effect: You may make an attack against their
target with a single Main weapon, provided the
target is in weapons range. The attack gains +1
Accuracy, but cannot inflict critical hits.
KS-2 “PINK DISK”
Artillery/Support

“Oh, I’m sorry. Precision bombardment? You want your guns registered? You
want clearly defined fire-lanes? Bugger off. This unit sure as hell doesn’t
have the cash for that kind of fancy crap, and neither do you.”

Based off the same chassis as the KS-1, the bizarrely-codenamed PINK DISK began life
as a prototype Wa.Zal anti-aircraft cannon. While the original project was a failure,
the potential of its heavily overengineered drum autoloading system was recognized.
This system allows it to load and handle a huge variety of heavy projectile weapons
without the need for dismounted assistance or even auto-stabilization. That being
said, the resultant platform is notoriously inaccurate and prone to overheating
during sustained fire, despite repeated system firmware updates.

Surviving KS-2s have found their niche in any number of Rim dictatorships and PMCs,
institutions who value its brutal capacity for saturation fire and indiscriminate
rolling barrages.
CORE STATS CORE SYSTEM
Size: 2 Save Target: 10 BRUCHMULLER
Armor: 1 Sensors: 10
HULL SYSTEMS AUTOLOADER
HP: 6 E-Defense: 8 This bulky, all-analog autoloading
Repair Cap: 5 Tech Attack: +0 system is better suited for a fixed
SP: 5 emplacement than a mech, but its robust
AGILITY
components allow it to load even the
Evasion: 7 ENGINEERING heaviest of weapons with relatively
Speed: 3 Heat Cap: 7 little difficulty.

TRAITS Drum Autoloader


Lumbering Advance Core Passive

So long as it starts its turn with a Standard At the end of any turn in which this Mech did not
Move, the PINK DISK may add a bonus to its fire either of its Heavy mounts, it may reload its
Speed equal to your Grit. If this ability is Loading weapons as a Free Action.
activated, the PINK DISK cannot Skirmish or
Barrage until the end of its turn, even with the
use of Overcharge. Overclock Autoloader
Active (1 CP), Protocol
Counterbattery Countermeasures
Your Mech’s autoloader systems rumble to their
Attacks against the PINK DISK or adjacent maximum rate of speed, loading ammunition
Mechs with Seeking or Arcing weapons take +1 into its weapons as fast as you can discharge
Difficulty to hit. them.

Inefficient Recoil Compensators Until the end of your next turn, all weapons on
On any turn in which it has used a Barrage, the your Mech gain a Heat (Self) cost, if they did not
PINK DISK takes +2 difficulty to Agility checks already have one; 1 if they are Main or Aux, 2 if
and saves. they are Heavy or Superheavy., All weapons on
your Mech also lose the Loading and Ordnance
tags. You may Barrage with your mech as a
MOUNTS Quick Action, and may Barrage twice per turn,
but all attacks in the second Barrage take +1
HEAVY HEAVY Difficulty and cannot inflict Critical Hits. You
MOUNT MOUNT cannot Overcharge while this ability is active.
LICENSE I: VISTULA VOLLEY HOWITZER, CASING THERMAL SINKS

Vistula Volley Howitzer Casing Thermal Sinks


Heavy Cannon, Loading, Arcing, 2 SP, Unique
Inaccurate Once per turn, when you Skirmish with a
[15 Range][Blast 1][1d3 + 3 X] Cannon, Rifle or Launcher that does not inflict
This weapon resolves three hits on the target self-heat, you may clear 2 Heat.
area.
Though caseless ammunition is the norm
in most contemporary projectile weapons,
Each time you attack with this weapon, pick a
space on the map within range and roll 1d6; the cased ammunition provides the added
area the shots hit must be within Burst 2 of a bonus of acting as an effective
space 5 units away from the initial space disposable heatsink.
chosen, as determined by the result.
1: Towards the top of the map.
2: Towards the bottom of the map.
3: Towards the right of the map.
4: Towards the left of the map.
5: Towards the top-right corner of the map.
6: Towards the top-left corner of the map.

This long-barreled gun operates on the


Gatling principle, giving it a rate of
fire only limited by the physical
constraints of loading its heavy
ammunition. That said, its ruggedized
design is notoriously inaccurate.
LICENSE II: MEWA RANGEFINDER UPLINK, SHRAPNEL SHELLS

MEWA Rangefinder Uplink Shrapnel Shells


2 SP, Unique, Reaction 2 SP, Limited (4), Unique, Mod
You gain the Corrected Fire Reaction. Choose one Cannon, Rifle or Launcher. When
“See that little bird-looking thing you attack with it, you may expend a charge to
circling up there? If it’s what I think fire a Shrapnel Shell instead of attacking
it is, we have about three minutes normally. When determining where the attack
before everything within a hundred, hits, it loses the Line or Blast tags, and gains
Cone 5 in addition to its normal Range.
maybe two hundred-meter radius gets
Determine a point of impact in Range as normal,
plastered.”
then resolve Cone 5 from that space, with the
Corrected Fire cone always pointing away from your Mech. This
Reaction, 1/round attack does half damage to Mechs but double
Trigger: An allied character misses an attack damage to Cover and characters with the
against an enemy character on the map. Biological tag.
Effect: You apply Lock-On to the target.
Airbursting shrapnel rounds rain solid
metal down on the battlefield- weapons
of little use against Mechs, but
absolutely devastating in their impact.

LICENSE III: PULKOWSKI CLUSTER MORTAR, BRUCHMULLER FIRE CONTROL

Pulkowski Cluster Mortar BRUCHMULLER Fire Control


Superheavy Cannon, Ordnance, Loading, Arcing, Inaccurate 3 SP, Unique
[15 Range][Blast 3]
When you Barrage, allies caught in the Line,
[2d6 E + 4 Burn][2 Heat (Self)]
Cone, Blast or Burst values of your attacks take
Each time you attack with this weapon, pick a no damage, and are instead treated as being in
space on the map within range and roll 1d6; the Soft Cover until the end of their next turn.
shot actually hits a space 5 units away from the
The BRUCHMULLER uses the KS-2’s rapid-
initial space chosen, as determined by the
fire capabilities to saturate the
result.
battlefield with semi-guided sub-calibre
1: Towards the top of the map.
rounds, creating protective screens of
2: Towards the bottom of the map.
shrapnel around friendly targets while
3: Towards the right of the map.
4: Towards the left of the map. suppressing threats.
5: Towards the top-right corner of the map.
6: Towards the top-left corner of the map.

On Critical Hit: All objects in the blast radius


are immediately destroyed and the area
becomes Difficult Terrain until the end of the
scene.

“The day your village was shelled was


the worst day of your entire life. For
me, it was Tuesday.”
KS-3 “PURPLE FLYTRAP”
Striker/Support

“Being a niche licensor inevitably entails a certain moral flexibility: we


cannot accept a reputation as a supplier for banana republics, any more than
we can accept one as an arms dealer for terrorists and revolutionaries.
However, if both groups choose to use our products, well… it’s no concern of
ours.”

The market for low-cost police mechs is heavily oversaturated, especially in systems
undergoing cultural and social upheavals as they prepare for integration into Union.
Waffenfabrik Zalewski had originally advertised that their third frame design would
be one such police concept, before abruptly switching tracks and releasing a compact,
CQB-oriented frame with a loadout designed to rapidly arm and motivate an
asymmetrical combat force.

Of all the discontinued Wa.Zal frames, the KS-3 remains one of the most common;
PURPLE FLYTRAPs can be found stirring up brushfire wars and leading colonial militias
wherever there is societal instability.
\
CORE STATS CORE SYSTEM
Size: 1/2 Save Target: 10 IKONOKLASTA REVOLT
Armor: 1 Sensors: 6
HULL SYSTEMS PROCESSOR
HP: 8 E-Defense: 8 The REVOLT system uses a mix of high-
Repair Cap: 6 Tech Attack: +0 quality public address and Omninet
AGILITY SP: 6 broadcasting equipment and repurposed
Evasion: 9 ENGINEERING riot-control subliminal dispersion
Speed: 6 Heat Cap: 6 software to create a suite of tools
designed to attack enemy actors
TRAITS psychologically, stirring up resentment,
Arm the Mob discontent and disunity through well-
chosen oratory and symbolic imagery.
As a Protocol, select one friendly character
When applied to allied forces, the
within Sensors. They gain +1d6 bonus Energy
system excels at inducing a certain
damage on their next attack.
degree of controlled savagery.
Peace_Through_Power.exe
Demagogue Core Passive
The PURPLE FLYTRAP is immune to Hidden 1/round, when you perform a Critical Hit, one
and Invisible, and all attacks against it with ally within Sensors becomes Bolstered at the
Smart weapons gain +1 Accuracy. start of their next turn.

Wacht_Auf.exe
Righteous Fury
Active (1 CP), Quick Action
Whenever this Mech makes a melee attack, as
Choose an enemy within line of sight: you may
a Free Action before rolling, you may gain 1
move towards them a number of spaces equal
Heat to gain +1 Accuracy on the attack. This
to double your Speed. This movement ignores
Heat cost increases by 1 for each time you use
Engagement and Reactions, and you are
it in a turn after the first.
immune to Immobilized for the duration. Your
next melee attack against that target gains +1
MOUNTS Accuracy to hit and +4 Burn.

MAIN/ You may select any number of friendly


AUX characters within Sensors: they may
immediately also move up to double their Speed
towards the same target as a Reaction, ignoring
Engagement and Reactions.
LICENSE I: UPRISING CIRCUITS, IKONOKLASTA MELEE SUITE

Uprising Circuits Ikonoklasta Melee Suite


1 SP, Unique Main Melee, AP
When you Bolster a character, they may move up [2 Threat][2 K]
to 4 spaces in a direction of their choice as a On Hit: This weapon does +2 bonus Burn
Reaction. This movement ignores Engagement damage for each other ally Engaged with your
and Reactions. target, to a maximum of +6.
Little more than a re-branded Zalewski This flexible melee system was
Relay Server, the “Uprising Circuit” released in dozens of different
provides distributed processing support variants, the two most popular being a
to allied systems, allowing them to hammer layout or a pair of thermal-
devote more of their runtimes to combat edged claws.
processes.

LICENSE II: INCENDIARY PROJECTOR, INTEGRATED AMMO PRINTERS

Incendiary Projector Integrated Ammo Printers


Auxiliary Launcher, Arcing, Limited 3 2 SP, Unique, Limited 3
[5 Range][Blast 1][2 Burn] Once per round, as a reaction to the start of an
This weapon gains no Difficulty on attacks while ally within sensor’s turn, you may expend a
Engaged, and does 10 AP Energy damage to charge from this system to grant that ally one of
objects and structures. the following bonuses to their next ranged attack.
● Overkill, +1 Threat
“Cowards didn’t even have the courage ● AP, Loading
to admit that it’s just a big Molotov ● +4 Burn, 2 Heat (Self)
hooked up to a compressed nitrogen
cylinder.” [Indecipherable crowd noises]
“Free bullets… FOR EVERYONE!”
[Hysterical cheering, gunfire]
LICENSE III: INTEGRATED WEAPON PRINTER, Mob Ruler

Integrated Weapon Printer Mob Ruler


2 SP, Unique, Full Tech, Limited 2 2 SP, Full Action, Unique
Weapon Printer (Size 1, 10 HP, EVASION 5, You and one other ally within Sensors may each
TAGS: Deployable) Skirmish with a melee or CQB weapon,
Expend a charge to deploy a Size 1 weapon choosing the same target for all attacks. If at
least two attacks hit, the target must pass an
printer in a free space within Sensors. It begins
Engineering save or fall Prone.
with six charges, which can be tracked with a d6.
Any allied character within Burst 2 of a Weapon This optional firmware update
Printer at the start of their turn may expend one of considerably tweaks the KS-3’s
its charges as a Protocol to gain a single use of distributed processing system, enabling
the Republika Spar Torpedo. The Weapon Printer it to better coordinate the frame’s
lasts for the rest of the scene, or until its number movements with other nearby systems.
of charges reaches zero.
“A mob armed with hand weapons is just
that, a mob. A mob armed with anti-
materiel weapons, though…”

Republika Spar Torpedo


Main CQB, Overkill
[Cone 3][Threat 3][1d6 E + 3 Burn]
“Point the wide end, pull the pin out
the back, and watch empires fall.”
KS-4 “VIOLET
COURAGE”
Controller

“We have extensive experience in


constructing some of the most rugged
communications and processing
systems commercially available in
Union- and we have even more
experience maintaining those systems.
In nearly 200 years of operations,
Zalewski’s technicians and engineers
have learned that, above all else,
friction is the Universe’s most
frightful weapon.”

Intended to fill the same niche as SSC or


Harrison area-denial and control mechs,
the KS-4’s frame relies around the
weaponization of industrial polishing agents
and electrostatic dedusting equipment. A
well-operated KS-4 can turn an organized
enemy combat formation into a whirling mess of
debris and impenetrable cloud, using its abrasion
systems to literally wear enemy equipment to the
point of failure.

Since the shuttering of Wa.Zal, KS-4s have become increasingly


rare, largely because manufacturing the industrial particulates they depend on is
hardly cost-effective; the series is known for its painstaking maintenance
requirements.
CORE STATS CORE SYSTEM
Size: 1 Save Target: 12 ELECTROSTATIC ABRASION
Armor: 1 Sensors: 8
HULL SYSTEMS TURBINE
HP: 6 E-Defense: 10 The KS-4’s top-heavy bulk is occupied by
Repair Cap: 3 Tech Attack: +1 electrostatic generators and hoppers
AGILITY SP: 7 containing dozens of different powdered
Evasion: 8 ENGINEERING abrasives, which it can project over
Speed: 4 Heat Cap: 6 great distances and with considerable
force, even in a vacuum. The effect is
TRAITS deafeningly loud and causes violent
Lonsdaleite Haze electrical discharges.
The VIOLET COURAGE gains Soft Cover at the Static Cling
Core Passive
end of any turn in which it has not Boosted. This
effect lasts until the start of your next turn, and Whenever a Hidden or Invisible character within
is lost if you move or take a Reaction before 3 spaces successfully deals damage to you,
then. you ignore their Hidden or Invisible status until
they move more than 3 spaces away from you.
Grounding Rods
Friction Gale
The VIOLET COURAGE has Resistance to Active (1 CP), Protocol
Energy damage.
Your Mech’s turbines project a storm of dust
that tears at everything it touches. While this
High-Maintenance ability is active, your Mech cannot become
Any time the VIOLET COURAGE Stabilizes, roll Invisible or Hidden, is Slowed, and halves its
1d20. On a roll of 1-5, you may Repair only 5 Speed, rounding down. It projects a Cone 7
HP and clear only 2 Heat. area, which you may reposition at the start of
each turn. Everything in this cone counts as
being in Soft Cover. All characters in this area
MOUNTS treat their Armour value as being reduced by 2.
If doing so would reduce their Armour value to 0
FLEX MAIN or below, they must pass an Engineering save
MOUNT MOUNT or become Jammed and Slowed until they leave
the area. Each time a character begins a Move
or Boost within the area, they must pass a Hull
save or be knocked Prone, losing the
movement.
This system can be deactivated as a protocol.
Otherwise, it lasts until the end of the current
scene.
LICENSE I: GRIT GUN, ELECTROSTATIC PURGE

Grit Gun Electrostatic Purge


Main CQB, Inaccurate 2 SP, Quick Tech, Unique
[Cone 5] [1d3+2 K] Choose a character within Sensors. They gain no
Characters damaged by this attack benefit from benefit from Soft Cover until the end of your next
Soft Cover until the end of your next turn. This turn, and must pass a Systems save or become
Soft Cover persists even if they move. Any Immobilized until the end of their next turn. If the
Invisible characters caught in the attack area target is in an area of Soft Cover when you use
lose Invisible until the end of their next turn. this ability, they also gain 2 Heat, regardless of
This weapon does not attack allied characters whether or not they pass the save.
caught in its area of effect; instead, they count “See how the motes dance, seemingly
as being in an area of Soft Cover until the end random? Bring the contacts closer-
of your next turn. there! A moment of stillness, of perfect
order. Closer still, and… and it all
This weapon’s internal workings share vanishes. Chaos becomes order, becomes
more in common with the plasma stillness.”
sheathes of a fusion reactor than they
do with a gun, as any contact between
the weapon’s payload and its inner
surfaces would inevitably cause
excessive wear.

LICENSE II: ELECTROSTATIC INVERTER, CARBIDE HALNY

Electrostatic Inverter Carbide Halny


2 SP, Quick Tech, Unique 2 SP, Full Action, Unique
Choose a character within Sensors. They must When you activate this ability, all characters in
pass a Systems save or become Impaired until Sensor range benefit from Soft Cover until the
the end of their next turn. The first time in a round end of their next turn. As part of the Full Action,
a character starts their turn in or moves into a pick one of the following:
space adjacent to the target, before the end of • Pick a direction. All enemy characters
the target’s next turn, they must pass a Hull save within Sensor range are pushed three
or take 2 AP Energy damage. spaces in that direction. This movement
does not trigger Engagement or
If the target is in an area of Soft Cover when you Reactions.
use this ability, this is increased to 4 AP Energy • All enemy characters within Sensor
damage. range must pass a Hull save or fall
“Now, we agitate the motes, turn their Prone.
stately waltz into a frantic tango. All During the brief licensing run of the
that momentum, all that energy- well, it KS-4, Zalewski came under repeated
has to go somewhere, doesn’t it?” threats of legal action for the system’s
perceived environmental hazards,
especially when operated within the
confines of Orbitals or other closed
ecosystems. On at least three separate
occasions, major colonial crop failures
were attributed to tungsten carbide dust
emitted by KS-4 units.
LICENSE III: ELECTROSTATIC BLITZ, WURTZITE SEEDING SYSTEM

Electrostatic Blitz Wurtzite Seeding System


2 SP, Full Tech, 2 Heat (Self), Limited 2 SP, Full Action, Reaction, Unique
1, Unique This system gains two charges as a Full Action,
Designate an area of Blast 3 with its center or one charge as a Quick Action, readying
anywhere within Sensors. All enemies within that canisters of wurtzite boron nitride. While it is
area must pass a Systems save or take 4 Energy charged, you gain the Abrade reaction, and
must spend one charge to use it.
damage and become Jammed until the end of
their next turn. If they succeed on the save, they While most Mechs have elaborate air
take half damage and do not become Jammed. intake filters, few are designed to
handle the sudden intake of several
Characters Jammed by this system cannot
kilograms of a powdered crystalline
become Jammed by it again until the end of the substance that is substantially harder
Scene. If a target hit by this system is in an area than diamond.
of Soft Cover, they take 6 Energy damage
instead of 4. Abrade
“These little flecks of sand and skin Reaction, 1/round
and hair and earth seem so light, so Trigger: An enemy within Sensors Boosts or
harmless- but they are the heart of the makes a successful Tech Attack
stormcloud, the whirling pulse that Effect: The target takes 1 AP Kinetic damage
begets the lightning. Crack!” and 1 Heat, and must pass a Hull save or
become Immobilized at the end of the action
until the end of their next turn. You lose a charge
from the Wurtzite Seeding System.
KS-5 “BLUE LAKE”
Striker/Defender

“We laughed at it, at first. It was just so… so stupid. This lumpy, squishy
thing bouncing across the ridgeline towards us. Someone hit it with a burst
to get range and it- it swatted the shells out of the air, and before we
could react, boom, it was in our line and it was huge suddenly, and through
it all the pilot’s channel was open and they were, uh, giggling.
Hysterically.”

The KS-5 began its development cycle not as a mech, but as a GMS-compatible spare
part system, inflatable components that could be used for hasty field repairs.
Zalewski Telecomms’ experience with rapid-assembly inflatable and flexible structures
led instead to a frame composed almost entirely of flexible, extensible components.
Though incapable of hitting particularly hard due to its unusual density profile, its
extreme reach and remarkable capacity to absorb incoming fire made the KS-5
surprisingly effective in combat.

The initial KS-5 license received an extremely limited release run, and this bizarre
mech has taken on memetic status in some parts of the Rim.
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 LUFTBALLON Tactical
Armor: 0 Sensors: 8
HULL SYSTEMS Reconfiguration
HP: 14 E-Defense: 8 The vast majority of the KS-5’s
Repair Cap: 3 Tech Attack: +0 structure is composed of densely
AGILITY SP: 6 nanofolded high-resistance carbon fibre
Evasion: 6 ENGINEERING composite sheeting. By releasing a mix
Speed: 4 Heat Cap: 4 of stable chemicals into the structure
at extreme pressures, the entire frame
TRAITS inflates, becoming a flexible but highly
Stretchy resilient structure that is still
entirely mobile.
All of the BLUE LAKE’s melee weapons count
as having +1 Threat. Additionally, it can choose BECOME_LARGE.exe
Active (1 CP), Quick Action
to have its ranged attacks originate from any
open space within Burst 2 of itself. As a Quick Action, the flexible baffles of your
mech explosively fill with nitrogen and flame-
Rebound retardant chemicals. It immediately grows to
Whenever the BLUE LAKE makes a save to Size 3 and gains Overshield (8). Any characters
avoid falling Prone, it may roll twice and take the adjacent to it are knocked back 3 spaces and
higher result. must pass a Hull save or fall Prone.
While this ability is active, your Mech gains
Resistance to Blast, Line and Cone attacks, and
Flexible Hull may be used as Hard Cover by all adjacent
The Blue Lake always treats its Armour level as characters. Adjacent allies become Immune to
0, and cannot gain Armour from any source. Blast, Line and Cone attacks, but any hits
Any time this Mech would become Shredded or against them with such weapons automatically
take damage with the AP tag, it takes 1d3 resolve against you.
bonus Kinetic damage in addition to the attack’s Deactivating this ability requires a Quick Action,
regular effects. but it may be re-activated as another Quick
Action on the next turn. You may activate or
deactivate this ability as many times as you
MOUNTS wish until the end of the scene- only its first
activation costs Core Power.
MAIN HEAVY
MOUNT MOUNT
LICENSE I: PNEUMATIC PILEDRIVER, BLISTER CHARGES

Pneumatic Piledriver Blister Charges


Main Melee, Knockback 1 2 SP, Limited 3, Unique
[Threat 2] [1d6 X] You may spend a charge from this system for
On Hit: Your mech may move up to three one of the following effects:
spaces away from the target as a Free Action. ● Blister Grenade (Grenade, Range 5): If a
This movement must be in a straight line, but character is targeted by this grenade, it must
doesn’t trigger Reactions and ignores pass an Agility save or have the grenade
Engagement. attach to them, where it arms. Objects
cannot be targeted by this grenade. When a
This system of extensible bladders target with a grenade attached makes an
can, when installed within a frame’s attack, you may detonate the grenade as a
limbs, permit literally explosive reaction. They must pass an Engineering
punches that generate considerable save or the attack automatically fails and
recoil. they are knocked Prone. A character can
detach a grenade by successfully repeating
this save as a quick action on their turn, else
they detach it at the end of the scene.
● Blister Mine (Mine, Burst 2): This Mine may
be activated as a Reaction whenever an
enemy attack passes through its area of
effect. The Mine detonates, blocking the
attack. Roll for the attack’s damage- if its
total damage, with bonuses, is below 12, it
fails. If it is above 12, the target takes half
damage.
Originally designed as a form of
expandable “flexible” cover, these
weapons were repurposed and fitted with
motion-detection systems when it was
realized that they deployed so
aggressively that they tended to rip
into a cloud of thick, fibrous chaff.
LICENSE II: EXTENSIBLE ARMATURES, POLEWNIK SHOCK ABSORPTION ARRAY

Extensible Armatures Polewnik Shock Absorption Array


1 SP, Reaction, Unique 3 SP, Unique, Protocol
You gain the Shot Trap Reaction. While this Protocol is active, your Mech becomes
“That’s, uh… that’s right, command. It Slowed. Each time it takes damage, it may move
caught the cruise missile.” two spaces towards the enemy that damaged it
as a Reaction, ignoring Engagement and
Shot Trap
Reactions, regardless of it being Slowed.
Reaction, 1/round
This Protocol may be deactivated as a Quick
Trigger: An ally within Burst 3 of you is hit by a
Action.
ranged or melee attack
Effect: You must pass a melee attack against The advantage of a structural design
the attacking enemy’s Save Target. If you composed entirely of discrete “cells” or
succeed, the damage and effects of the attack “balloons” is that the sudden
are completely negated, but your Mech takes 2 compression of one part of the structure
Kinetic damage and 1 Heat. results in the equal expansion of
another part.

LICENSE III: LOW-DENSITY PNEUMOCOSH, POLEWNIK BOOST LAUNCHER

Low-Density Pneumocosh Polewnik Boost Launcher


Heavy Melee 2 SP, Unique, Quick Action, 4 Heat
[Threat 3] [1d6+1 K] (Self)
On Critical Hit: Your target must pass a Hull You may spend a Quick Action to explosively
save or be knocked Prone, and a Systems save launch your mech into the air, gaining 4 Heat,
or become Stunned until the end of their next before crashing down on an open space within
turn. A character may only be Stunned by this three times your Mech’s Speed value. You do not
system once per Scene. count as flying during this action for the sake of
enemy Reactions or abilities. When you land, you
“Imagine a pillow the size and weight take no fall damage, but are Immobilized until the
of a small house, hitting you in the end of your next turn. You may not take this
face, over and over, forever.” action while Immobilized.

All characters adjacent to your landing site must


pass an Engineering save or become Impaired
until the end of their next turn.
Instantly redirecting several tons of
dense, non-compressible fluid into a
frame’s leg actuators has the natural
result of making concepts like
“aerodynamics” relatively meaningless.
KS-6 “RED YOKE”
Controller

“So much snow- can we clear this signal? Damn. If you’re getting this at all-
shut off all your unshielded systems now, go full passive, or- awww, shit.
Someone get a fire extinguisher! And kill those smoke alarms!”

Another Wa.Zal offshoot from the Telecomms Division, the KS-6 is derived largely from
the core systems of the Zalewski Telestar multipurpose colony radar, a simple, robust
and extremely powerful civilian-spec array. By overclocking many of its electronic
components and tightening its focusing abilities, it becomes a powerful ECM weapon.
The KS-6 is nominally a “hacking” platform, but the simplicity of its hacking suite
means it focuses on physically damaging enemy materiel with electromagnetic
radiation.

Since Wa.Zal’s untimely closure, few KS-6 frames remain in combat use, and their
licenses are hoarded zealously, though not for field work- the fact is that with a
little elbow grease a KS-6 can be modified into a powerful and compact, not to
mention untraceable, military radar.
CORE STATS CORE SYSTEM
Size: 2 Save Target: 11 Chamiec-Sulowski
Armor: 0 Sensors: 15
HULL SYSTEMS Broadcast Array
HP: 6 E-Defense: 11 A heavy overhaul to the original
Repair Cap: 3 Tech Attack: +2 Telestar system, the CSBA is
AGILITY SP: 6 characterized by its heavy construction
Evasion: 8 ENGINEERING and gigantic power output- it is
Speed: 3 Heat Cap: 6 theoretically capable of handling dozens
of times more power than the KS-6 is
TRAITS capable of producing. When the reactor
Crude Hardware core is properly charged, it can emit a
jamming field of surprising intensity.
The RED YOKE can never gain more than 1
Accuracy on its Invade attempts, but enemies Broadband Flood
Active (1 CP), Full Action
take +1 Difficulty while trying to Invade it.
Your Mech dumps all available power into its
broadcast systems, flooding the battlefield with
Integrated Triangulation interference. For the next three rounds, all
Whenever a Hidden or Invisible enemy within characters within Range 50 become Impaired
and must pass a Systems Save to use comms
Sensors makes a Quick Tech action, the RED
or Tech Actions. Characters that would become
YOKE ignores its Hidden or Invisible status until Impaired by any other action instead become
they Hide or become Invisible again. Jammed. Once per character per scene,
characters that would be Jammed must pass a
Systems save or become Stunned.
EM Frequency Sweep
Once per round, when an enemy within Sensors While this ability is active, your mech is Invisible
makes an attack with a weapon that does against Smart or Seeking attacks. Any attacks
Energy damage, the RED YOKE may with the Smart or Seeking tags made during
these rounds automatically target your mech,
automatically Lock On to that enemy as a
regardless of range.
Reaction. As long as this ability is active your Mech is
Slowed and cannot use Tech Actions or
weapons with the Smart or Seeking tags.
MOUNTS
MAIN HEAVY
MOUNT MOUNT
LICENSE I: WAVEGUIDE NEXUS, CHAMIEC UX SCRAMBLER

Waveguide Nexus Chamiec UX Scrambler


Main Nexus, Smart, Seeking 2 SP, Unique, Quick Tech, Invade
[8 Range][Line 3][1 E +1 Heat] Gain the following actions for Invade:
On Attack: You may take 2 Heat to target a Interface Screw: Your target reduces their
second area in range with this weapon, which Sensor range to 3 and becomes Slowed until the
may overlap the same area as the first. end of their next turn.
On Hit: Your target must pass a Systems save Trip Fuses: Pick one weapon or System on
or become Impaired until the end of their next your target. It ceases to function until the next
round. time they Stabilize. This system cannot be used
to disable more than one weapon or system on
Though marketed as Nexus weapons, the the same target.
Waveguide system is just that- a
distributed component of the larger “Christ, all my screens are on the
CSBA, which redirects a Mech’s EM fritz, motion feedback in the control
output in a more concentrated fashion. rig is dead, and, uh- yup-something in
the vents is burning. Why the fuck isn’t
my firewall registering anything?”

LICENSE II: SUŁOWSKI HARDWARE OVERLOAD SYSTEM, DISTRIBUTED PROCESSOR TAP

Sułowski Hardware Overload System Distributed Processor Tap


2 SP, Unique, Quick Tech, Invade 2 SP, Unique, Protocol
Gain the following actions for Invade: When you activate this Protocol, take 2 Heat and
Jam Loading Systems: Each time your target select up to three willing allies within Sensor
makes an attack before the end of their next range. Each ally selected halves their Sensor
turn, they take 1 AP Kinetic damage. range and takes +1 Difficulty to all Tech Attacks
for the duration of the Protocol. Your mech gains
Jam Mechanicals: Each time your target moves
before the end of their next turn, they take 1 AP a flat +1 bonus to Tech Attacks or the Heat
Kinetic damage, to a maximum of 5. inflicted by the Invade action for each ally
targeted, in any combination.
“Uh, Rook 2, are you aware that your You may end this Protocol as a Free Action at the
starboard bow knee servo is, um- should end of your turn. It ends automatically if your
it be shooting off sparks like that?” Mech is ever Jammed or Impaired.
The KS-6 technical team realized that
the vast majority of frontline combat
mechs, especially in low-intensity
conflicts, spent most combat time only
using a small percentage of their
theoretical processing power.
LICENSE III: WIDEBAND MICROWAVE PROJECTION CANNON, C-S “WOODPECKER”
ALGORITHMS

Wideband Microwave Projection Cannon C-S “Woodpecker” Algorithms


Heavy Cannon, Ordnance, Loading, 2 Heat 2 SP, Unique, Quick Tech, Invade
(Self) Gain the following actions for Invade:
[Line 10] [1d6 E + 2 Heat]
Overheat Sensors: Your target cannot make
On Hit: Once per character per scene, the Tech Actions on their next turn. On the turn after
target must pass a Systems save or become that, if they make a Tech Action, they take 3
Jammed until the end of their next turn. Heat.

As part of this attack, you may choose up to 2 Feedback Loop: Your target must pass a
willing allies within Sensor range to become Systems save or it, plus one secondary target
within Range 3, takes 1 AP Energy damage. The
Immobilized until the end of their next turn. For
secondary target must then pass a Systems
each ally chosen in this way, this attack gains save or it, plus the original target, take another 1
+3 on the length of its Line, does +1 Heat AP Energy damage. The effect restarts and the
damage, and imposes +1 Difficulty on the original target must make another Systems
Systems save to resist Jamming. save. Each time this effect requires the original
target to make a Systems save, you may pick a
Maser weapons are not uncommon in the new secondary target. This sequence of damage
realm of budget EM systems. Quite lasts until any one of the two targets passes their
Systems save.
conventional in design, the only thing
that makes the Wideband Microwave
“Oh, shit! Turn it off, turn it off,
Projection Cannon stand out is its
turn it off! It’s gonna-!”
sheer scale.
.
KS-7 “ORANGE WORM”
Artillery/Striker

“Electronic warfare has, increasingly, come to dominate the modern


battlefield. Too often, the assumption is that a war can be won only with
computing power, disregarding the very real tactical considerations of the
battlespace. But wars are not won by NHPs or hacking systems- they are won
with boots on the ground.”

The frontline “infantry” mech of the Wa.Zal production run, the KS-7’s design
philosophy, even compared to its sister frames, was simplicity. The Mech’s systems,
weaponry, and overall construction emphasize modularity, robustness, and minimal
computer power, making it an excellent “blank slate” for further upgrading and
customization. Its simple brute-force rocket and missile loadout was designed for an
effective combination of mid-range precision fire and area saturation.

Many KS-7s are still operational as combat vehicles across the Rim, though
frequently modified to the point of being almost unrecognizable. Though none of
Zalewski’s promised upgrade packages ever materialized, dozens of aftermarket
modders have continued support of the discontinued frame.
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 Bergmann Armament
Armor: 1 Sensors: 8
HULL SYSTEMS Adjuster
HP: 8 E-Defense: 8 The large amount of free space in the
Repair Cap: 5 Tech Attack: +0 KS-7’s hull permits the integration of
AGILITY SP: 6 an integrated flash-printer, allowing
Evasion: 8 ENGINEERING its pilot to modify its weapon systems
Speed: 4 Heat Cap: 5 on the fly. The extreme mechanical
simplicity of the mech’s base loadout
TRAITS means that wildly different
Automatic Targeting technologies, often from different
manufacturers, can be integrated with
Once at the end of each turn, as a Free Action,
relatively little conflict or
the ORANGE WORM may make one attack with
instability.
an Aux weapon it has not already used during
the turn. This attack takes +1 Difficulty to hit and Hotswap
cannot inflict Critical Hits. Protocol
Once per round, you may swap one Mod from
one of your weapons to any other Mod you
Integrated Boosters
have the license for and sufficient System
The ORANGE WORM may Fly when it Boosts, Points to support, regardless of whether or not it
and always counts as Hovering when Flying. is currently equipped on your Mech.

Maximize Firepower
Simple Processors
Active (1 CP), Quick Action
The ORANGE WORM takes +1 Difficulty to
For the remainder of the scene, all weapons
Systems checks. Any system it mounts with the
equipped on your Mech count as having all the
AI tag costs +1 SP.
effects of all the applicable Mods from the
Wa.Zal KS-7 for which you have the license,
plus up to 4 SP worth of Mods from any other
MOUNTS Mech for which you have a relevant License,
even if they are not currently fitted to your Mech.
AUX/ MAIN/ HEAVY When making an attack with a weapon, you
AUX AUX MOUNT may ignore negative Tags or qualities imposed
by Mods on that weapon, save those that would
cause your Mech to gain heat.
LICENSE I: DUAL-CHARGE WARHEADS, WIRE-GUIDE SYSTEM

Dual-Charge Warheads Wire-Guide System


2 SP, Mod, Unique 2 SP, Mod, Unique
Choose one Launcher or Cannon: This weapon Choose one Launcher or Cannon: It gains
deals +2 bonus Explosive damage to targets with Ordnance. When you make an attack with this
2 Armour or less. It also gains the following weapon, before rolling to hit, you may declare
property: that you are using a wire-guide system to control
On Critical Hit: Every character adjacent to the it. The attack gains Accurate and Seeking. If you
target must pass a Hull save or take 1 Explosive miss with an attack with this weapon, you may
damage. take 1 Heat to immediately roll a second attack
“Yeah, a plasma charge or nanofilament against a different target within range, provided
bundle might hit harder or more that it is further away from you than the original
reliably, sure. There’s still something target. This second attack cannot inflict Critical
to be said for two explosively-formed Damage.
penetrators stacked on top of each Though this practically medieval manual
other.” targeting system is tricky to use and
severely restricts the movement of its
firing platform, it has the added
advantage of being almost wholly un-
jammable.

LICENSE II: OBERTH ROCKET RIFLE, HERMASZEWSKI HYPERVELOCITY ROCKET

Oberth Rocket Rifle Hermaszewski Hypervelocity Rocket


Main Launcher, Reliable 1 Auxiliary Launcher, AP, Limited 2
[8 Range][Cone 3][1d6 X] [Line 8][1d3 K]
This drum-fed, pump-action gyrojet This weapon automatically does 10 AP Kinetic
weapon contains no electronic damage to the first piece of terrain it hits in its
components of any kind, and a bare line.
minimum of moving parts.
“No, no, see- a missile has a guidance
system. It can turn corners, it can
find a target, but also get lost or
jammed or confused. A spin-stabilized
rocket, though- well, all it does is
go very, very fast in a straight
line.”
LICENSE III: TOP-ATTACK TARGETING, RAMJET ROUNDS

Top-Attack Targeting Ramjet Rounds


2 SP, Mod, Unique 2 SP, Mod, Unique
Choose one Launcher or Cannon: It gains Smart Choose one Launcher or Cannon: it gains
and Arcing. When you make an attack with this Loading and Heat 1 (Self). In addition to its usual
weapon, you may select up to three targets within damage, it deals bonus Kinetic Damage based on
its area of effect (if it has one): each target must its size; Auxiliary (+1), Main (+2), or
pass a Hull save or fall Prone, even if the attack Heavy/Superheavy (+3). When this weapon
did no damage to them. For each target selected damages a target, draw an area of Line 3
in this way, you gain 1 Heat. extending from its space- this line can be in any
direction so long as it is not pointed towards your
Tactical necessity dictates that most Mech. Targets within that Line must pass a Hull
mechs will be most heavily armoured on save or take 1 AP Kinetic damage and 1 Burn.
their front and sides, sacrificing top
“Oh, yeah, just about everyone uses
and rear armour in the process. The
ramjet-assists on their artillery and
inclusion of a simple gyroscopic
such. Common as dirt- but what most
guidance system, even in a “dumb”
realize is that you can scale that kind
weapon, can greatly increase the
of tech down to fit almost any
possibility of damaging this more
projectile, if you’re clever enough.”
vulnerable armour.
TR-8 “BLACK AMBASSADOR”
Striker

“Your armour is slowing you


down. Your limbs are unnecessary
drag. Your sensors are
distracting you. Your power
conduits are snaring you. Burn
them all, and fuel your tactical
revolution.”

The first of the Zalewski TR line of


limited-release proof of concept
frames, the BLACK AMBASSADOR is a
distributed and nanotech systems
testbed. Lacking conventional power
routing, motive controls, or even a
coherent outer hull, the TR-8 is
capable of functioning when almost
entirely destroyed, and its heavily
overclocked integrated nanoassembly
can reassemble most of its compact,
simple components in a matter of
seconds.

Less than 20 TR-8 licenses were ever


released, and the system’s bizarre
architecture and unusual power grid
has made it unpopular in Wa.Zal’s
expansive aftermarket fanbase.
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 High-Clock Nanoassembler
Armor: 1 Sensors: 6 Generally speaking, nanoassemblers have
HULL SYSTEMS a hard limit on their operating speed-
HP: 7 E-Defense: 8
they can generally produce far more heat
Repair Cap: 4 Tech Attack: -1
than the structures they build can
AGILITY SP: 8
tolerate. The TR-8’s distributed systems
Evasion: 10 ENGINEERING
Speed: 6 Heat Cap: 4 can deal with this strain, for small
amounts of time.
TRAITS Selective Overload
Core Passive
Distributed Grid
Once per round, when you would take damage
This Mech may not mount any System that
from an enemy attack or lose Structure, you
costs more than 2 SP.
may choose to instead destroy one of your
Integrated Hardpoints Mech’s Systems. You ignore any damage the
attack would have dealt, but not other effects.
During a Full Repair, choose one system that Limited systems that have no remaining
has grenades and/or mines; until your next Full charges are not a valid target for this ability.
Repair, that system costs 1 less SP and has +1 Each time you perform this ability, you clear 1
charge when mounted on this mech. Heat, after resolving any heat from the
triggering attack.
Ablative Radiators
At the end of any turn in which this Mech used a Explosive Overhaul
Limited system, roll 1d6: on a 5+, you clear 1 Active (1 CP), Full Action
Heat. Your mech’s repair nanobots activate as one,
rebuilding its damaged components and
replacing them so rapidly an entire outer hull
MOUNTS layer sloughs off.
As a Full Action, you may return every
HEAVY MAIN AUX/ destroyed System on your mech to full function.
MOUNT MOUNT AUX You then do an amount of Heat and Energy
damage equal to the number of systems
repaired to all characters within Burst 2 of your
Mech. They may pass a Hull save to take half
Heat and half damage.
LICENSE I: COLLAPSIBLE MAGAZINE, CERAMIC MICROCAPACITOR

Collapsible Magazine Ceramic Microcapacitor


2 SP, Full Action, Unique 1 SP
Once per Scene, as a Full Action, you may grant At the start of each turn, choose one Limited
one other Limited system or weapon on your system or weapon on your Mech and select either
Mech 1 extra charge, up to its maximum. Energy or Heat. Until the end of your turn, any
damage dealt by that system is increased by +1
If this system is destroyed, roll 1d3. You gain that
of your initial choice of Heat or Energy damage.
many charges to distribute among your Mech’s
limited systems. This may not restore a system to Each time you use a system which has been
more than its maximum charges. enhanced by this one, you gain 1 Heat.
“An empty cartridge box is baaaasically
If you have multiple of this system attached to
the same as spaced armour, right?”
your Mech, the damage bonus and self-heat it
provides stacks.

When this system is destroyed, you may select


one enemy within Burst 3. They must pass a Hull
save or take 2 Energy damage and 2 Heat.
SAFETY WARNING: Elevated clock speeds
may cause concussive failure states.
Protective eyewear recommended.

LICENSE II: MAGNETIC ARC PLATING, SZABLA ELECTROLASER

Magnetic Arc Plating Szabla Electrolaser


1 SP, Protocol Main CQB
Choose one type of damage: you reduce all [Range 5][Threat 3][Limited 4]
damage of that type by 1 until the end of your [1d6 E +2 Burn]
turn. This weapon may be used without charges, but
it loses its Burn damage and cannot gain any
If you have multiple of this system attached to extra damage from other Systems or Talents.
your Mech, the damage reduction they provide
stacks. The Szabla system was supposed to be a
midrange support weapon, but its
When this system is destroyed, you gain erratic power consumption and
Overshield 4 until the end of your next turn. catastrophic blooming effects led to
“At high enough amperages, the it being hastily repurposed.
difference between force fields and
electrically-activated reactive armour
becomes purely academic.”
LICENSE III: VAPORIZER ENGINE, FLAMMENSHWERT ARC DISCHARGER
Vaporizer Engine Flammenshwert Arc Discharger
2 SP, Unique Superheavy CQB
Once per turn, when you expend a charge from a [2 SP][Range 3][Threat 3]
Limited system or weapon, you may choose to [Limited 3][5d6 E]
[2 Heat (Self)]
take 1 irreducible Energy damage and 1 Heat to
move up to your Speed as a Free Action, after When this weapon’s Limited charges are
resolving the effects of the Limited system. This exhausted, you may choose to take a Free
movement ignores Reactions, but not Action to immediately replace it with weapon(s)
Engagement. of your choice for which you have the license
and which are compatible with whatever non-
When this system is destroyed, you may Heavy mount you used for this weapon, in
immediately Boost as a Free Action. You may addition to one other System for which you have
Boost again as a Free Action on your next turn. a License and which costs no more than 2 SP.
This movement ignores Reactions, but not This change lasts until the end of the Mission.
Engagement.
Project Flammenshwert sought to
“The Vaporizer is the tactical
develop a compact electromagnetic
equivalent of detonating a hand grenade
force field system. It failed
behind a moving car to make it move
spectacularly.
faster.”
TR-9 “GREEN PRAISE”
Controller/Artillery

“Your opponents
think they have the
home field
advantage. Maybe
they have the high
ground. What they
don’t realize is
that they’re in the
middle of no man’s
land.”

The GREEN PRAISE


combat engineering
and interdiction
platform is barely a
mech. With its low
profile, heavy
tracked “legs” and
turret-mounted main
weapon, it more
resembles a
conventional tank.
Somewhat less
conventional is its
cable-laying system,
which coats the battlefield in superconductive wiring, and a mix of laser
weaponry, combat drones and subterrene technology that can turn even well-
prepared enemy positions into nightmarish deathtraps.

The GREEN PRAISE saw the largest release of the TR series, estimated at 700
unique licenses. While the base frame never achieved widespread popularity
in the pirate scene, its laser fence license remains ubiquitous among a
wide range of criminal groups and police forces.
CORE STATS CORE SYSTEM
Size: 1 Save Target: 12 Subterranean Disruption
Armor: 1 Sensors: 10
HULL SYSTEMS Generator
HP: 8 E-Defense: 8 The SDG is simply an independent fusion
Repair Cap: 7 Tech Attack: +1 reactor tied to a kilometers-long spool
AGILITY SP: 8 of superconducting monofilament cable,
Evasion: 8 ENGINEERING which dumps a vast amount of heat and
Speed: 5 Heat Cap: 6 electricity into the ground.

TRAITS Charge Disrupt Line


Tracked Suspension Active (1 CP), Full Action

The GREEN PRAISE ignores Difficult Terrain. All Difficult Terrain you have created during this
Any time you would take damage from combat, plus all terrain spaces adjacent to that
Dangerous Terrain, you may choose to instead Difficult Terrain, becomes Dangerous Terrain,
take 1 Heat. dealing Energy Damage, for the next three
rounds. Any Difficult Terrain you create during
Subterranean Disrupt Line these three rounds instead becomes Dangerous
Terrain.
You may choose to have each piece of open
terrain you pass through or occupy while not
Your Mech is immune to Dangerous Terrain for
Hovering or Flying become Difficult Terrain until
the duration of this ability. When it ends, all
the end of the Scene.
terrain altered by this ability becomes Difficult
Terrain until the end of the scene.
Slow
The GREEN PRAISE receives +1 Difficulty on
Agility checks and saves.

MOUNTS
MAIN
MOUNT
LICENSE I: FENCE DRONES, HEAVY DRONE FRAMES

Fence Drones Heavy Drone Frames


2 SP, Limited 4, Unique, Quick Action, 2 SP Unique
Drone All Drones and deployables this Mech creates
Drone (SIZE 1/2, 5 HP, 10 E- DEFENSE, 10 gain 2 Armour and increase their Evasion by 1.
EVASION, TAGS : DRONE )
The ubiquity of flash-printed drone
Expend a charge to deploy a laser fence drone
weapons makes “disposable” support units
that attaches to any object or surface within
the norm- but such platforms weren’t
Sensors and line of sight. You may use this
sufficiently robust to survive the
action twice in a turn. Each time you deploy any
environments the TR-9 can produce.
drone after the first, draw a line between it and all
other Fence Drones on the field. You redraw
these lines each time you move, redeploy or lose
a Fence Drone.

Any enemy who ends their turn in a space along


a line between two Fence Drones, or passes
through such a space, takes 1 AP Energy
damage. A character may only take a maximum
of 5 hits from fences per round.
“Oh, no, it’s not a literal fence. It’s
not solid and coherent- unless you make
the mistake of stepping between any of
the posts.”

LICENSE II: BEAM DRONES, HARMONIC INDUCTOR

Beam Drones Harmonic Inductor


2 SP, Limited 2, Unique, Quick Action, 2 SP, Unique, Quick Tech, Invade
Drone Gain the following actions for Invade:
Beam Drone (Size 1/2, HP 5, EVASION 10, E- OSCIL8.bat: Your target takes 2 Energy damage.
DEFENSE 10, TAGS : DRONE) All spaces they are currently occupying, plus one
This drone may be deployed to a free space adjacent free space of your choice, become
within SENSORS and line of sight as a Quick Difficult Terrain until the end of the scene.
Action. At the end of each turn, as a Free Action,
you may use each Beam Drone you currently CAVIT8.bat: The next time your target would take
have on the field to make an attack against any damage due to a failed Dangerous Terrain check,
target in Range 6 and line of sight of the Drone. they take an extra 5 Explosive damage.
This attack gains a +1 bonus to hit, does 1
Energy damage, and has Knockback 3. “All a mech is, really, is a giant
You may recall or redeploy the beam drone as a tuning fork on legs.”
quick action. Until recalled or destroyed, it
remains deployed until the end of the scene.
Continuous-beam chemical lasers are
generally not suitable for anti-mech
combat, as they cause excessive thermal
blooming in their target.
LICENSE III: MOLE MINER TURRET, SEISMIC MICROCHARGES

Mole Miner Turret Seismic Microcharges


1 SP, Quick Action, Limited 1, Unique 2 SP, Unique, Quick Action
1 SP, Quick Action, Limited 1, Unique Spend a Quick Action to make all open spaces
Mole Mine Launcher (SIZE 1, 10 HP, EVASION within Burst 1 of your Drones and Deployables
5, E-DEFENSE 10, Tags: DEPLOYABLE) Difficult Terrain until the end of the Scene.
Expend a charge to deploy a Mole Miner Turret to When detonated in the proper sequence,
a free, adjacent space, where it arms at the end even tiny explosive charges can induce
of your turn. It does not obstruct movement, and huge shifts in bedrock and soft terrain.
all spaces within Burst 2 of it count as Difficult
Terrain. So long as you have at least one Mole
Miner Turret deployed, you gain the Subterrene
Strike Reaction.
“We can leap effortlessly between the
stars, but so often ignore the ocean of
earth and stone our weapons float upon.”

Subterrene Strike
Reaction, 1/Turret/round
Trigger: An enemy within Range 15 of one of
your Mole Miner Turrets enters an area of
Dangerous or Difficult Terrain.
Effect: The target takes 4 Kinetic damage and
must pass a Hull save or all spaces adjacent to
them become Difficult Terrain until the end of the
Scene.
TR-10 “INDIGO DREAM”
Defender

“In this epoch of cold


fusion and
nanoassembly, it’s all
too easy to lose touch
of the simple things;
the smell of machine
oil, the purr of a
well-treated engine,
grease under your
fingernails at the end
of a hard days’ work.”

More of a concept mech


than a finished product,
the TR-10 was a
demonstrator for the idea
of an “all-analog frame”,
inspired by the annual
“paleotech” competitions
of the Union Historical
Technologies Society.
Though fitted with a small
cold fusion reactor, the
TR-10’s primary control
systems are entirely mechanically operated, making the frame almost totally resistant
to electronic attacks, though also fiendishly complicated to operate.

A grand total of four TR-10s were officially released; the few aftermarket knockoffs
and pirated forks that saw the light of day were used more as art pieces or racing
frames than actual combat units.
CORE STATS CORE SYSTEM
Size: 2 Save Target: 10 Eberman-Variorex Gearbox
Armor: 3 Sensors: 6 The control systems of the TR-10 are
HULL SYSTEMS a nightmare of tabs, levers and
HP: 8 E-Defense: 16
toggles, operating an absurdly
Repair Cap: 3 Tech Attack: -5
complicated gear-based power control
AGILITY SP: 5
system which, in the hands of a
Evasion: 6 ENGINEERING skilled pilot, makes the mech
Speed: 3 Heat Cap: 6
remarkably maneuverable.
TRAITS Manual Transmission
Guardian Core Passive
Adjacent allies can use the INDIGO DREAM as Each time you Move for any reason, including
Hard Cover. knockback, you may choose to roll 1d6.
On a 5-6, you increase your Movement by an
Lightning Rod amount equal to your Grit.
Whenever an enemy makes a Tech Attack or an On a 2-4, you increase your Movement by 1.
attack with the Smart tag against a character On a 1, the movement is lost and you fall Prone.
within Burst 2 of the INDIGO DREAM, they must Notleistung
roll 1d6: on a 3+ the attack resolves against the Active (1 CP), Protocol
INDIGO DREAM instead.
While this ability is active, your Mech throws off
a thick cloud of sparks, oil and smoke. All allied
Flywheels characters within Burst 2 of you count as being
On any turn in which the INDIGO DREAM is Invisible when resolving attacks from more than
Braced, you may move up to half your Speed as 5 spaces away from you, and in Soft Cover
a Free Action at the start of your turn. when resolving attacks from closer than 2
spaces away from you.
Analog Core
Any time you use a System or Core Passive
The INDIGO DREAM can make attacks and which would give you an option or bonus which
take Reactions while Jammed, but cannot is rolled using a d6, you may roll 2d6 instead of
benefit from or use Bolster, Lock-On, and Scan, 1d6 and choose whichever result you prefer.
and cannot mount systems with the AI tag. You may deactivate this Protocol as a Free
Action. It requires a Quick Action to re-activate.
MOUNTS
FLEX MAIN
MOUNT MOUNT
LICENSE I: NKM AUTOCANNON, SHIFT GEARS

NKM Autocannon Shift Gears


Main Cannon, Loading, Accurate 2 SP, Unique
[Range 12] [1d3 + 2 K] Whenever you Brace or Stabilize, you may roll
On Hit: Pick one character or piece of terrain 1d6:
adjacent to the target. It takes 2 Kinetic On a 5-6, You and all adjacent allies count as
damage. being in Soft Cover until the end of your next
On Critical Hit: Your target is Shredded until turn.
the end of their next turn. On a 2-4, You and all adjacent allies gain +1
armour until the end of your next turn.
Despite its slow rate of fire and low On a 1, you take 1 AP Kinetic Damage and 2
muzzle velocity, the Wa.Zal NKM’s Heat, after resolving the effects of the original
extremely large and heavy soft-nose action/reaction.
ammunition can reliably inflict severe
structural damage on the most robust “Living here in Union/
frames. Fighting MONISTS from afar/
You gotta find first gear/
in your giant robot car.”

LICENSE II: ROAD WARRIOR, TORQUE CONVERTERS

Road Warrior Torque Converters


2 SP, Unique, Reaction 2 SP, Unique
Gain the V8 Interceptor Reaction. When you successfully Ram a target, you deal 1
Explosive damage, plus bonus AP Kinetic damage
The few TR-10 derivatives to hit the
racing circuit gained a reputation for equal to their Armour. You may then roll 1d6.
surprising bursts of speed, and On a 5-6, you may immediately Ram another target
spectacular crashes. adjacent to you as a Free Action. You may trigger
this ability a number of times equal to the number
of valid targets, so long as you keep rolling 5 or 6.
V8 Interceptor
On a 2-4, you gain +2 Armour until the end of your
Reaction, 1/round next turn.
Trigger: An enemy within Burst 3 of your Mech On a 1, you take 2 Heat and become Immobilized
makes an attack against an ally within Sensors. until the end of your next turn.
Effect: You move adjacent to the enemy,
ignoring Engagement but not Reactions, and “Damn the blackwash swarms! Full speed
may immediately attempt to Ram them. If the ahead!”
Ram attempt succeeds, their attack fails.

LICENSE III: STOSSTAKTIK, HESH ROUNDS

Stosstaktik HESH Rounds


2 SP, Unique 1 SP, Mod, Unique
When you Boost, you ignore Engagement and may Choose one ranged weapon that does Kinetic
move through, but not stop in, spaces occupied by damage. It gains the following:
other characters, dealing 2 AP Kinetic damage to On Hit: This weapon deals bonus Heat equal to
them. You may only damage an enemy character the target’s armour.
once per turn with this ability.
“LEAD-CORE EXPLOSIVE SQUASH HEAD! NO
One of the advantages of an all-analog WEAKNESSES!”
frame is the absence of distracting and
inconvenient collision-warning systems.
TR-11 “JADE CLIPPER”
Striker

“Engagement times
measured in
milliseconds. Kiloton-
per-second weapon power
output. Nanoswarm armour
systems. These are the
threats you face. In a
TR-11, you’ll be ready
for them.”

The result of heavy


investment by anonymous
donors to Waffenfabrik
Zalewski, the TR-11 began
as an upgrade package for
the KS-5 “BLUE LAKE”
before scope creep slowly
turned it into a separate
frame. While it shared the
same close-quarters focus
and flexible hull concept
as the KS-5, the TR-11 was
based largely around non-
newtonian fluids and
exotic polymer technology.
A fast, powerfully-built
and aggressive combat
package, it proved to be the most “conventional” of the TR series, and certainly the
most commercially successful.

The TR-11 is the only frame to not have received a pirate release after the collapse
of Waffenfabrik Zalewski. In fact, it has become increasingly clear that whoever
funded the project still owns the rights to the frame, as substantial numbers of them
have been observed participating in pirate actions against IPS-Northstar military
facilities across the Rim.
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 Doppelsoldner Deploy
Armor: 2 Sensors: 6 Based roughly on the Waveguide system
HULL SYSTEMS invented for the KS-6, the Doppelsoldner
HP: 6 E-Defense: 8 package compensates for the relatively
Repair Cap: 3 Tech Attack: -2 mediocre computing power of the TR-11 by
AGILITY SP: 5 allowing it to effectively be in two
Evasion: 10 ENGINEERING places at once.
Speed: 5 Heat Cap: 5 Extend Drone Cloud
Active (1 CP), Protocol
TRAITS Your mech deploys a Size 1 cloud of power
Narrow-Spectrum Scanners relay and sensor drones to an open space
This Mech gains a +1 flat bonus to attacks within line of sight and sensors.
against characters within 3 spaces, and a
further +1 bonus to all damage or heat inflicted. For the remainder of the scene, you may either
It takes a -2 flat penalty to attacks against draw Line of Sight, Sensors and weapon Threat
characters further away than 5 spaces, as well and Range from your space or the one
as a -2 penalty to all damage or heat inflicted. occupied by the drones. You also count as
occupying the same location as your drones for
the purposes of the Narrow-Spectrum Scanners
Droplet Cooling trait. Each time your Mech succeeds in a
Each time this Mech makes a Reaction, it may Reaction, you may have the drones
immediately clear 1 Heat. automatically deal 4 AP Energy damage to one
enemy character within Burst 3 and line of sight.
MOUNTS If this Reaction originates from the Line of Sight,
Sensors or Threat traced from the drones, the
FLEX FLEX HEAVY effect originates from your Mech instead.
MOUNT MOUNT MOUNT Characters struck by this damaging effect must
pass a Hull save or fall Prone.

Each time you move, you may also move the


drones to any open space within Sensors as a
Free Action. If you are ever forcibly moved out
of Sensor range of the drones, they are
deactivated and must be redeployed as a
Protocol at the start of your next turn for no CP
cost.
LICENSE I: SPINELESS CONSTRUCTION, SAWN-OFF

Spineless Construction Sawn-Off


2 SP, Unique 1 SP, Unique, Mod
Once per turn, when you Boost, you may pass Choose one Main or Auxiliary Rifle, Launcher
through an enemy or enemies as if their spaces or Cannon: it gains Threat 3, Overkill, and halves
were unoccupied. its range.
Any enemies you pass through in this way must Removing most of the barrel elements of
pass an Engineering save or be moved three a weapon seldom increases its
spaces in the direction opposite to the one you firepower, but it sure as hell looks
moved in and fall Prone. cool.
Replacing major structural elements
with a series of flexible members full
of non-newtonian fluid enables even a
heavy mech frame to bend, twist and
move in unexpected ways.

LICENSE II: KLATTE DEVICE, ZISCHÄGGE PLATING

Klatte Device Zischägge Plating


Main CQB 2 SP, Unique
[Line 3][Threat 2] [1d6 + 1 K] You gain the Snap Shut Reaction.
On Hit: Once per turn, you may take 1 Heat to Overlapping scale-type armour blocks
immediately Grapple the first target you hit with are a common feature on a huge range of
this attack as a Free Action. As part of this frames, but the Zischägge uses
action, you may move adjacent to your target, microhydraulics to turn their joints
ignoring Engagement and Reactions. and pivots into a weapon.

This curious mixture of riot gun and Snap Shut


adapted polymer sprayer projects Reaction, 1/round
filaments of dense adhesive which can Trigger: An enemy successfully hits you with a
be flash-hardened with the aid of melee attack.
filtered UV lights. Effect: The enemy must pass an Agility Save. If
they fail, they become Immobilized and cannot
use the attack they hit you with until the end of
their next turn.
LICENSE III: COUNTERMEASURE ANALYTICS, CONCUSSION HYDRAULICS
Countermeasure Analytics Concussion Hydraulics
2 SP, Unique 1 SP, Unique
At the start of each round, pick a character within Whenever you terminate a Grapple, or are
Burst 3 of your Mech. If they perform a Reaction otherwise forced to terminate one by an outside
before the start of your next turn, they must pass effect, you, and the target you are grappling,
a Systems save or you gain an extra Reaction move two spaces each, in opposite directions,
identical to theirs (if you can already perform this ignoring Engagement and Reactions. If this would
Reaction, this effect does not apply). You may cause your target to move into an occupied
reserve this copied Reaction for as long as you space, it must pass an Agility save or fall Prone
wish, but it is lost if you select a new target for and take 3 Kinetic Damage.
this ability (and a new Reaction) or the scene Reasoning that a held or grappled enemy
ends. frame is in and of itself an improvised
The TR-11 team chose to devote much of weapon, the TR-11 was fitted with
the mech’s admittedly feeble processing explosively-accelerated hydraulic rams
power to a detailed and elaborate enabling it to throw targets with
threat-analysis algorithm, capable of surprising force.
reliably mimicking enemy fire-evasion
routines.
TR-12 “YELLOW HYPOTHESIS”
Artillery/Controller

“It worked! IT ACTUALLY WORKED!


Are we recording? We’re- we are?
And we got it? It’s stable?
Well, well- FUCK YOU, DAD! I’M A
GENIUS AND IT WO-”

Exactly why Zalewski invested so


heavily in founding a paracausal
technology research branch is
unknown. What is clear is that the
Applied Paratech Working Group
never released any finished
products, and was responsible for
more than 40% of Wa.Zal’s
operational budget over the
company’s 11-year run.

The leak of the so-called TR-12/13


prototype frame decades after
Wa.Zal’s collapse was a shock to
Zalewski shareholders, who rightly
demanded to know why the telecomms
company had been hiding blinkspace
research of questionable legality.
The frame itself, or rather its
paratech designs, instantly became
heavily-proscribed must-haves among
amateur paratech enthusiasts and
conspiracy theorists across the
galaxy. Thankfully for the sake of
the fabric of reality, the design
has proven remarkably difficult to
copy and put in working order.
CORE STATS CORE SYSTEM
Size: 1
Armor: 0
Save Target: 12
Sensors: 15
TR-13 “GOLDEN AXIOM”
Rumor has it that Wa.Zal Paratech
HULL SYSTEMS developed some kind of perfected
HP: 8 E-Defense: 11
superframe, a paracausal weapon of such
Repair Cap: 2 Tech Attack: +2
power and controllability that it would
AGILITY SP: 5
put the Big 5 to shame. It’s also so
Evasion: 7 ENGINEERING
Speed: 3 Heat Cap: 6 unstable it doesn’t properly exist in
three dimensions.
TRAITS Axiomatic Fold
Active (1 CP), Protocol
Spatial Anchor
Your mech folds two-dimensionally, becoming
The YELLOW HYPOTHESIS always deploys
GOLDEN AXIOM. While this ability is active,
adjacent to a fixed spatial anchor, which has your Mech is Invisible and can only draw Line of
Size 1, an Evasion of 5, 4 Armour and 25 HP. If Sight to targets within Burst 2 of itself. All of its
you end your turn more than 6 spaces away weapons gain AP. Your Mech’s Speed
from the Anchor, or at the end of any turn in increases to 6 and it may Fly when it Boosts.
which the Anchor is destroyed or not present on
the battlefield, the following effects occur, if While the GOLDEN AXIOM is active, your mech
applicable, in the following order: may treat all spaces on the map as valid for
movement, including ones filled by objects or
-Two empty spaces of your choice within Burst mechs. Any object it passes through or ends its
2 of your Mech become Difficult Terrain. turn in takes 6 AP Explosive damage. You
-Two empty spaces of Difficult Terrain of your cannot damage the same object more than
choice within Burst 2 of your Mech become Size once per turn.
1 hard cover.
-Two pieces of size 1 hard cover of your choice At the end of each round this ability is active,
within Burst 2 of your Mech become Dangerous roll 2d6: if you roll two 1s, the ability deactivates.
Your Mech ceases to properly interact with
Terrain dealing Energy damage.
whatever surface it is standing on and falls
through the ground. You are Impaired until the
Distortion Stabilizers end of your next turn, and all terrain within Burst
When you Stabilize, all Dangerous Terrain 3 of you becomes Difficult Terrain until the end
within Burst 3 of your Mech becomes Difficult of the scene. For each round this ability remains
active after the first, you roll one additional d6 at
Terrain, and all Difficult Terrain becomes regular
the end of each round.
terrain.

MOUNTS
HEAVY MAIN/
MOUNT AUX
LICENSE I: ABLATIVE TELEPORTER, FLUXION BIT

Ablative Teleporter Fluxion Bit


3 SP, Unique, Protocol, Limited 2, 2 1 SP, Auxiliary Nexus, Unique
Heat (Self) [Range 12][1 E]
As a Protocol, instead of making your Move Attacks with this weapon receive no penalty
action on this turn, you may spend one charge from being Engaged. Once per turn, you may
from this System to teleport a number of spaces take 1 Heat to attack with this weapon as a
equal to your Speed plus your Grit. Protocol.

All characters within Burst 1 of your arrival On Hit: You may resolve any other attacks this
position must pass an Engineering save or take 1 turn as if you were occupying your target’s
Burn and become Impaired until the end of their space. You do not count as being Engaged with
next turn. your target if you use this ability.

You cannot Boost when this Protocol is active, The F-Bit was, on paper at least, the
and cannot use this Protocol two turns in a row. homing system for a high-powered
Wa.Zal’s Applied Paratech Working Group teleportation weapon. That the weapon
achieved limited success in the field of could theoretically produce short-
combat teleportation. While the TR-12’s ranged blinkspace “corridors” was seen
blink-fold system was reliable, its as an irritating glitch to be ironed
gargantuan power consumption, heat out.
output and tendency to explosively
remove the outer layer of the mech’s
hull proved to be somewhat inconvenient.
LICENSE II: BLINKSPACE CHAIN ROTOR, IDEAL/ROMANTIC SCRAPCODE

Blinkspace Chain Rotor Ideal/Romantic Scrapcode


1 SP, Unique, Main Launcher, Inaccurate 2 SP, Unique, Quick Tech, Invade
[Range 8][Threat 2] [1d6 E] Gain the following actions for Invade:
This weapon counts as both a Main Launcher MONAD.exe: Roll 1d3.
and a Main Melee for the purposes of Systems, On a 1: The next time the target makes an attack
Mods and Talents, and may be used to make they must choose to either take a -4 penalty to hit
either Ranged or Melee attacks. or 2 Heat.
On a 2: The next time the target moves, they
On Critical Hit: You may immediately switch must choose to either halve their speed or take 2
places with your target. This movement counts Heat.
as teleportation and does not trigger On a 3: The next time the target activates a
engagement or reactions for you, but does Protocol or a Reaction, they take 4 Heat.
trigger them for your target.
SPOOK.exe: Roll 1d3
“It’s a constrained, destabilized On a 1: The next time the target takes damage
blinkspace aperture connected to a from you, they also gain 2 Heat.
control tether, not a ‘combat yo-yo’!” On a 2: The next time the target gains a status
effect, they also gain 2 Heat.
On a 3: When the target is destroyed, or the next
time they take Structure damage, all allies within
Burst 2 clear 2 Heat and all enemies within Burst
2 gain 2 Heat.

“All those failed NHP algorithms had to


go somewhere.”
LICENSE III: SVEJK-CLASS NHP, PARACAUSAL FORM PROJECTOR

SVEJK-class NHP Paracausal Form Projector


3 SP, AI, Unique Heavy Launcher, 2 SP, Loading
Your Mech gains the AI tag and the Demented at [Range 8][Blast 1] [6 E]
Sunset Reaction. When this NHP would become This weapon and all of its effects do not benefit
unshackled, roll 1d6: on a 4+, the NHP reveals from bonus damage from any source.
that it has secretly been manipulating the events On Hit: Roll 1d6.
of the current combat encounter from behind the On a 1: The target is Impaired until the end of
scenes this entire time, and that its slow-witted their next turn.
personality was only a clever ruse. The GM may On a 2: The target takes 2 Energy damage and
use this to immediately deploy reserves of their must pass an Agility Save or be teleported to
choice for both the player and their enemies. one free space of your choice within range 3 of
“We are so obsessed with the creation of their position.
brilliant intelligence that we sometimes On a 3: The target becomes Slowed and must
forget that unintelligence has a pass an Engineering save or they can only draw
brilliance all of its own.” line of sight to adjacent spaces until the end of
their next turn.
On a 4: The target must pass a Hull save or
Demented at Sunset
Reaction, 1/round take 4 Burn.
On a 5: The target is knocked Prone and must
Trigger: Your mech would take damage, Heat,
or negative status effects as a result of an pass a Systems save or become Jammed until
enemy attack or Tech Attack. the end of their next turn.
Effect: Your mech is knocked Prone but you On a 6: The target takes 5 typeless damage
take no damage, heat or other status effects. that is irreducible by any means. You take 2
Your mech loses the AI tag until the end of your Heat.
next turn.
The blast this weapon generates lingers until
the end of your next turn. Characters who end
their turn within it must pass a Systems save or
take half the weapon’s damage and its on-hit
effect. You may only generate one blast at a
time; if you fire the weapon a second time
before the end of your next turn the original
blast vanishes.

“Well, we weren’t quite able to make a


“paracausal gun”, but we did develop
some interesting fifth-dimensional
forms that behave really strangely if
you fling them fast enough.”

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