Professional Documents
Culture Documents
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.
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.
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.
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
“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.
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
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.
“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
“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
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
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
“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 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.
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
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
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
“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 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.
MOUNTS
HEAVY MAIN/
MOUNT AUX
LICENSE I: ABLATIVE TELEPORTER, FLUXION BIT
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