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WHAT IS THIS BOOK?

This is the pdf for player-facing mechanics and mechs for the Field Guide: The Auric Range.
Consider it a preview for the full Field Guide! I need help testing these mechs and the best way
to do that is to offer them to you all! So please, test out these mechs, enjoy the hints of lore, and
please get excited! This pdf and its accompanying LCP are priced as pwyw, with any money I
get going straight to getting art for these babies, so they live a little more in the page and less in
my head.
-Yours Truly,
Delilah Worthy

FG: Auric Range PC Mechanics is not an official Lancer product; it is a third party work, and is
not affiliated with Massif Press. FG: Auric Range PC Mechanics is published via the Lancer
Third Party License.

Lancer is copyright Massif Press


MECHANICS AND MECHS
Auric Range Backgrounds
Below are four backgrounds written up to help you make characters who come from the Auric
Range, to help you get into the ideas flowing and a pilot dreamed up in your head! You’ll notice
that some of these have Triggers that do not appear on the list in the core rulebook-these
triggers are described later in this document! Feel free to use them on any sort of character you
come up with- let them just be another way of expressing your desired story.

Combat Idol
A Combat Idol is one of hundreds of thousands of gladiators and gladiatrices who trade strength
of arm and force of personality to win their living in the Auric Range- from the glittering Steiner
Hall, House of the Eternal Champion, to a down-and-out arena on Tiphares Station, the Idol can
be found plying her trade. Infantry Idols, Tank Queens, Combat Bikers, Would Be Lancers and
more varieties besides- combat and blood sports are an obsession of the Auric Range. And
that's what you used to do, or maybe you're still in the business of it, spinning your adventures
into potential fans. It's a vicious business and fans are fickle beasts at the best of times; an Idol
needs to sharpen herself and harden her heart if she wants to claim a championship and the
luxury that it offers.
Suggested Triggers: Fists to Faces, Show Off, Assault, Charm

Circuit Detective
Smart Circuits, a primitive ontological bridge created by Old Mankind and perfected by the
cybersurgeons of the Auric Range... the Gestalt Cybernetic Intelligence created by these circuits
and prolonged human usage has lead to jobs like yours- the Circuit Detectives, Intellect Divers,
and Necromancers. You utilize a honed detective's instinct and a universal connector drilled into
your skull to 'dive' into the Gestalt Intelligence of Smart Circuit machinery to find what needs to
be found. Maybe justice, maybe just a payday. But you dive, and you profile, and you interpret
the dreamlike memories of dead men’s implants. That’s just what it means to be a Circuit
Detective.
Suggested Triggers: Profile, Spot, Take Someone Out, Word on the Street

Smithson
Yours is a lineage as old as the Range. Your flesh is that of the ages. Your mind, however, is of
the New Thoughts. You are one of Smith's Sons, a genetically engineered ethnicity and caste
within the structure of Smith-Shimano Corpo. Your role is, or was, that of a cybersurgeon- a
doctor specializing in cybernetic enhancement. Your face is not your own. Your body is your
father’s. But your mind... that is yours and yours alone, and no hypnotic indoctrination nor
genetic caste will keep you from using it. You and you alone shall decide your fate in this life,
casting off the chains of Karma and Inheritance... or be drowned by them, should you let them.
Suggested Triggers: Chirurgeon, Invent or Repair, Stay Cool, Pull Rank

Habitat Engineer
There are hundreds, maybe thousands of habitats in Ladon's Corpse. There's Ketheres and
Tiphares, the entry and exit to the Corpse; there's the Asteroid Miners, there's the wildcat
stations, the nightmare satellites, the little pearls of human habitation formed around the grit of
potential resources. And a Habitat Engineer is the one who keeps the lights on, the O2 recycled,
the water flowing. Come hell, pirates, interrupted shipments, or high water; you worked day and
night to keep the place running. Many stations have an entire caste of Engineers, some rely on
antiquated apprenticeships, some have colleges and schools dedicated to doing nothing more
than churning out more people who can keep the lights on.
Suggested Triggers: Repair, Stay Cool, Fists to Faces, Modify Environment

Minuteman
Throughout anarchic schools of thought in Union's great cosmopolitan philosophy of revolution,
there is a recognized need for actors capable of conflict at scales that many communes find
difficult to support- mechs, bluntly, are resource intensive to train for. To be a pilot, let alone a
lancer, one must be skilled. And skill takes time. Thus, the anarcho-utopian philosophy schools
of Ladon's Corpse give their answer- The Minuteman Project. Smart Circuits already allow for
an ontological bridge between human consciousness and machine-interface; can they not be a
way of sharing skills? Can they be used to create telepathy? A Minuteman is a member of the
community who agrees to undergo the rigors of training and modification to become a skilled
pilot- so that they might share their memories of battle with other Smart Circuit linked pilots who
may have never piloted a combat mech before. Through this artificial networked consciousness,
the many can take up arms to defend themselves. You're a Minuteman- either a core unit or a
circuit. You understand how to share your soul with others, bare to them your consciousness
and let them ride the storm of battle by your side. When and if they died, it was like you died
with them and kept going. Are you the only survivor? Did you hang up your command? What
made you leave the Project for the life of a Lancer?
Suggested Triggers: Take Control, Lead or Inspire, Assault, Telepathic Organization
Triggers

Profile
Glean clues, understand someone, give voice to machines
A Circuit Detective knows how to construct a profile, not only from interviews and crime-scene
analysis, but through diving into the Gestalt Intellect of cybernetics and experiencing another's
qualia. It is this understanding of qualia and a resistance to dysmorphia that allow the Circuit
Detective to construct their profiles- temporarily living someone else’s life is their entire job.

Chirurgeon

Create, Modify, Maintain, and Install cybernetics. Heal the hurt, harvest usable parts.
Cybersurgery is a delicate art, it requires incredible focus and patience, as well as an
understanding of how dysphoria can affect patients post-installation and how to perform basic
psychosurgery in the process of creating a holistic "whole" from metal and meat. It is these skills
that could earn you a living anywhere as a proper doctor- why are you a pilot?

Modify Environment

Understand how space stations are built, utilize your knowledge to change the field of conflict or
repair it.
A space station is a series of interconnected systems that allow humans to survive in the cold
void of space. If one part fails, eventually they all will, so someone has to know how to fix every
single damn thing in the place. You're that person, and you can use it to your advantage. Fill a
room with water vapor then drop the temperature to freeze pursuers, temporarily depressurize
an area, turn out the lights, turn the lights on too high, or simply fix the water leak that's driving
the locals crazy.

Telepathic Organization

Share your soul with your allies, guide their hands with your experience, ride through battle
together
Your brain was modified, either by the Minuteman Project or by someone else, allowing you to
"broadcast" your consciousness through Smart-Circuits- sharing your considerable tactical
acumen with your allies. Guide them with the song that is your heart, and fear their death, for it
is your own. We are never alone.
Talents

Hard Boiled
Breathe kid, breathe. You act like this is your first gunfight. Stay down and I'll show you how it's
done. Pay attention now, and maybe you'll learn something for when you're in that overgrown
hardsuit you call a mech.

RANK 1- Dive
1/Round at the start of your turn, you may Slide 2 through a terrain feature (wall, ruin, etc)-
leaping over it before landing on your feet, ready for more action

RANK 2- Hit the Deck!


Gain the Roll reaction

Roll
Reaction, 1/Round
Trigger: You are targeted by a ranged attack
Reaction: You may Slide 3 towards the nearest source of cover before the attack is resolved.
You may apply your new cover to the attack but are still a valid target even if your new location
would put you out of range or without Line of Sight for the attacker.

RANK 3- Heroic Bloodshed


1/Scene if you Roll and the triggering attack misses, you may immediately attack the triggering
target with one weapon equipped to your mech.
Martial Artist
There are a thousand thousand violent roads to enlightenment- you tread upon merely one of
many. Not through the hypno-training of the SSC vatjobs, nor the regimented drilling of HA
Marines, but through blood, sweat, tears, and the grit of someone who shall one day bear titles
uncounted and glory unconquerable. One day you will be given the title of "Slaughtermaster",
able to kill ten men in a single blow. Only then, at the pinnacle of violence, will your glories fade,
your titles crumble, and enlightenment welcome you.

Rank I - Jyoudan Atemi


You may overwatch with Ram as though it had a Threat of 1.

Rank II - Supersonic At A Standstill


When you Brace, you may force all enemies in Burst 2 to make a Hull save or suffer Knockback
2 and be knocked Prone, only suffering Knockback 1 on a successful save. You may then Slide
2.

Rank III - Slaughtermaster


When you destroy a Mech, gain a slaughter die (d6). As a reaction to an enemy turn starting,
you may expend and roll a Slaughter Die. Slide that many spaces, then deal that much AP
Kinetic Damage to an adjacent character. You lose all Slaughter Dice at the end of the scene.
Core Bonuses

IPS-N Core Bonus: Automatic Bounty Feed


Developed to assist in peacekeeping operations on troubled planets, the Automatic Bounty
Feed can be worked directly into the mech and offers nigh-instant payouts at extremely
competitive prices for the destruction of Anti-Civil Elements.
● 1/Mission pick one enemy target, and declare them to be your Bounty. For the rest of the
Mission you gain +1 Accuracy to all attacks made against your Bounty, and they receive
+1 Difficulty on all checks and saves against effects you inflict on them. On critical hits
against your Bounty, you deal +1d6 bonus damage. When your Bounty is destroyed, you
gain a Bounty Marker, which can be tracked with a coin or spare die. You may cash out
your Bounty Marker as a free action to fully replenish your HP, clear all heat, and
replenish 1 use of a Limited weapon or system of your choice. If you do not cash out
your Bounty Marker, during your next Full Repair you may roll once on the Reserves
table of your choice. Your Bounty Marker is cashed out and you automatically gain that
Reserve during your next mission.

HORUS Core Bonus: Lesson of the Empty Bowl


If you pour yourself out, there's nothing left. Just hunger. Just thirst. Just jealousy. Just the
clawing need to be full. But eventually, even those feelings stop. And all that's left is an empty
bowl.
● 1/Round when an enemy stabilizes with 6 of your mech, you gain Overshield equal to
the Heat they clear. If they clear the Exposed condition, you instead gain Overshield
equal to your 1/2 your Maximum HP

SSC Core Bonus: Full-Body Hardening


The old ways have failed us, haven't they? So we must find new ways. We must make new
tools. We must think new thoughts. We must have new flesh. This will be the story of you, a new
You, with New Thoughts and New Flesh and New Ways. This is the story of You, Perfected.
● While Stunned your Evasion is not dropped to 5, and when you would be Immobilized
(but not grappled) by another character, you are instead Slowed. Additionally, your pilot
has undergone major cybernetic surgeries, becoming a full body cyborg- all that is left of
their 'old' body are their brain, nervous system, and a few major organs safely contained
in a cybernetic body.

HA Core Bonus: Dream of the Banner


When you stand tall, so do your allies. When you call the charge, they answer. Sympathetic
bonding can occur for mechs as well, networking and leveraging mech scale computing
systems for C3 purposes is a standard modification for Legion Commanders and is offered at
reduced rates for loyal Armory customers.
● When you succeed on a save caused by a hostile character, all allied characters in Line
of Sight gain +1 accuracy on checks and saves until the start of your next turn, including
any saves against the effect that triggered this core bonus.
GMS - CHOMOLUNGMA
Support

Designed to fill tactical niches the Everest and Sagarmatha fail to properly adapt to, the GMS
Chomolungma is widely considered by its purchasers as an expensive upsell from the
Company. To its pilots and civilians however, it has quickly become beloved- rivalling even the
Saladin in terms of pure positive morale effect. The DoJ/HR has rapidly become the widest
adopter of the Chomolungma, using it to supplement Liberator Teams with in-house
technology. While pilots and commanders appreciate the ECM of the Chomolungma, civilians
tend to appreciate the mech-scale fire suppression system that comes standard with the
Liberator pattern. Where “Big Sal” is the shield that keeps the enemy at bay, “Lil Cho” is the
one who puts out their village before driving away the foe.

The Chomolungma shows an increased market-share in the colonial gray-zones of the Auric
Range, where nightmare code and other pirate signals are a fact of mechanized warfare; in this
poisonous crucible, many Lancers have made their names using "Lil Cho" to organize effective
resistance against colonial oppression, pirate raids, and internal conflicts with colonizing forces.
Its ability to "fool" scans through an overclocking of its Metaspace Processing Units is famous
for allowing devastating reversal of fortune on the orbital battlefields of Ladon's Corpse.

The Chomolungma is available to all players at LL0.

CHOMOLUNGMA
HP: 8 Evasion: 8 Speed: 4 Heat Cap: 6 Sensors: 15

Armor: 0 E-Defense: 8 Size: 1 Repair Cap: 4 Tech Attack: +1


Save Target: 11

TRAITS:

Replaceable Parts: While resting, the Chomolungma can be repaired at a rate of 1 Repair per 1
structure damage, instead of 2 Repairs.
Spotter Array: 1/round when you successfully Invade a target you may Lock-On to the same target
as well.
Rescue Array: Allies who end their turn Adjacent to the Chomolungma automatically clear burn.

SYSTEM POINTS: 7

MOUNTS:
Main/Aux Mount Flexible Mount

CORE system

Metaspace Processing Units

Allowing for computational processes at previously unthinkable speeds for a mechanized Chassis,
the MPUs built along the spine of the Chomolungma allow it to not only actively monitor legionspace
for taggable enemy entities, but also to “falsify” friendly positioning and tacnet records to enemy
EWar and Sensor arrays.

Active (requires 1 Core Power): Baffle Pulse


Protocol, Efficient
Choose any number of allied characters within Range 50. You may teleport each of them up to 3
spaces in any direction.
IPS-N - Midway
Controller/Defender

The Midway is the logical extension of IPS-N’s purchase and conversion of Atropos from
pastoral world to military-industrial nightmare. Developed to be used by “Protection Officers”
and “Stabilization Delegates” of the IPS-N Admiralty PeaceCorp (the civilian equivalent of the
Marine Police) in anti-riot and anti-rebellion actions in the megasprawls of Atropos. “What
policing would require a mech?” a sane man asks. There is no policing that requires
mechanized support- this is a tool of oppression, wrought by greedy hands and unleashed
upon a populace who strive to escape it.

The Midway has only seen large usage in the Auric Range, as the local Admiralty steps up its
attempts to contain and control the ever riotous population of Atropos and the colonial holdings
in Ladon’s Corpse. DoJ/HR has nominally signed off on the design of the Midway, but not its
usage, and hounds IPS-N for every deployment.

Occasionally in Atropos, one finds a Midway that has been brought down by the populace,
stripped of corporate branding and reworked into a neighborhood protector, standing firm
against incursions by Protection Officers and allowing for some respite from the megasprawl
nightmare of the Fortress World that has made the mech infamous.

License:
I. Personal Anti-Engagement Device, Restraint Charges
II. MIDWAY FRAME, Shock Maul, Kehrmaschine Standard AR
III. Blocksweeper Shotgun, Semi-Autonomous Sonic Cannon

MIDWAY

HP: 8 Evasion: 8 Speed: 4 Heat Cap: 5 Sensors: 5

Armor: 2 E-Defense: 6 Size: 1 Repair Cap: 4 Tech Attack: -1


Save Target: 11

TRAITS:

Shield Armature: The Midway may Brace in reaction to an adjacent ally taking damage, giving them
the benefits of a Brace while you suffer the side effects and take damage equal to the damage they
take before any reduction by armor or resistance.
Rapid Pacification Drivers: The Midway counts characters standing from Prone as movement for
the purpose of triggering reactions.

SYSTEM POINTS: 5
MOUNTS:

Heavy Mount Main Mount

CORE system

Pacification Suite

Stabilization Delegate, Report to Hardpoint Echo and engage in active policy enforcement. Free
usage of equipment is authorized for all stabilization delegates engaged in active policy enforcement.

Passive: Riot Shield


Integrated Weapon
Main Melee
Threat 1
Knockback 3
1d6+1 Kinetic Damage.

Active (requires 1 Core Power): Powered Pacification Shield


Protocol
For the rest of the scene whenever you hit with your Riot Shield or are dealt damage, you may cause
the integrated flash-bang coating of your shield to ignite, creating a Cone 3 of blinding light. All
characters in this area must pass a Systems save or become Jammed until the end of their next
turn. On their next turn they become unable to draw line of sight to any non-adjacent square until the
end of their next turn. On their next turn they become Impaired until the end of their next turn. On a
successful save, characters become Impaired until the end of their next turn. Characters suffering
any stage of effects from this ability are immune to further activations until they are no longer
affected by it.

Personal Anti-Engagement Device


There are times when the brave men, women, and others on the front lines of peace need to
create distance between themselves and disruptive social elements. The Personal
Anti-Engagement Device is a mech-scale version of the same kind of shock-frills that Protection
Officers are equipped with while on patrol, to ensure that nothing happens to those who would
make their living defending peace.

2SP, Unique
Gain the Shock reaction
Shock
Trigger: An actor declares a grapple against you
Reaction: You inflict +1 Difficulty to the grapple attempt, if they successfully grapple you, they
take 2 Heat.

Restraint Charges
To bring disruptful elements of society into custody alive and well is the highest calling of a
Stabilization Delegate! Peace can only be achieved if disruptful social elements can be shown
the error of their ways. Please talk to your Requisitional Delegate to discuss the possibility of
special offers on Restraint Charges for your Precinct!

2 SP
Limited (2), Unique
Expend a charge for one of the following effects
Cuffs (Grenade, Thrown 5, Blast 1): Actors caught in the blast must make an Agility save or
be unable to make Ranged or Melee attacks until they take a Quick Action and pass a Hull
Check
Cell (Mine, Blast 1): Actors caught in the blast must make an Agility save or be unable to move
more than 3 spaces from the center of the blast until they take a Quick Action and pass a Hull
Check.

Shock Maul
Oversight Agents confirm anticitizens engaging in willful disruption of curfew and policy
outlines. Prepare for heavy suppression and wrap up. Anticitizens have procured mechanized
units. Stabilization Delegates are authorized to use hard suppression tools in the pursuit of
active policy engagement.

Heavy Melee
1 Heat (Self)
Threat 1
1d6+4 Energy damage
On Hit: Target must make an Engineering Save or be knocked Prone.

Kehrmaschine Standard AR
Subject is charged with Willful Destruction of Property, Unlicensed Operation of Mechanized
Chassis, Assault on a Protection Officer, Assault with a Deadly Weapon, Anticitizen Behaviors,
and Resisting Arrest. All Protection Officers and Stabilization Delegates are authorized to
complete sentencing at will. Rifle safeties disengaged.

Main Rifle
Unique
Range 8
1d6+1 Kinetic damage
As a Protocol, you may choose to use the following profile until the start of your next turn:
Underbarrel Weapon “Sweeper”
Main CQB
Unique
Line 3
1d3+1 Explosive Damage
This weapon deals 10 AP Explosive Damage to objects, cover, and terrain

Blocksweeper Shotgun
No, the Stabilization Delegate’s statement that “No one important died” should not be taken as
official IPS-N PeaceCorp statements. The responsible delegate has been placed under
suspension until our investigation into the incident is complete. No further statements. Get
these people out of my precinct.
-Captain [REDACTED], Stabilization Delegate Command, Atropos Main Battery Barracks
Complex.
Superheavy CQB
Loading (6)
Cone 3
3d6+2 Kinetic Damage
When you fire this weapon, pick the above statblock or below statblock- using either reduces
your Loading charges by 1, when you have used this weapon 6 times, it must be reloaded.
Suppression Round
Arcing
Range 8, Blast 1
1d6+3 Explosive Damage
On Hit: Target must make an Engineering Save or take 2 Burn and become Impaired until the
end of their next turn; taking 1 Burn on a successful save.

Semi-Autonomous Sonic Cannon


A cutting edge Active Denial System, Autonomous Sonic Cannons are undergoing operational
evaluation in a multitude of theatres from tactical ground operations to stabilization and urban
pacification teams in unruly sectors. Full evaluation by DoJ/HR advisors have confirmed a lack
of long-term effects in 99.7% of cases for the hemotympanum-based devices, making them
perfect for wider integration into non-kinetic crowd control teams.

2 SP, Unique
Gain the “Stay Down!” Reaction
Stay Down!
Reaction, 1/Round
Trigger: An enemy target within 5 spaces of you and line of sight is hit by an Overwatch attack.
Reaction: The target must make an Agility save or be knocked Prone and be Impaired until the
end of their next turn; being only Impaired on a successful save.
IPS-N - CALICO
Artillery/Striker

The Calico, unlike most IPS-N mechanized frames, is not a proper license. It is not something
one can order from the massive conglomerate directly- instead the Calico “frame” is used to
describe a wide variety of civilian frames modified for use in combat that match certain
battlefield roles in deployment. Namely, Calico-frames are defined by the presence of industrial
mass-drivers that have been reworked into ad-hoc artillery in the form of “Railfists”. This
ramshackle but deadly artillery is so named for the simple fact that many orbital work-frames
come equipped with these mass-drivers rather than traditional limbs, creating a mech that hurls
and tosses debris with deadly force.

These civilian turned military frames are often used by pirates or other “undesirable” partisans
(as IPS-N Admirality terms them) who lack the industrial base to print traditional military frames.
Most recently the Calico frame has come to prominence in the Ketheres Revolt, in which the
long-suffering longshoremen, asteroid miners, and warehouse workers resisted violent
strikebreaking attempts by the Lachesian Imperial Genderdames. The strike originated with the
Ketherian workers refusing to work so long as they were paid in fractional manna and denied
proper Lachesian citizenship. When the Imperial Genderdames moved in to break the strike, the
workers modified their work-frames into Calicos and Kobolds. Successfully resisting the
strikebreakers and police violence, the Revolt grew in size and fury, eventually overthrowing and
ousting the Lachesis-backed government and leading to the establishment of the Free Ketheres
Commune.

License:
I. Breakup Charges, Magnetic Hypercompression
II. CALICO FRAME, Moonshot Modules, Dustup Impact
III. Molten Welder, Evac Rocket

CALICO

HP: 8 Evasion: 8 Speed: 4 Heat Cap: 5 Sensors: 10

Armor: 1 E-Defense: 8 Size: 1 Repair Cap: 4 Tech Attack: +0


Save Target: 10

TRAITS:

Mag-Rail Delivery: As a protocol the Calico may brace and prime its mag-rails. If you do so, you are
Immobilized, but Thrown weapons and Grenades gain +5 Range and the Arcing tag. This effect ends
automatically at the start of your next turn.
Express Line to Hell: If The Calico is Grappling a target, you may end the Grapple to deal 1d6
Kinetic Damage and place the target in any unoccupied space within 1d6+3 spaces of you- you
must be able to draw a line to the chosen space as though you were using Arcing and the space
may not cause the target to fall.
Civilian-Grade Control Rig: Whenever the Calico moves through Dangerous terrain, it rolls twice
and keeps the worse result.

SYSTEM POINTS: 6

MOUNTS:

Main Mount Flexible Mount

CORE system

“Broadside” Mag-Rails

See, the thing they don’t tell you about the loading and mining mechs is the Mag-Rails built into the
limbs are basically just mass drivers with some limiters on, plus some extra magnetic toys in ‘em.
Now these magnets ain’t as fancy as the ones SSC’s got in its mechs. But you know, you strip the
limiters out and dump all the juice you can into it... you’ve got a shipkiller weapon, right in your
hands.

Nothin makes the bosses quake quite like realizing they sold you the rope, know what I mean
brother?

Integrated Weapon: Railfists


Heavy Magnetic Rail Weapon
Range 10, Blast 1
Arcing, Ordnance
1d6+3 Kinetic Damage
At the start of your turn, you may swap weapon profiles
Railfists (Brawling)
Heavy Melee
Threat 1
Inaccuarte
1d6+3 Kinetic Damage

Active (requires 1 Core Power): Magnetic Hypercharge


Protocol
Replace the Railfists’ weapon profile with the following for the rest of the scene, additionally
Express Line to Hell now deals 2d6 Kinetic damage and can place the target up to 2d6+3 spaces
away.

Hypercharged Railfists
Heavy Magnetic Rail Weapon
Range 15, Blast 1
Arcing, Ordinance
2d6+2 Kinetic Damage
On Attack: The blast of this attack becomes Difficult and Dangerous (Kinetic) Terrain for the rest of
the scene
At the start of your turn, you may swap weapon profiles.
Hypercharged Railfists (Brawling)
Heavy Melee
Threat 2
Inaccurate
2d6+2
On Hit: Make a grapple attempt against the target, on success they move into Adjacency with you.

Breakup Charges
Developed for usage in asteroid mining, these high yield synthetic explosives are produced as
shaped charges so that miners can clear larger debris from the target of extraction; or simply
crack open much larger orbital bodies for extraction. When modified for combat usage by the
rebelling workers of Ketheres, the yield was increased and the detonation timers shortened.

2 SP, Limited (2)


Expend a charge for one of the two following effects
Comet Grenade (Grenade, Thrown 5, Blast 1)- All targets in the blast must make an Agility
save or suffer 3 Explosive Damage. All objects and terrain caught in the blast suffer 10 AP
Explosive damage- if this destroys them they are transformed into Dangerous (Kinetic) Terrain
for the rest of the scene.
Asteroid Mine (Mine, Burst 2)- This mine primes at the end of your turn and detonates with a
quick action. All targets in the blast must make an Agility save or suffer 4 Explosive Damage.
All objects and terrain caught in the blast suffer 30 AP Explosive damage- if this destroys them
they are transformed into Dangerous (Kinetic) Terrain for the rest of the scene.

Magnetic Hypercompression
Utilizing the power of a coldcore reactor and electromagnetic compression systems, this
home-hacked system allows for “Cleanup” of dangerous or disadvantageous terrain into solid
cubes of matter- extremely useful in low-to-0 gravity environments where any floating
particulate could cause innumerable problems.

2 SP, Unique
Quick Action
Convert an adjacent Blast 1 area of Difficult or Dangerous terrain into a Size 1 piece of Hard
Cover. This new piece of Hard Cover must be placed adjacent to your mech in an unoccupied
space.

Moonshot Modules
A lesser version of the “Broadside” Magrail systems installed into most IPS-N Mining and Dock
Mechs, the Moonshot Modules are meant to assist in the transportation of large hunks of
asteroids and other stellar bodies for processing. In combat usage, it ends up that hurling very
large rocks at very high speeds makes for a deadly weapon. As the saying goes: “Sir Isaac
Newton is the deadliest sumbitch in space”.

Main Melee
Loading, Arcing, 1 Heat (Self)
Threat 1, Thrown 10 (Blast 1)
1d3+3 Kinetic Damage
As a protocol, you may Load this weapon by dealing 10 AP Kinetic damage to an adjacent
piece of terrain. There is no ammunition to retrieve after throwing this weapon, as the “ammo”
of large rocks shatters upon impact. While this weapon is unloaded, it may attack within its
Threat.

Dustup Impact
Chaff is a deeply useful technology in mechanized warfare, allowing for a low-tech answer to
high-tech problems. And when one starts strapping asteroid mining charges to your mech, why
you can make chaff out of a lot of things. A big cloud of dust tends to clog up heatsinks and
spike signatures, hell enough dust can just outline a cloaking field juuust enough.

2 SP, Unique, Limited (4)


Whenever you destroy an object, drone, or piece of terrain you may expend a charge from this
system as a free action- this creates a Burst 2 of choking dust centered on the destroyed
object (drone/terrain) that lasts until the end of your next turn. All characters in this Burst
cannot benefit from Hidden or Invisibility.

Molten Welder
The IPS-N owned subsidiary “Everburn Heavy Industries” famously brags that their mechanized
chassis-scaled welding torch can reload with “anything” to solder with. This was of course put
to the test by the Ketheres Revolt, in which the astrowelders modified their tools and joined the
revolt against the Imperial Genderdames strikebreaking efforts.

Main CQB
Loading
Line 3
2 Energy + 2 Burn
As a protocol, you may deal 10 AP Kinetic damage to an adjacent object or piece of terrain- if
this destroys the object/terrain, reload this weapon.

Evac Rocket
Designed for use by miners in retrieving mineral-rich stellar debris, the Material Evacuation
Rocket from Everburn Heavy Industries (an IPS-N Subsidiary) has quickly found a life as a
partisan tool by the Ketherian Worker Militias. In the bluntest uses, the Evac Rocket merely
served as an easy-to-print form of artillery ammunition for railfist armed Calicos- but quickly the
tactics evolved, leading to faster frames being given the rocket to carry as a "bug-out" tool for
their slower companions. This ingenious usage has led to greater survival rates among the
slower frames of the Ketherian Worker Militias, though a small uptick in pilots wounded in
action from the whiplash.

2SP, Unique, Limited (2), 3 Heat (Self)


Quick Action
An adjacent character must make an Agility save or have a Rocket attached to them (Your allies
may choose to voluntarily fail this save), suffering +2 Difficulty to this save if you are grappling
them. At the end of their next turn, the rocket activates, launching them 10 spaces in a
direction of your choice as though they were Flying (Including straight up). This movement
must end in an unoccupied space and if the character collides with an object or another
character they stop moving and are knocked prone. Any fall damage incurred from this system
is halved.
SSC - BLUE DOCTOR
Striker

Developed by the Astronomy Lab of Exotic Materials in the SSC campus on the station of
Ketheres, the Blue Doctor plays with several problems Exotic Materials has been pondering.
One, if something as inelegant as the Balor can claim to be the master of nanite swarms; why
has SSC not created something grander than it? Two, can we create a weapon of elegance and
destruction to rival the powers unleashed in the mythic days of the Fall and the Little War?
Records exist of the Five Fiendish Weapons and the Orbital Minds, but very little hard data...
but does that mean they are beyond the reach of the finest minds in the galaxy?

Both of these problems were solved by Lead Researcher Doctor D. Nohva, via a reverse
engineering of Berserker Cells from pre-Union historical records, modern nanotechnology, and
cutting edge gene-forging. The Berserker Cells are invasive, ever-hungry, and rapidly
multiplying; easily comparable to a virus or a living tumor.

The Blue Doctor is less a mech and more a body, made purely out of Berserker Cells harnessed
by nanite-resistant binding systems and piloted by a discorporated person- a human reduced to
a brain and associated nervous system is implanted into the Blue Doctor as their new body.

In this way, humanity transcends the flesh and becomes violence incarnate.

License:
I. Contrition Memetics, Infection Needle
II. BLUE DOCTOR FRAME, Rapid Nanite Autonomy, Heavy Revolver - Midnight Red
III. Ripper Swarms, Cell-Blade

BLUE DOCTOR

HP: 6 Evasion: 10 Speed: 4 Heat Cap: 5 Sensors: 10

Armor: 0 E-Defense: 8 Size:1/2 Repair Cap: 3 Tech Attack: +1


Save Target: 10

TRAITS:

Biological Components: All tech actions made against the Blue Doctor receive +1 Difficulty
Rapid Artificial Cell Recovery: When the Blue Doctor Stabilizes, it gains 5 Overshield if it did not
already have any Overshield.
Biomachina Link: When the Blue Doctor is destroyed, the Pilot is automatically Down & Out as well,
as they are integrated into the makeup of the frame. Due to this, the pilot of the Blue Doctor may
only dismount during full rests or repairs, when they could reasonably “grow” a substitute body from
‘tame’ Berserker Cells.

SYSTEM POINTS: 6

MOUNTS:

Heavy Mount Aux/Aux Mount

CORE system

Berserker Cells

I remember a lot of how it used to be. Before the War, before the Yard, before the Doctors and the
smiling people in suits. I remember you. I hope you recognize me, now that I'm like this

Active (requires 1 Core Power): Unchained Evolution


No Action, Efficient

When you brace, you can spend core power. If you do immediately, before the triggering attack
resolves, make an attack with one of the following weapons. After this attack resolves, gain 4+GRIT
Overshield.

Plasma Rippers
Heavy Melee
AP, Accurate
Threat 3
8 Energy

Plasma Spitter
Heavy Rifle
AP, Accurate
Range 8
6 Energy

Contrition Memetics
That's how they kept us there. They put thoughts in our heads that weren't ours and they kept
putting them there until the thoughts became ours.

2 SP, Unique
Invasion
Guilt: The target becomes Impaired and cannot make any voluntary movements that take
them farther away from your mech.
Penance: Until the end of their next turn, if the target declares an attack against you, they first
take an additional 4 Heat.

Infection Needle
There were lots of needles in the labs. You didn’t think cyborgs would have so many needles
involved. But the bodies they made. The bodies they put us in. They were alive before our
brains were even in them.

The first thing we had to learn to do was to not let the bodies eat us when we were installed.
The second thing we had to learn was how to feed the Cells.

2 SP, Unique
2 Heat (Self)
Quick Action
Your mech and one character adjacent to you are Immobilized as your mech extrudes long
needles of Berserker Cells. On any subsequent turn, you can end this effect as a free action, or
your target may end this effect by passing a hull save as a quick action. As long as you are
both immobilized at the start of your turn the target takes 2 Burn and you take 2 Heat (Self)

Rapid Nanite Autonomy


I remember my name (-----). I remember the name of the doctor that did this (Nohva). I
remember where this was done to me (Astronomy Labs, Ketheres Station, Ladon’s Corpse) I
remember the faces of every me they killed. Even the fake ones. They were made out of my
flesh, even if it sloughed off me to make them.

They were too real for comfort.

2 SP, Unique
Gain the Decoy Autonomy reaction.

Decoy Autonomy
Precondition: You must have at least 1 Overshield.
Trigger: An attack would hit you.
Effect: Roll 1d6. On a 5+, the attack misses—it hit a flash-metastasized copy of you
instead—and your mech loses all Overshield. This effect does not stack with invisibility.

Heavy Revolver - Midnight Red


It's something, to load a gun with your fingers. To shove a finger into the chamber and snap it
off, letting the Cells shape a bullet. This body grows parts back like nothing else, but you have
to feed the Cells. They want to find new things to eat, and the Revolver is all ceramic. They
don’t like ceramic. They like meat and metal.
Aux Cannon
Range 5
Loading, Unique
1 Kinetic Damage + 2 Burn

Ripper Swarms
They’re burning, they’re always burning, and you know what? I’ll let them out and let them and
keep myself going. Anything to survive. Anything to make it back to you. Back to sunlight and
smiles and a body that isn’t made of the past’s sins.

3 SP, Unique
Modification
Limited (3)
Pick a Melee Weapon, it gains the following effect
On Crit: Spend 1 Limited Charge from this weapon and 1 Repair as a Free Action to heal 1/2 of
your mech’s HP

Cell-Blade
They took everything from me. They took my body. They took my name. They took my life. They
took you. But I’m trying to find you now, as hard as it is. As much as they don’t want me to be
anything other than a weapon.

I have something to give them back the cells they’re so proud of

-Final Message, BLUE DOCTOR printing requirements, Broadcast 24.12.5015 on open Omni
Channels. SSC denies all relation to the incident and existence of “Astronomy” Labs.

Heavy Melee
Threat 1
AP, Limited (3)
1d6+3 Kinetic Damage
You do not need to spend a Limited Charge to fire this weapon.
On Hit: You may expend a Limited charge from this system to break off part of your blade
inside the foe, allowing Berserker Cells to infest them. At the start of each of their turns, the
infested enemy takes 2 Burn until they spend a Quick Action and make a Hull save to remove
the blade piece.
[EXTRA MATERIAL]

Midnight Duo
Exotic
If Heavy Revolver - Midnight Red and Heavy Revolver - Midnight Blue are installed in the
same mount of your mech, 1/round you may use the following passive trait on your mech
Passive: When you hit with either Midnight Red or Midnight Blue, you may immediately force
the struck target to make an Engineering Save or suffer their current Burn as AP Energy
damage.
SSC-FORGET-ME-NOT
Striker

Originally developed as part of the Circus Maximus Mechanized line, SSC paraded the
Forget-Me-Not as the first true Biomachina, a fusion of the best genetic engineering and
mechanized frame design had to offer. Constructed utilizing their proprietary “Mechanocyte”
technology, the Forget-Me-Not was a gladitorial mech built from the cells up for showy
violence. Proliferating quickly through the Combat Idol circuits and private military contractors
of the Auric Range, the Forget-Me-Not’s development was being geared up towards full
production- intending to market the mech to wider Union-space.

Then the Astronomy Incident occurred. And everyone learned what made the Mechanocytes
work.

The revelation that SSC had been using forbidden technologies for weapons development and
genetic engineering saw those responsible quickly exiled and disavowed by SSC’s main
campus and, more importantly for our story, the Forget-Me-Not’s licensing revoked and the
mechs recalled for destruction. But the monster lives on. In illegal printings and blackops
squads; in the back alleys of Lachesis and battlefields with no Union observers. It lives up to its
marketing tagline:

“You’ll never forget it”

License:
I. Mechanocyte Trap, B-Cell Rupture
II.FORGET-ME-NOT FRAME. Thought-Ripper, Heavy Revolver - Midnight Blue
III. Berserier Polyps, Chitinous Kurasigama

FORGET-ME-NOT

HP: 10 Evasion: 8 Speed: 5 Heat Cap: 4 Sensors: 8

Armor: 1 E-Defense: Size: 1 Repair Cap: 4 Tech Attack: -2


10 Save Target: 11

TRAITS:

Biomachina Heart: All tech actions that target the Forget-Me-Not must roll a successful tech attack,
even if they would not normally require a tech attack. Additionally, all tech attacks targeting the
Forget-Me-Not must roll twice and keep the worst result. The Forget-Me-Not has Resistance to all
Damage, Heat, and Burn from Tech Actions
Monstrosity: The Forget-Me-Not’s pilot may only dismount during Long Rests or Downtime, as their
nervous system is wired into the mech’s own. Additionally when the Forget-Me-Not is destroyed, the
pilot must make a Grit check against its Save Target or go Down And Out as lethal biofeedback
courses through them.

SYSTEM POINTS: 5

MOUNTS:

Heavy Mount Aux/Aux Mount

CORE system

“Reactor Heart” Biomachina Engineering

Mechanocytes are a form of nanomachine designed to emulate biological cells with all the
advantages of nanomachinery, in effect harnessing the “redwash” properties of Berserker Cells
without the tendency for the Cells to devour all biological and mineral material they can. And so we
come to the Forget-Me-Not, a mech, a monster, built from the ground up by the evolutionary
properties of Mechanocytes. A stunning artificial biology with a Coldcore Heart and a Biopositronic
Brain, all harnessed by a pilot’s mind joined with its killer instincts via Smart Circuit ontological
bridge. Pilots who managed to use the Forget-Me-Not before its banning describe being able to
“feel” E-War signals; the ability to detect, on some level, the comings and goings of Legionspace.
And, if the ghost stories are to be believed, the rage and pain the Forget-Me-Not feels around such
interference is responsible for its wildly aggressive behavior.

Active (requires 1 Core Power): From Hell’s Heart


Reaction, Efficient
Trigger: An enemy makes a Tech Action within your Line of Sight
Reaction: Slide 3+your Speed directly towards the triggering character and attack with a single
non-superheavy or Ordinance tagged weapon. This movement and attack happen before the
triggering action resolves.

Mechanocyte Traps
A simple off-budding of Mechanocytes can be directed to grow into a variety of interesting and
novel clades through the application of simple chemical and electrical exposure to encourage
the hyper-evolution the cells are known for. This allows for a very specific kind of trap, rarely
seen outside of horror trideo featuring aggressive xenofauna

2 SP, Limited (2)


Cling Polyp (Mine, Burst 1)- This mine primes at the end of your turn, and triggers when an
enemy character moves through its burst- at which point the mine "hatches". The triggering
character must make an Agility save or a bundle of Mechanocytes latches onto their mech
Impairing them until they take a Quick Action to make a Hull save and remove it.
Lash Polyp (Mine, Burst 1) This mine primes at the end of your turn, and triggers when an
enemy character moves through its burst- at which point the mine "hatches". The triggering
character must make an Agility save or be trapped by the sticky tongue of the Mechanocyte
life-form, unable to move more than 3 away from the mine until they take a Quick Action and
succeed on a Hull save to remove the tongue

B-Cell Rupture
When under stress, Mechanocytes naturally exhibit redwash-like behaviors. SSC assured all
worried parties that this was merely a coincidence of artificial evolution, a strange convergence,
and not what it really was.

2SP, Unique, 1/round


When you spend a repair or lose a structure, your mech's artificial biology reacts violently,
unleashing a Burst 1 flood of redwash. Characters within the affected area take 2 Burn and +1
Difficulty on Burn Checks until the start of your next turn.

Heavy Revolver - Midnight Blue


An improved speed-loading system allows for mechanocyte “shaped shells” to be fed into the
drum of Midnight Blue. Much beloved before the Forget-Me-Not’s recall, the Midnight Blue is
still highly sought by weapons collectors among the intelligentsia of Clotho, who wish to
understand the ways in which biology can be coaxed into becoming a gun.

Aux Cannon
Range 5
Loading, Unique
1 Kinetic + 2 Burn

Thought-Ripper
Gentlemen, when we were trapped upon our Cradle, we had smoke signals. We discarded
these for letters, which we discarded for radio, which we discarded for television, which we
discarded for the extranet. In these days, we have the Omninet, we have legionspace. Why
must our thoughts be bound only to our flesh? Why do we not stride forth into a brave new
future, wherein our thoughts become the next mass-media? The next battlefront of war?
-Recovered Notes, D. Nohva.

2SP, Unique, Shield


Gain the following actions:
Prime Thought Rippper (Quick Action)
Your mech is capable of redirecting Ewar signals through a series of biomechanical
black-boxes. As a quick action, prime this system, allowing you to use the Thought-Ripper
reaction

Thought-Ripper (Reaction)
Trigger: Once primed, before the start of your next turn, turn an ally within range 3 and line of
sight is targeted by a Tech Attack or Tech Action.
Reaction: Before the Attack is made, save forced, or effect applied; you can cause the effects
to target your mech instead.

Berserker Polyp
Berserker Cells. The root of mechanocyte technology. One of the Five Fiendish Weapons of Old
Mankind. A sin we should have forgotten, not turned into a toy for the arenas. Do you have any
idea the costs to the company should it get out where we got this technology? I want the
responsible parties and all test subjects liquidated. I don’t care how much research we’re
flushing. No one can know what we’ve made.

3 SP, Limited 1
Quick Tech
Your mech extends ovipositor-like-organs, through which it attempts to implant a bundle of
Berserker Cells. An adjacent character must make an Agility save (grappled characters take +1
Difficulty on this save) or become implanted with the Cells. They immediately suffer 4 Burn that
cannot be removed until they take a quick action and make an Engineering save to purge the
Berserker Cells. After 2 rounds have passed, if the Engineering save has not been made, the
Cells "hatch" into a Berserker Polyp with the following stats. The Burn is removed from the
target and the Berserker Polyp is placed in a free space within 3 of the target.

Berserker Polyp (Drone, Size 1/2, 8HP, 8Ev, 8Edef)


On your turn the Berserker Polyp may Slide 3 and force an adjacent character to make an
agility save or suffer 3 Burn.

Chitinous Kusarigama
Weapon is a novel expression of mechanocyte-based frame’s understanding of weaponry. It
has yet to truly integrate firearms into its biology. Perhaps something about the accelerants?
Energy requirements? Weapon is a long, flexible “chain” made of bone-analogue emerging from
the main forelimb with a similar bone-analogue “scythe” created from fused fingers. Edge of
fingers are a biological carbon nanotube, sharpened apparently by instinct against stone.
Subject frame appears to be learning to hunt. Recommend further observation, then lobotomy.
Subjects must not be allowed to evolve true brains, according to Nohva’s instructions.

Heavy Melee
Accurate
Threat 1
2d6 Kinetic
As a quick action you may become Slowed to begin spinning the chain of this weapon, if you
do so, you may use the following weapon profile until you stop spinning the chain as a Protocol

Lashing Chain
Heavy Chain
Range 5, Threat 3
1d6+2 Kinetic
On Crit: The target must make a Hull save or be dragged into Engagement with you by the
shortest route possible.
Attacks made in this profile count as Melee attacks. Attacks made out of Threat are affected by
cover.
HORUS - BEHOLDER
Controller

I’m tired. I’m so tired. I’m so very tired. The eyes. The eyes are always on me. They’re always
there. I can’t ever have a moment to myself. I can’t have anything to myself. It always has to be
for the Fans. For the Eyes. I’m tired. I want to blind them all so they stop looking at me. I want to
deafen them all so they stop listening to me. I want to kill them all so I can be alone.

-Unknown Author, found within BEHOLDER P-G Printcodes

The Beholder P-G was made by unknown hands; no HORUS cells in the Auric Range claims
responsibility for its development, deployment, or licensing. It was first revealed to the galaxy
during the Nika Records Riots in 5016u- an event that ended in the utter destruction of the
rising records label, the death of multiple civilians and members of the Imperial Genderdames,
and the seizing of the wrecked Beholder by UIB Agents. The original pilot was DOA and
unrecognizable from traumatic structure damage to the frame, frustrating investigators seeking
answers.

License:
I. Neural-Bridge Interference, Rejection
II. BEHOLDER FRAME, BSLSK_CRSH, Entropic Lens
III. Butcher’s Block, Suicidal Embrace

BEHOLDER

HP: 6 Evasion: 6 Speed: 3 Heat Cap: 5 Sensors: 12

Armor: 2 E-Defense: Size: 2 Repair Cap: 4 Tech Attack: +2


10 Save Target: 11

TRAITS:

Anoptic Shroud: The Beholder has soft cover against all enemies that have line of sight to it.
Enemies may ignore this trait by taking 1 Heat before targeting the Beholder with an attack.
stop looking at me: you’re just like everyone else you’re going to make me into something i’m not
and you’ll never stop looking you’re just like them you’re just like them stop stop stop stop stop
Slow: The Beholder takes +1 Difficulty on all Agility checks and saves

SYSTEM POINTS: 7

MOUNTS:
Heavy Mount

CORE system

TYRANT Class Communications Laser

Key to the P-G, the TYRANT Class is a variant of the standard Admiralty-Class broadcast lasers
utilized in ship-to-ship communications by IPS-N. Only... modified, by HORUS partisans. Now
instead of being a focused, long range broadcast tool, it is a blunt weapon of electronic warfare. The
thing screams and hums and it parasitically clings to the Beholder-chassis; broadcasting swathes of
nightmare-code to any unfortunate enough to fall under its gaze.

-Dr. Madraza, Mechanized Frame Engineer, Nehza Institute of Technology

Active (requires 1 Core Power): Beauty In The Eye


Protocol
Until the end of the scene, you may use the “Open The Eye” Full Tech
Open The Eye
Full Tech
1 Heat (Self)
You may choose one of the following when activating this action:
Focused Spite: Invade any number of characters in Line 12. You must apply the same invasion
option to all targets.
Mad Tantrum: Invade any number of characters in Cone 6. You must apply the same invasion option
to all targets.

Neural-Bridge Interference
Stop it stop it stop it leave me alone let me be let me be leaving me alone go away stop
touching me stop stop STOP.

-Beholder P-G code notations

2SP, Unique
Invasion
Deaden Limbs: The target takes +2 Difficulty on all reactions until the start of their next turn
Steal Vigor: The target reduces their Speed to 2 until the end of their next turn.

Rejection
I never loved any of you. That's just all marketing speak. You know that right? None of you know
me. You just decided you did. I don’t know you. I don't love you. I never did. Stop loving me.
Stop.
-Last Post of a Defunct Omniblog, Traced to Lachesis, ~5015u.
2SP, Unique
Gain the Heartbreaker reaction

Heartbreaker
Reaction, 1/round
Trigger: You or an ally are hit by an Enemy within sensor range
Reaction: Place a Heart marker on the triggering characters (Yourself or Ally and Enemy) until
the end of the triggering Enemy's next turn. If the triggering enemy attacks a character with a
Heart marker, they take 4 Heat

BSLSK_CRSH
There’s too many cameras in the world and they all want to look at you and then people look at
the recordings of you and decide what you are. I hate it. I fucking hate it. I can’t stand it
anymore. I don’t want to be seen. I don’t want someone else deciding who I am. I reject the
violence named perception.

2SP, Unique
Invasion
Don’t Look: The target must end their next turn unable to draw Line of Sight to you or take an
additional 3 Heat
Cataracts: The target cannot draw line of sight to you OR one ally of your choice until the end
of their next turn unless they chose to suffer an additional 2 Heat

Entropic Lens
It fires entropy. Not an entropic force but... entropy itself. It catches things and degrades them,
makes them worse, makes them fragile. Its deployment against civilian populations can never
happen again. I won’t have another Nika Riot.

-UIB Investigator’s Note.

Heavy Cannon
Ordinance, Loading
Range 10, Blast 1
3d6 Energy Damage
This weapon cannot reduce a character below 1 HP

Butcher’s Block
YOU TOOK EVERYTHING FROM ME. GIVE IT BACK
-Found carved into the foundation of Nika Records, post Riot.

2SP, Unique
Quick Tech, Unique
Make a tech attack against a target within Sensor Range, on hit the target cannot target allies
with systems, weapons, or traits; nor can it benefit from the systems, traits, or weapons of its
allies. This effect lasts until the target spends a Quick Action to pass a Systems Save.

Suicidal Embrace
You are coming down with me, hand in unlovable hand. And I hope you die. I hope we both die.

3 SP, Unique, Limited (1)


Full Tech
Make a tech attack against a target in Sensors (if allied, they may allow the tech attack to
automatically hit). If you hit, that target shares your heat cap and current heat (for instance, if
you have a heat cap of 5 and 3 current heat, their heat cap becomes 5 and their current heat is
set to 3). If either of you gain or clear heat, both of you do. If either of you Overheat and/or
suffer Stress Damage, both of you do. This effect ends at the end of the scene or until you
resolve the effects of Overheating, whichever comes first; it cannot be removed any other way..
Only you and one other character can be affected by this effect at a time, and any given
character other than you can only be affected by it up to 1/scene.

[EXTRA MATERIAL]
Nightmare Broadcaster
You want a show? You want a fucking show? You want something to see? I’ll give it to you. I’ll
give it to you like I’ve given everything else.

-Last Omnicast from Combat Idol Yuel Jina before her disappearance.

Heavy ???
AP, Loading, Exotic
Range ?
5 Heat (self)
2d6 Energy damage
This weapon, when fired, targets all characters who can draw line of sight to you.
On Crit: The target is Impaired until the end of their next turn.
HORUS-DRAGON
Striker/Controller

The Dragon Pattern-Group is defined as any frame mounting a Toxic Essence Suite, a system
apparently derived from the TBK-SUSTAIN of the HA Genghis line. However, whereas the
Genghis is famous for its squat frame and blistering heat, the Dragon is built to harness a variety
of blackwash driven “toxin” swarms.

Of interesting note, gleaned from study of recovered Dragon pattern-group frames, is the
embedding of cloned human nervous tissue throughout the frame rather than the more
traditional INSTINCT rigs common to HORUS frames. Tissue shows no matches to any genetic
databases on Clotho. Requests have been made for access to databases for both Atropos and
Lachesis.

Distressingly this frame is becoming increasingly common in security skirmishes beneath the
megaswathes of Clotho. UIB has assigned agents to secure and study recovered frames from
local Administrative security forces and to reinforce at the discretion of UIB/ADMIN
[REDACTED] and ADMIN Merro Zhou.

License:
I. Toxic Core, Molecular Dive System
II. DRAGON FRAME, Toxic Lock, Absolute Terror Broadcast
III. Sewing With Dragon’s Teeth, Dragonsbreath Cutter

DRAGON

HP: 12 Evasion: 6 Speed: 4 Heat Cap: 5 Sensors: 8

Armor: 0 E-Defense: 8 Size: 1 Repair Cap: 4 Tech Attack: +1


Save Target: 11

TRAITS:

Venosapience: All enemies attempting to clear burn in the Dragon's Sensor Range must roll
against its Save Target to do so
Wetware Components: Tech actions and Search attempts targeting the Dragon suffer +1
Difficulty

SYSTEM POINTS: 6

MOUNTS:
Heavy Mount Main Mount

CORE system

Toxic Essence Suite

Miasma Theory is an ancient theory of disease-vectors in which “Polluted Air” creates an imbalance
of human homeostasis and leads to disease. This is a step up from earlier theories of disease
(humors, evil spirits, etc) and yet a far cry from our widely understood and studied “Germ Theory”.
But here’s the thing about bad science- Bad science is incredibly attractive, especially when so
lovingly tied to simple human understanding. “It smells bad, it must be bad” is sound survival logic.

Let us now consider the miasma that rises from the mire created by the DRAGON pattern-group,
from its Toxic Essence Suite. It smells of nothing. It merely looks like a pitch black cloud roiling
around a skinless, biomechanical serpent. And yet it kills. It kills so quickly. Bad Air leaps from mech
to mech, melting armor and servos. Bad Air leaps from person to person, reducing them to black
sludge.

Bad science is incredibly attractive to groups like HORUS. -UIB Parapsychologist Dr. [REDACTED]

Active (requires 1 Core Power): The Slaying of Saint George


Full Action
Your mech releases a Burst 5 cloud toxic nanites and radioactive miasma called a Mire, with the
following effects:
• Hostile characters treat the Mire as difficult and dangerous terrain (inflicting Burn on a failed
Engineering check) and receive +1 Difficulty on all saves and checks while inside.
• Allied characters at least partially within the Mire gain soft cover, as do you.

The Mire remains stationary even if you move, and lasts until the end of the scene.

Toxic Core
Weapon design is of a high-powered laser- focusing lenses have been tweaked for
overpenetration at the cost of effective containment of the derivative replica SOLIDCORE
powering the weapon. With proper application, the radioactivity may be harnessed to cause
cascading damage throughout hard targets. Effect is lost on soft targets.
-UIB Report [PHONECIAN PHILOSOPHY]

Heavy CQB
Range 3
AP, 2 Heat (Self)
1d6+3 Energy Damage
If you began your turn Hidden, this weapon's damage becomes BURN
Molecular Dive System
Through proper attunement of greywash swarms and intense full-frame vibration, a mechanized
frame may “dive” into the terrain and “swim” through solid surfaces. The uses of this system
cannot be understated, though the dangers of using it remain equally obvious.

2 SP, Unique
Protocol
Your mech disappears from the battlefield and is Stunned until the start of your next turn. At
the start of your next turn it reappears in any free space within 15 spaces of the space it
disappeared.

Toxic Lock
Tox-wash, as it has been colloquially dubbed by Clotho Security Forces, is a modified greywash
swarm designed to spread artificial toxins- toxins that are both corrosive and capable of
spreading as if the toxin was a “disease”, even in mechanized targets. The Toxic Lock is the
most common system used in the deployment of tox-wash. CSF has provided several frames
destroyed by use of a Toxic Lock; as well as the suicide-dolls equipped with said system.

2 SP, Unique, Limited (2)


Full Action
A character adjacent to you must pass a Hull save. On a failure, they take 2 Burn, and both you
and your target become Immobilized as a burst of injection-rigs and tox-wash nanites bind
your mechs together. While bound, your target can't clear Burn for any reason and takes 2
Burn at the end of each of its turns. The binding lasts until either character successfully repeats
the save as a full action, the target is destroyed, or you take structure damage. (Ending the
binding is the only way to remove the Immobilization).

Absolute Terror Broadcast


Viral payload is designed to hamper mechanized targets through applying a “fear response” to
the faux-nerves that mechanized chassis utilize to translate pilot input into frame output. This
“fear response” is apparently derived from human consciousness recording. Pilots with
smart-circuits or ontological bridges to their frame report the effects as “needles all along the
spine” and “crushing weight of hungry eyes.”
-UIB Report [PHONECIAN PHILOSOPHY]

2 SP, Unique
Invade, Quick Tech
Gain the following options on Invade:
Fumble: Until the end of your next turn, as long as you are within 5 spaces and line of sight of
your target, they must roll 1d6 whenever they take a hostile action (such as attacking or forcing
a save),- on a 5+, the action fails and has no effect. This does not stack with Invisibility.
Trip: Until the end of your next turn, as long as you are within 5 spaces and line of sight of your
target, they must roll 1d6 whenever they would voluntarily move- on a 5+, the movement fails
and they are knocked prone.

Sewing With Dragon’s Teeth


a needle may be many things and a dragon’s tooth makes a fine needle, but only if you intend
to make cloth for your most hated foes. be as nessus. there our profits turn to victory. clever
nessus, our sainted founder, who poisoned the son of god. let us do the same. let us see if god
weeps in mourning.

-Commentary in Lituricode, fragment.

3 SP, Limited (1) Unique


Full Tech
All actors in Burst 5 must make a Systems Save, characters who are Immune to Burn
automatically pass this save, and your allies may choose to fail this save. On a failed save, you
may add together all Burn currently affecting characters in the Burst and assign from this
"pool" of Burn as you see fit to characters who failed their saves. All valid characters must end
this assignment with at least 1 Burn.

Dragonsbreath Cutter
Named by Clotho Security Forces for the ‘traditional’ spinal mount on encountered Dragon
frames, the cutter is essentially a pressurized water cutter. While not terribly uncommon as a
weapon in HORUS partisans, the uniqueness of the Dragonsbreath lays in the fact its
water-reserves are cycled through tox-wash tanks and the mech’s coldcore before firing. This
results in a spray of corrosive, radioactive, and highly ‘contagious’ liquid shot at pressures that
can split steel.

Superheavy Cannon
3 Heat (self), AP, Reliable 2 (Kinetic)
Line 10
2 Kinetic + 5 Burn
On Hit: Characters hit by this weapon create a Burst 1 zone around them that lasts until the
end of your next turn and moves with them. Enemy characters that enter or end their turn in
these zones take 2 Burn. If these zones overlap a target, they do not take extra damage.
HA - SOLOMON
Defender/Support

A variant frame built off the famous and reliable Saladin, the Solomon was commissioned by
Legion Command as an answer to the growing usage of short-life energy shields utilized by
SSC and its associated polities. Much of the traditional armor and structure of the Saladin
frame has been stripped in favor of the power-hungry and experimental “Divinity” Shield Suite.
Through use of Divinity, Solomon is capable of near-perpetual shield generation, as well as the
ability to spread its shields across nearby friendlies- though the Divinity is designed to
automatically deactivate when there is risk of reactor meltdown. This flaw is being addressed by
the Think-Tank but until a proper answer is found, Armory Command has seen fit to print the
Solomon as a frontline mech for NCOs in the Legion.

The Solomon is quite famous within the Auric Range, where it was introduced by the 163rd
Mechanized Cavalry Legion assigned to defend the colonial engineers working on the
terraformation and infrastructure of Furthest West. Among the ad-hoc militia descended from
these groups Solomon frames are treated with a certain reverence; treated as shrine-objects,
bedecked with long crimson banners and their royal purple paint kept as clear as the
Bannermen can manage. Outside of the militias of Furthest West, the Solomon sees most of its
use in the arenas of Clotho- where its tactical look and support-focused license appeal to the
more cerebral Combat Idols favored by the arena-goers.

License:
I. Shield Cell Generator, Disruptive Booster
II. SOLOMON FRAME, Holdfast Modules, Seraph Self Defense Weapon
III. Personal Tachyon Shield System, MICHAEL Class NHP

SOLOMON

HP: 6 Evasion: 8 Speed: 3 Heat Cap: 7 Sensors: 5

Armor: 1 E-Defense: 8 Size: 2 Repair Cap: 4 Tech Attack: +0


Save Target: 10

TRAITS:

Armor Clad Faith: While the Solomon is not in the Danger Zone, it gains 1/2 its HP total as
Overshield at the start of its turn. This does not stack with itself.
Energized Bulwark: Whenever an adjacent ally would take any damage, you may redirect that
damage to your Overshield (if you have any). You benefit from armor and resistances against this
damage as normal. Any damage not absorbed by your Overshield is taken by your ally.
Guardian: Allied characters may use the Solomon as Hard Cover.
SYSTEM POINTS: 5

MOUNTS:

Heavy Mount

CORE system

“Divinity” Shield Suite

“Testify!” Calls the Chaplain “No human climbs this high! In our struggles we testify!” Sings the
chorus. We scale this tower, to become as Gods, for the glory of all mankind. “Testify!” Calls the
Chaplain. Then let this be my testament. I am Legionnaire no more, but I shall carry the crimson til I
die. Testify! I call! Testify! Let our work never be done, for we live in the struggle of ascendance!
Testify! For the glory of all mankind!

Active (requires 1 Core Power): Raise Up the Temple


Full Action
When you activate this system, gain Overshield equal to your maximum HP. Your mech then deploys
4 size 1 shield pillars in unoccupied, non-contiguous spaces within range 10. These pillars have 1
HP, 1 Armor, and Overshield 4+GRIT. They last for the rest of the scene, or until destroyed. When an
allied character adjacent to a pillar would take damage, the damage is instead redirected to the pillar
(if the damage would destroy the pillar, the original target takes the rest).

As a Quick Action, you may send out an energizing pulse, transferring any amount of Overshield
from your mech to any number of deployed pillars (distributed as you like) and causing all pillars to
emit a Burst 1 shockwave. Characters of your choice caught in the shockwave are knocked back 1
space, and must pass a Hull save or fall prone.

Shield Cell Generator


Lacking access to Darius and whatever secrets it gifts SSC, the Armory required another way of
creating rapidly deployable shield systems for its mechanized frames- thus the Shield Cell. A
small packet of what the Think Tank calls “Midlight” bound in a thin skin of stabilizing materials.
Friendlies broadcasting the correct IFF codes can safely rupture the packet and be cloaked in
light- though the Cells are intensely fragile and may be breached by hostile actors; the shield’s
effects mostly bleed out when improperly ruptured.

2SP, Unique, Limited (4)


Quick Tech
Create a Shield Cell in an adjacent, empty space. An allied character that moves into or
passes through a Shield Cell can collect it to gain 3 Overshield and Cool 1 Heat; this cooling
does not trigger any additional effect. Enemy characters who move into or pass through a
Shield Cell can collect it to gain 1 Overshield instead.

Disruptive Booster
All actions have an equal and opposite reaction. The distinctive “pop” of short-life energy
shields is a burst of energy. Energy that can be focused and harnessed by the correct tools. All
actions have an equal and opposite reaction.

1 SP, 1 Heat (self), 1/round


Trigger: An allied mech within 5 spaces has their Overshield reduced to 0 through damage.
Reaction: Your ally Slides 3.

Holdfast Modules
I am Legionnaire no more, I am a Bannerman. I will keep the peace. I will make Paradise. Cradle
will weep with envy at the Garden I build. The human lives I protect are more precious than
atmosphere, than water, than manna from heaven.

For the glory of all mankind.

This hill I’ll die on is about 90 meters of brick.

2 SP, Reaction, 1/round


Trigger: You are knocked back 1 or more spaces
Reaction: Before the knockback moves your mech, make an Overwatch reaction targetting the
triggering enemy. You have +2 Accuracy on this attack

Seraph Self Defense Weapon


The Seraph class self defense weapon, often called an “Oven-gun” by Cavalry frames assigned
the weapon, functions on the simple property of the interaction of atmospheric gasses and
heat. Capable of creating a directed pressure wave via coldcore waste heat, the Seraph allows
an equipped Cavalry frame to both cook and knock around any encroaching enemy targets.

Heavy CQB
Overkill, Knockback X
Range 3, Threat 3
3d3+3 Energy Damage
The knockback of this weapon equals the number of times Overkill is triggered

Personal Tachyon Shield System


An advanced usage of the somewhat tempramental Tachyon Loop technology employed by the
Saladin; Solomon’s Personal Tachyon Shield is an energized defense system attached to a
weapon’s barrel. When activated, the PTS ‘catches’ and incinerates incoming enemy fire, while
still allowing the equipped mech to fire their weapon. The energy draw of the system, however,
is intense and requires the equipped mech to move at a steady and deliberate pace. The
system’s tell-tale “glitter” around a weapon is caused by rapidly ionizing atmospheric gasses
and particles coming into contact with the tachyons being fired through the loop.

3SP, Mod, Unique


Quick Action
Chose one ranged Main or Heavy weapon: it gains the Overkill tag the following trait
On Attack: 1/round you may activate the PTSS as a Quick Action, becoming Slowed until the
start of your next turn. Your mech gains 3+GRIT Overshield and has Resistance to damage
while it has this OS or until it is no longer Slowed by this system.

MICHAEL Class NHP


The MICHAEL-Class was originally intended to serve alongside the MITHRA and NOAH Classes
in designing cities for the Purview. A New City for a New Humanity was the original pitch given
by engineers. Much like its siblings, however, interesting military applications were found in the
methodology of the NHPs- specifically MICHAEL and associated clones took well to managing
power feeds. Not in the cooling focus of the AGNI, nor the raw overclocking of the ASURA, but
in the ability to stretch limited power longer than it reasonably should. Thus, with the advent of
the DIVINITY program, MICHAEL was given oversight of a Shield-Cell generator. Able to coax
the most out of its limited toolset, MICHAEL has been praised by His Majesty’s Right And
Honorable Quartermasters for its ability to change the scope of battle through its rapid
deployment of Shield-Cells and tactical acumen. The personality of MICHAEL clones tends
towards the curt and professional, fussing over seemingly minor details that it holds in great
tactical import.

3 SP, Unique
AI
Your mech gains the AI property and the MICHAEL Protocol.
Michael Protocol
Protocol
3 Heat (self), 1/scene
At the start of the scene, after all characters have been deployed but before any turns
have been taken, you may activate this Protocol. If you do so, place 1d6+1 Shield Cells
anywhere on the battlefield, so long as they are more than 5 spaces away from one
another and at least 5 spaces from any friendly deployment zone. An allied character
that moves into or passes through a Shield Cell can collect it to gain 3 Overshield and
Cool 1 Heat; this cooling does not trigger any additional effect. Enemy characters who
move into or pass through a Shield Cell can collect it to gain 1 Overshield instead.
HA-PACHACUTI
Controller/Support

Developed for use in the Legion as both a scout and forward deployment unit, the Pachacuti
often appears a hybrid of the hunchbacked Iskander and the angular Sherman, sharing parts
with the line-mech of His Majesty’s Legion for ease of production and repair. The intended
use-case of the Pachacuti is based on its robust suite of subalterns and deployables. The mech
is deployed well ahead of any Legion advance, several Pachacutis covering miles and miles of
open front; here they will scout for advantageous staging positions and then use its host of
subaltern workers to deploy mines, drones, barricades, and anything else required to fortify and
defend the position. If caught unaware by enemy forces or similarly pushed into a corner, the
Pachacuti deploys its final tool: the weaponized terraforming subalterns, the Stone Soldiers, to
hold their position until relief from the main force can arrive.

The most famous pilots of the Pachacuti are Legionnaires of course, from the Siege at Antares
Gate to the growing tensions at the Dawnline Shore, the Pachacuti can be found securing
beachheads for the Legion. Its most iconic pilots, however, are inevitably the Bannermen of
Furthest West who have turned its toolset towards defending and reinforcing small towns and
villages against raids by the various other militia forces present on the war-torn little world. Each
Pachacuti is treasured by the units that manage to get their hands on one, as a single Pachacuti
can defend a small settlement from any incidental raids, and famously even from entire armies-
if the reports from the Battle of Badgrave are to be believed.

License:
I. Earthworks Drone, DEM-0 Charges
II. PACHACUTI FRAME, Scout Rifle, Terra Charges
III. Earthquake Cannon, MITHRA Class NHP

PACHACUTI

HP: 8 Evasion: 8 Speed: 6 Heat Cap: 8 Sensors: 5

Armor: 1 E-Defense: 8 Size: 1 Repair Cap: 5 Tech Attack: +0


Save Target: 10

TRAITS:

Subaltern Deployment: The Pachacuti may deploy its Mines, Drones, and Deployable systems up
to 5 spaces away from it as if those spaces were adjacent to it.
Subaltern Spotters: Enemies within the Pachacuti’s sensor range or within 1 space of its Mines,
Drones, and Deployable systems cannot benefit from Invisibility or Hidden.
SYSTEM POINTS: 6

MOUNTS:

Aux/Aux Mount Main Mount

CORE system

“STANDALONE” Subaltern Bays

Bulky drone bays cling to the back of the Pachacuti, giving it a somewhat “hunchback” look as it
lopes ahead of its allies to deploy the traps and defenses it carries within the STANDALONE
Subaltern Bays. Somewhat macabrely filled with humanform robots curled in fetal positions, the
STANDALONE Bays allow a Pachacuti unparalleled control of mech-scale deployables by allowing its
subalterns to deploy the rapid-printing defenses and munitions common to mech scale battlefield
operation, rather than utilizing an Assault Launcher or other, more common mode of deployment.
Contained within the bays and activated with a rapid jolt of power are the Stone Soldiers,
terraforming and combat subalterns traditionally designed to look like fearsome deities or demons,
capable of “wearing” earth and stone as though it were armor. The Stone Soldiers are iconic to the
Pacacuti, allowing a scout to become a squad with a simple core charge.

Active (requires 1 Core Power): This Earth Shall Be My Army


Full Action
Deploy 2 “Stone Soldier” Drones, highly advanced C/C driven combat drones that utilize the terrain
to defend themselves. Each Drone has the following stats:

15 HP, 2 Armor, Size 1/2, 8 Evasion, 8 E-Defense, and is Size 1.

As a Quick Action, you may move all Stone Soldiers 4 spaces and then have each of them take one
of the following actions:

Terraform
The Stone Soldier creates a size 1 piece of Hard Cover (10HP, 5Ev) in an empty space adjacent to it.

Execute
The Stone Soldier fires a mounted autocannon at a character within 8 spaces. The target makes an
Agility Save, suffering 5 Kinetic Damage on a failed save or 3 Kinetic Damage on a successful save.

Earthclad
The Stone Soldier automatically destroys a size 1 piece of terrain adjacent to it, restoring 5 HP.
Dig In
The Stone Soldier becomes Immobilized until it takes a different action. While Immobilized it creates
a Burst 1 of Difficult Terrain.

Earthworks Drone
The foundation of defense is dirt. Dirt can be removed to make trenchworks, can be built up
into barricades, can be made into a dozen other defenses. That’s why they were traditionally
called “Earthworks”, and while the technology of mankind has advanced to dizzying heights, we
cannot and should not forget our foundations.

-Legionnairy NCO Educational Materials

2 SP, Unique
Drone (5HP, 8Ev/Edef, size 1/2)
When deployed in your sensor range this drone creates a Burst 2 of Difficult Terrain around
itself constantly. The Difficult Terrain moves with the drone if it moves and disappears when the
drone is destroyed.

DEM-0 Charges
Developed as a means of forgoing traditional entrenchment tools and traditional siegeworks,
the Deep Earth Modification- Type 0 Charges are one of the great prides of His Majesty’s Right
and Honest Quartermasters. By usage of disposable charges and Harrison engineering, system
space on mechanized scouts can be saved- either for more important systems, up-armoring, or
simple speed- while still allowing even scout mechs to create defensive works with the snap of
a finger.

2 SP, Unique
Limited (3)
Expend a charge for one of the following effects:
Wall Grenade (Grenade, Range 5, Line 5):This grenade primes at the end of your turn and
may be detonated as a quick action on your turn or as a reaction to a character moving
adjacent to it. All free spaces in the affected area become size 1 blocks of solid stone and steel
as the local terrain is hardened (10 HP, 5 Eva) that serves as hard cover. Characters in the area
must pass an Agility save or be knocked back out of the area by the shortest movement
possible and Prone, they are only knocked back on a successful save. This effect does not
displace terrain, but can knockback smaller objects such as drones.
Entrenching Mine (Mine, Line 5): This mine primes at the end of your turn and may be
detonated as a quick action on your turn or as a reaction to a character moving adjacent to it.
When it detonates, all actors in the area must make an Agility save or take 1d6 Kinetic Damage,
taking half as much on a successful save. The Line area is then transformed into Difficult
Terrain until the end of the scene from the force of the explosion tearing up the earth.
Scout Rifle
The Legion Standard Scout Rifle comes with “Tick” rounds, chambered in .75 and containing a
short-life tracking device that allows for better battlefield coordination between scouting and
artillery units. Assigned to units like the Pachacuti and lighter GMS derived frames, the LSSR is
a welcome sight for fire support coordination. On Furthest West, these rifles direct the fire of
militias and quick-printed field guns against raiding forces, the Bannermen’s aim always lighting
up what needs to be done.

Main Rifle
Accurate
Range 12
1 Heat (Self)
1d6 Kinetic damage
On Crit: The Target suffers Lock-On

Terra Charges
Worlds are born in fire and destruction. We must shape these things then, to make a better
world. Mankind must master all things, if we are to scale this tower and claim our rightful
thrones. Onward! Ever onward my brothers and sisters! Our garden is named Eden, and it
awaits us!
-Radio Fragment, Bannerman tagged broadcast, voice recognized as Chaplain [REDACTED]

2 SP, Unique
Limited (3)
Expend a charge for one of the following effects
Earthquake (Mine, Burst 1)- This mine primes at the end of your turn, it detonates when an
actor moves adjacent to it. When it detonates all actors in its burst must make an Agility save
or suffer 1d3 Kinetic damage and be knocked prone, only being knocked prone on a
successful save. The burst then becomes Difficult Terrain for 3 rounds as the detonation tears
up the earth and rumbles with aftershocks. All objects and terrain in the Burst take 10 AP
kinetic damage.
Magma (Mine, Burst 1)- This mine primes at the end of your turn, it detonates when an actor
moves adjacent to it. When it detonates all actors in its burst must make an Agility save or
suffer 2 Burn, or half as much on a successful save. The burst then becomes Dangerous
Terrain (Energy) for 3 rounds as the ultrahot slag pools on the ground. All objects and terrain in
the burst take 10 AP Energy Damage.

MITHRA-Class NHP
Developed alongside MICHAEL and NOAH, MITHRA served as an infrastructure design NHP; it
would look at the shape of a city as proposed by human engineers and through rapid iterations
create a “better” version that it would then hand to its “brothers” to manage, before beginning a
second round of modifications after the other NHPs had made their own changes. This cycle, of
course, led to interesting military applications of the NHPs; leading to the -L clone-lines.
MITHRA’s propensity for creating interesting and novel pathways made it a good fit for forward
units like the PACHACUTI line. In this the -L line of NHPs was given governance

3 SP
AI, Unique
Limited (1)
4 Heat (Self)
Your mech gains the AI tag and the MITHRA Protocol
MITHRA Protocol
1/scene
Until the start of your next turn, when you start a unique movement you leave a piece of terrain
called a Road in each space you pass through that lasts until the start of your next turn. Any
ally adjacent to the Road Terrain may spend a quick action to move to either end of the Road
(Adjacent to you or in an empty space adjacent to the space at which you started). Any enemy
character moving onto, through, or along the Road treats it as both Difficult and Dangerous
(Kinetic) terrain and must make an Agility Save rather than an Agility Check when moving
through it

Heavy Spiker
“World-breaker. World-killer. World-shaper. Fear-killer.” Words carved on the old weapon, a
great and wicked mining tool jury rigged into an explosive lance. The “Heavy Spiker” is seen as
the symbol of the Bannermen, a weapon of office meant for their commanders. Heavy is the
head that wears the crown, terrible is the sword of the garden’s angel.

Main Cannon
Loading, AP, Unique
Range 5, Threat 2
Self Heat (2)
3 Kinetic damage
Objects and terrain are valid targets to be implanted with a Blast Spike. When the Blast spikes
detonate, objects and terrain take 20 AP Explosive damage.

On Hit: The target is implanted with a Blast Spike. As a protocol, you may detonate all Blast
Spikes. All targets with a Blast Spike lose it and must make a Hull save or suffer 1d6+1 AP
Explosive damage, suffering half as much on a successful save. Targets with multiple Blast
Spikes implanted suffer 2d6+2 AP explosive damage, or half as much on a successful Hull
save.

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