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SHINE BRIGHT RULES

You are a Beacon, an immortal guardian Play is a conversation, between Beacons and

LIGHT infused with incredible power. You shine


bright, a swirling mix of Pyre, Volt, and
Nether energies. As long as you have Light in
you, you refuse to die.
Gather your squad and strike out into the
dark. There are ruins to explore, threats to
fight back, and mysteries to unravel.
the GM. The GM presents situations, threats,
and challenges, while the Beacons answer
them. Most action is resolved through
conversation. Dice are rolled when a Beacon
acts, and there is risk.
Beacons describe their action, and decide
which Element best describes the approach.
They roll a number d6 equal to the Element,
Shine bright, brave guardian.
taking the highest roll. If they have a 0, they
roll 2d6 and take the lower result.
A Beacon is many things. • 1-3: Failure, with a consequence
• 4-5: Success, reduced effect or with a
Elements: Approaches for acting. consequence
• 6: Success, with no consequence
Pyre: powerful, emotional, sweeping
Beacons can mark a point of Light to:
Volt: reactive, quickly, effective
• Reroll a roll
Nether: methodical, practiced, surgical • Activate a Power
• Resurrect with full Health
Health: The amount of Harm you can take
before dying.
Health & Harm
Light: A resource of great power, and what When Harm is done, it is subtracted from
keeps you from final death. Health. Enemies with 0 Health are dead. If a
Perk: Talent unique to that class of Beacon, Beacon drops to 0 Health, they resurrect. Fill
specialized training. in a box of Light, creating a Dark, and return
Weapons: A ranged and melee weapon, with to full Health. If they have no more Light,
Harm dealt and descriptive tags. they give their final death. Health and Light
reset at the end of the Strike, and Dark is
Powers: Incredible feats unique to the reverted back to Light.
Beacon, only possible because of the Light.
Dark
Lighting a Beacon
Every point of Dark adds a die to all rolls. If
First, choose a class. All Elements start with the Dark die is the highest roll, the Beacon
a value of 1. Spend 4 points on Pyre, Volt, takes 1 Harm, but also increases the result
and Nether. No Element may have more than one step (e.g. 1-3 becomes a 4-5). A 6
3 points during the lighting. becomes critically effective.

Fueling a Beacon Combat


Beacons improve by going on Strikes (see There is no initiative, and enemy combatants
back). At the end of a Strike, the Beacons will do not take turns. Enemies react to the
receive some boon for their work. These actions and rolls of Beacons, and make
boons can come in the form of more Health, moves based on their characteristics and
Light, Weapons, and even new Powers. what fits the fiction.
COLOSSUS an unbreakable wall STRIKES FUEL
Pyre: Volt: Nether: Cast Beacons take part in tactical Strikes, all At the end of a Strike, the Beacons will
Health: Armor: across the most dangerous locations across receive a boon for their work. This boon is
Light: the system. A session of Light involves related to the nature of the Strike, and will
Resilient: Reduce all incoming Harm by 1. completion of a Strike, success or failure. help fuel them for their next dangerous job.
Shotgun: 2 Harm, Close, Hip Fire.
Punch: 1 Harm when standing still, 2 Harm at a sprint. Strikes can involve exploring ruins for tech Below are some considerations for boons:
Powers: from the Era of Dawn, fighting back against
-Increase in total Health.
• Fire Forge: Hurl 3 hammers, wreathed in flame. Deal 2 Harm each, leaving pools of fire in the enemies that would see humanity ended,
their wake. or unravel mysteries shrouded in Dark. -Increase to total Light.
• Charger: Electricity courses through you. For your next 3 attacks, you run at lightning speed One thing all Strikes have in common: They -Increase an Attribute.
and double all Harm done at melee range. are incredibly dangerous.
• Bubble: A barrier with 10 Health surrounds you and all nearby allies. Attacks cannot go -New weaponry, perhaps with unique
through the barrier, in either direction. Here are some ideas for Strikes: abilities and tags.
-A settlement has reached out and requests -New Powers, or upgrades to existing ones.
STALKER a relentless killer support against incoming alien raids.
-Nether energy has been leaking through a
Pyre: Volt: Nether: Cast Expanding the Game
rift in the ruins of a shattered city.
Health: Armor: LIGHT is a game that requires fuel as well. It
Light: -High ranking members of an enemy force is designed as a modular system. These are
Reflexive: Cannot take Harm as a consequence on a 4-5 roll. are holding a meeting, perfect for an the core rules, but there are more releases
Sniper Rifle: 3 Harm, Far, Stationary. ambush. that you may wish to include to expand your
Knife: 1 Harm, can be thrown. You always have a backup knife. experience with the game.
-Scouts have been returning from their runs
Powers:
with no memory of what they saw. You will find some of those optional modules
• Tether: All enemies close to target location are immobilized, wrapped in nether bonds. They
cannot move, and take +1 Harm on the next attack targeting them. -Beacons have begun to get sick, and the on the following pages. You can find more in
• Fire Cannon: Fire 3 perfectly aimed rounds, infused with fiery Light. Each deals 3 Harm. Light isn’t able to recover them. the Spark and Eclipse season passes.
• Voltaic Staff: Replaces your Knife for the rest of the fight. Deal 2 Harm, and reduce damage You do not need to include all of them, or
of incoming ranged attacks by 1 Harm. Cannot use other Powers while wielding. -Rumors swirl of a Beacon corrupted by an
ancient weapon, and they’re killing our kind. even any of them, if you do not want. I
encourage you to explore the world, and the
-The city’s ancient AI system is under
WYCH a fount of power assault, and requires immediate assistance.
system, to the scope that fits your table.
A complete version of LIGHT will be released
Pyre: Volt: Nether: Cast -A war party is entering the system. A later in 2022, including rules updates, new
Health: Armor: surgical strike against their command will art and layout, and more!
Light: leave them vulnerable to counterattack.
Light’s Warmth: Allies near you recover 1 Harm or deal +1 Harm when they act, you choose. -A tower of Light can be seen on the horizon.
SMG: 1 Harm, Mid, Spray. A source of power, or a tear in reality? Shine Bright, you are a Beacon of hope.
Void Grasp: 1 Harm, recover 1 Harm if target dies.
Powers: -Spires of rot rise from the ground across the
• Gravity Bomb: Hurl a massive ball of nether energy. Deal 5 Harm to target and 1 Harm to system, and a new foe emerges with them. Writing & Design: Spencer Campbell
everyone nearby. gilarpgs.com, gilarpgs.itch.io
• Solar Well: You and all nearby allies recover all Harm. Allies recover 1 Light. @GilaRPGs
• Arc Storm: Cast chain lightning from your hands, dealing 1 Harm to a number of targets The system is wide, and its needs are many.
Get to work, Beacon. Art: Licensed stock art from Adobe and
equal to your total Light.
Freepik
LIGHT ‘EM UP VULCAN
Guns. Beacons need them. Lots of them. The The Lighthouse has one primary gunsmith,
good news is there is no shortage of them Vulcan, who is responsible for maintaining
across the system. Between the vigilant the city’s armory, and distributing weapons
work of Vulcan, the gunsmith of the city, and to Beacons, members of the Wardens, and
the decoding efforts of the Librarians, anyone else who needs a firearm.
Beacons will find themselves drowning in
As Beacons, you don’t need to worry about
bullets.
currency when it comes to shopping.
A Beacon’s Best Friend Instead, Vulcan uses Bounties, just like the
other factions. Completing these bounties
A gun is made of two parts: the type of gun,
earn favor with the gunsmith, which can be
and its tags.
used to generate new weapons for the
There are 12 different types of gun in Light. Beacons. These bounties aren’t crossed off
Each type of gun has a base damage it deals like typical bounties, but they are available
when it hits, as well as the range that it is to the Beacons at the GM’s discretion.
effective at. Guns may be fired at other
Unlike other factions, the gunsmith doesn’t
ranges, but may not deal as much damage, or
have a clock to fill. Instead, favors with
have the effect the Beacon wants.
Vulcan are traded in directly for Boons. In
The range of a gun is an example of a Tag. addition, Beacons can trade in weapons they
Guns have can have multiple tags, though don’t want for favors, getting 1 favor for each
most guns start with just one or two. tag the weapon has.
Additional tags can be earned by having
Bounties for Vulcan
Vulcan upgrade your weapons. Many tags
are left intentionally vague, and are open to • Get a certain number of headshot kills
interpretation on how to use them in game. • Kills with a particular weapon type
An Arsenal • Using a variety of killing methods in a
Beacons start off with a single gun, but will single Strike
eventually want to carry more. A Beacon can • Collecting data on enemy weaponry
easily carry two guns with them on a Strike. • Bring in Era of Dawn tech parts
If they want, they may bring a third, but doing
so many create complications for them as 1 Favor Gets You
they deal with carrying three bulky weapons. • Replace a weapon tag
Sometimes Beacons will find weapons while • Add a random weapon tag
on a Strike, and want to bring them to Vulcan
to earn favor. If they do, they can decide that 2 Favor Gets You
the weapon is transferred to their ship for • Randomly generated weapon
transport, and they don’t need to worry
• Strips all tags and replaces them with
about carrying it around for the rest of the
random tags
Strike.
3 Favor Gets You

VULCAN • Custom made weapon. Choose the


weapon type and two additional tags
GUNS TAGS LEGENDS CRAFT
Generation Process: AOE: Affects multiple targets at once. Legendary weapons are unique pieces of This weapons catalog will get you started
tech that are scattered across the system. with filling your Light game with firearms,
1. Determine weapon type, roll 2d6 Backup Clip: Only on Reload weapons. You
Finding one of these is incredibly rare. They but it isn’t complete. To start, there are
don’t have to reload as often.
2. Determine additional tags are best suited as the Boon for an especially dozens of other legendary weapons out
Burst: Deals an additional Harm if you roll a 6 dangerous Strike, or after working hard to there waiting to be uncovered, left
3. Give it a name and describe
on the attack. gain the great renown with a faction. They abandoned in old ruins or in the hands of
1-3 4-6 are special in that they have a unique perk to humanity’s greatest enemies.
Charge: Must be charged momentarily
1 SMG Hand cannon the weapon, a tag that cannot be found on
before firing. In addition, the tag list here helps put
any other gun. These are some of them.
2 Auto rifle Trace rifle together a base loot pool, but you aren’t
Close: Effective up close.
3 Bow Fusion rifle Fang limited to only these weapon types and the
4 Scout rifle Sniper Rifle Elemental: Effective against shields. Hand cannon, 2 Harm, Close, Ravenous. tags written.
Erupt: Enemies killed with this weapon Devour: Recover 1 Harm when killing an As Beacons find more loot, either through
5 Shotgun Rocket launcher
explode in the Element used. enemy with Fang. engrams, or as Boons from factions or
6 Pulse rifle LMG
JARVIS Vulcan, they will want see the loot pool
Far: Effective from far away.
Additional Tags Sniper rifle, 3 Harm, Far, Stationary, Scoped. change with time. Work as a table to come up
Fount: +1 Light after getting a kill. Aim Assistant: Treat 4-5 rolls as 6s when with new and exciting tags and weapon
After determining the weapon type, roll a d6.
taking Nether shots. varieties.
If you roll a 5 or 6, the weapon comes with an Hip Fire: +1 Harm when fired with Pyre.
additional Tag, chosen from the list or Pathfinder Use rumors of Beacons from eons past who
Mid: Effective across a short distance.
randomly determined. wielded weapons of terrifying power to
Scout rifle, 2 Harm, Mid/Far, Nimble.
Nimble: +1 Harm when fired with Volt. create new perks for legendary weapons.
Base Weapon Stats Run and Gun: +1 to Volt.
Patient: +1 Harm when fired with Nether. Remember, Light is a rules-lite game, so
Auto rifle: 1 Harm, Mid Thunder
many perks and tags are written to allow for
Persistence: Cannot have effect reduced on Auto rifle, 1 Harm, Mid, Hip Fire.
Hand cannon: 2 Harm, Close some interpretation of their use. Use that
a roll of 4-5. Chain: Deals 1 Harm to everyone that is freedom when considering what tags to
Sniper rifle: 3 Harm, Far, Stationary Close to the target.
Ravenous: Increase the Harm by 1 for each include in the future. Maybe you’ll have a tag
SMG: 1 Harm, Close/Mid, Spray kill during a fight. Resets afterward. Grenadier that simply makes a weapon “notorious”. No
Fusion rifle, 2 Harm, Close, Charge. mechanical effect, but it sure does make you
Scout rifle: 2 Harm, Mid/Far Reload: This weapon occasionally requires
Mines: Lays explosives on any surface it hits, wonder. And maybe certain enemies will
time spent reloading.
Trace rifle: 1 Harm, All, Spin Up detonating with an AOE effect on those near. respond to it when they see it in action...
Ricochet: Missed attacks can bounce into
Shotgun: 2 Harm, Close Shredder Expanding Light
nearby enemies.
Fusion rifle: 3 Harm, Close, Charge Pulse rifle, 1 Harm , Mid/Far, Burst. This is a module for the Light. If you enjoy it,
Scoped: +1 Harm if time is spent taking aim.
Barbs: Whenever an enemy hit by this you can find the core rules, and all of the
LMG: 1 Harm, Close/Mid, Spin Up
Spin Up: Deal additional damage the longer it weapon moves, they suffer 1 Harm. releases for Light on gilarpgs.itch.io.
Rocket launcher: 4 Harm, Mid, Reload, AOE is focused on the same target.
Relentless
Pulse rifle: 1 Harm, Mid, Burst Spray: Can hit multiple targets within Bow, 2 Harm, Mid/Far, Reload.
effective range. Chain: If you roll a 6 to hit, the target is
Bow: 2 Harm, Mid/Far, Reload
chained to you. They cannot move further Writing & Design: Spencer Campbell
Stationary: Must be still for a short period in
order to use. away, and you can pull them to you. gilarpgs.com, gilarpgs.itch.io
@GilaRPGs
Vengeful: Effective against enemies that
Cover art: Beeple (Mike Winkelmann)
have harmed you.
HOME WORK
The Lighthouse. The last city of humanity. When working for the factions, the Beacons
Some settlements and bases are scattered take on Strikes that are considered a priority.
across the system, but the Lighthouse is Given the rarity of Beacons, deciding to send
home. a squad of them on a mission is not done so
lightly.
Citizens and Beacons live side-by-side. Most
people look to the Beacons for leadership, Favor & Bounties
but that responsibility is shared across a
Working with a faction will gain the Beacons
small group of factions. These factions keep
favor with that faction. Every time the
the city running, and also keep the Beacons
Beacons complete a Strike for a faction, they
busy with work. Strikes.
gain one favor for that faction. Favor is
Strikes tracked by the four segment clock.
Strikes can take on a number of different Prior to the Strike, the Beacons may opt to
forms, depending on who is giving the work. take on a Bounty for a faction as well. Doing
The factions of the Lighthouse have their so is optional, but is a great way of gaining
own agendas, and beliefs on what is most even more favor. Beacons can choose a
important to prioritize for the good of the Bounty from any faction before a Strike, not
city. just the one giving them the job.
A Strike can take place anywhere across the Bounties are objectives that either flavor the
system, and Beacons see themselves sent to Strike, or are an additional task the squad
all corner to root out enemy threats, delve must complete while out in the field. Once a
through ruins for tech and resources, and Bounty has been completed, cross it off the
generally keeping the remnants of humanity list, as the faction doesn’t need that done
safe. anytime soon. After all of the Bounties have
been crossed off, they are reset. If the
Factions
Beacons complete a Bounty, they gain an
Some of the factions of the Lighthouse are additional favor for the Strike.
described here. Their agendas are alluded
Boons
to, but you may find they change as Beacons
complete more Strikes for them. Boons are rewards at the end of Strikes. A
Strike always has a reward of some kind (see
Factions have a disposition towards the
Shine Bright for more details), but working

LIGHTHOUSE Beacons as well. Those that repeatedly get


the help of Beacons shower them with
Boons, while those ignored may begin to
form a grudge.
for the factions grants the Beacons even
greater Boons. When a faction’s favor clock
is filled, the Beacons may choose an
additional Boon from that faction.
Many of these Boons are single time
upgrades, such as a new tag for weaponry.
Others are ongoing benefits that the
Beacons can use in future Strikes. Once a
Boon from a faction has been chosen, cross
it off the list.
WARDENS
In charge of military operations for the Beacons, and the defense of the city.
FACTIONS DECODE
They make the difficult call on where to send the immortal guardians. One The Lighthouse is home to many factions. During a Strike, the GM might tell the
member from each class of Beacon is a representative of the Wardens, Those included in these rules are just some Beacons that they found an engram.
ensuring a balanced decision making process. of the most influential. As you play Light, you Engrams are typically dropped from
Bounties Boons will discover more factions. When you do, powerful foes, or found in remote locations
• Take out the enemy forces by ambush • Upgrade existing weaponry with a new tag discuss as a table what sort of agenda you during Strikes.
• Leave nobody alive • Increased favor with Vulcan think they have. What kind of work would
An engram is potential. It is a weapon,
• Gather critical military intel • Robotic frame soldier support for Strikes they send Beacons to do? And how would
waiting to be made manifest. When returning
• Eliminate a VIP • Emergency evac for combat Strikes they reward them?
to the Lighthouse, the Beacons must decode
• Kill with a specific weapon or Element • Intel report for combat Strikes Here are some of the factions of the last city the engrams to see what they get. A
• Defend a location under siege • Highly destructive ordinance for Strikes of humanity: Librarian, a faction responsible for the
• Scout out an opportunity for a future Strike • Medical kits for combat Strikes studying of engramic science, can do this.
House of Mortem: Death obsessed cultists.
• Survive a Strike with no deaths • Warden insignia, and associated authority
They believe that in death, there is When decoding an engram, roll to determine

VEIL knowledge, and so they study the


reincarnation process of the Beacons
what it becomes:
• 1-5: A randomly generated weapon from
Intelligence gathering, spy and infiltration work, and monitoring the greater carefully.
by Vulcan (see Light: Vulcan).
threats across the system. Veil operatives keep their association under wraps,
Knights Scholar: Warrior poets and scholars,
but hire Beacons for particularly dangerous work. Sometimes they need to spy • 6: A legendary weapon from Vulcan.
they ascribe to the belief that knowledge is
on citizens of the Lighthouse and its many factions...
Bounties Boons power. Cataloging the strange phenomenon There are rumors that the Librarians are
found across the system drives them. working on methods for decoding engrams
• Assess the danger of a possible threat • Covert drop off for Strikes
into other things. Pieces of armor and tech
• Collect old data from the Era of Dawn • A lead on a place of power for Beacons Pax Eterna: Keepers of the peace in the
that can grant great power and abilities to
• Plant a tracking device on a crucial VIP • Supply cache left at a key location Lighthouse. Overt police force, but also
the Beacons who wield them.
• Leave a corrupting file in enemy systems • Acquisition of an illegal item undercover agents rooting out Darkness.
• Bring in a VIP for questioning • Meeting with a highly sought out VIP The Guild: The spacing guild, and
• Eliminate a traitor within our ranks • Forbidden insight on the Dark responsible for maintaining the fleets and Expanding Light
• Track down rumors of a place of power • Access to the hidden library trade routes between the few remaining
This is a module for the Light. If you enjoy it,
• Unveil a means of granting new Light powers • A temporary Light renewing power source human settlements in the system.
you can find the core rules, and all of the
The House: Responsible for the regulation of releases for Light on gilarpgs.itch.io.
ROGUES infrastructure and government in the
Not everyone has the Lighthouse’s best interests at heart. Rogues are looking Lighthouse, what little there is. While they
out for themselves, and need Beacons to handle some of the heavy lifting. are not the official rulers of the city, they Shine Bright, you are our Beacon of hope.
While it isn’t the most honest work, Rogues can pay better than most in the tend to act like it.
city, and they have connections you could never imagine.
Visionaries of War: An order of war-focused
Bounties Boons
scientists. They believe that all things begin
• Smuggle some contraband to a location • Era of Dawn weapon tech
and end in war, and strive to be prepared.
• Collect a relic of the Dark, for research... • A sizable amount of currency, life changing
• Prevent the Veil from discovering a spy • A favor, to be called on at any time Vulcan: The gunsmith of the Lighthouse.
• Check on a safe house that’s gone quiet • Get out of jail free card Responsible for maintaining the city’s
Writing & Design: Spencer Campbell
• Steal a prototype from the armory • A lead on a place of power for the Dark armory and distributing weapons. See Light:
Vulcan for more details. gilarpgs.com, gilarpgs.itch.io
• Acquire some Era of Dawn tech • Develop a new weapon tag, custom made
@GilaRPGs
• Bring back some enemies, alive • Access to Rogue safe houses in the system
Cover art: Beeple (Mike Winkelmann)
• Test out a new tech project in the field • A shard of Dark, and all the power within
FOES FIGHT
NEMESIS The system was once the playground of
humanity. Our reach spread wide, and the
Combat in LIGHT does not use an initiative
system, and so enemies do not take turns.
Beacons lead the charge into the unknown Instead, they react and move based on the
dark. A great collapse brought that rolls of the players, and when the GM wants
crumbling down, and now carrion creatures to drive the fight forward and present threats
circle above, waiting to take a bite. to the Beacons.
Alien species from beyond our system covet
the power of the Beacons, and the resources Enemies is a catch-all term for anyone that
of Earth’s once great empire. They have the Beacons may fight. This could be one of
invaded, and begun establishing footholds the many alien species invading the system,
on multiple moons and planets. Each has a spy trying to sabotage the Lighthouse, or
their own plans in motion, though all of them even a fellow Beacon, corrupted by Dark.
would see us destroyed.
Corvus Dominion: Driven by a desire to An enemy is made of three components:
wage war and conquer. Soldiers tower over
Beacons, huge masses of muscle, armor, and Health: The amount of Harm they can take
weaponry. They are coordinated, and prefer before they are dead.
standard warfare tactics over anything else. Weapon(s): Harm dealt, and tags.
Their armor is hammered into the shape of Moves: Actions, reactions, and motivations
plumage to denote rank, and kills. that the GM can use to give the enemies life.
Windswept: Experts in hit-and-run raiding,
these aliens are considered pirates by most
When a Beacon makes an action and fails, or
standards. A fair fight is a last resort, instead
has a complication involved, the GM can use
preferring ambushes and exploiting weak
one of the enemy’s move in response, or
points. Their empire was once greater than
simply react with violence and inflict an
our own, but a calamitous event has since
enemy’s weapon Harm on the Beacon.
scattered them to the winds of space.
Surge: A machine species that acts as a
singular mind, connected across time and Enemies act differently in combat based on
space. It makes surprising them difficult, and what species they are, and what kind of
their efforts are always extremely combatant they are in the ranks. Not all
coordinated. They use reverse terraforming enemies will want to stay in a prolonged gun
to change worlds into a perfectly fight with immortal warriors, and many will
symmetrical simulation. not want to make it a fair fight. GMs should
use the motivations of the enemy factions,
Ruin: Chitinous armor covers these death and the moves of the enemies themselves, to
obsessed aliens. They believe that power make every fight feel different than the last.
comes from killing, and have a strict
hierarchical system in place based on tribute
of pain. Those higher in the ranks appear to
wield arcane powers beyond our
understanding, and hint at a greater power
behind them.
CORVUS WINDSWEPT SURGE RUIN
Crow Wisp Spark Zealot
Massive and mean, they charge forward Disposable foot soldiers, poorly armed. Bipedal frames that shift in place, and march Writhing bodies, wracked in agony, blinded,
using boosters on their backs. Health: forward with relentless drive. and thrashing forward with claws out.
Health: Shock pistol: 1 Harm, Close/Mid Health: Health:
Iron rifle: 2 Harm, Mid Moves: Temporal rifle: 1 Harm, Mid/Far Raking claws: 1 Harm, Close
Moves: • Scuttle and scatter Moves: Moves:
• Charge forward • Set or spring an ambush • Teleport in and out of space • Sprint wildly towards a threat
• Close the gap • Distract until reinforcements arrive • Steadily march forward • Rend and tear anything within reach
• Regroup and retaliate • Distract from primary purpose • Swarm with overwhelming numbers
Zephyr
Rook Standard corsair, fires on enemies from afar Coil Acolyte
Crows that have been given massive, to weaken them before swooping in. Wiry and sharp looking frames, they stare Loyal foot soldiers. They obey commands,
unbreakable projection shields. Health: unblinking from a distance before firing. but look for opportunities to ascend.
Health: Shock rifle: 2 Harm, Far, Reload Health: Health:
Steel shotgun: 3 Harm, Close Moves: Spatial rifle: 2 Harm, Far, Reload Pain pistol: 1 Harm, Close/Mid
Moves: • Find the high ground Moves: Moves:
• Activate massive shield • Aim for the weak link • Regenerate health • Duck behind cover for a moment
• Hold a position • Seek cover • Teleport to safe location • Summon an arcane turret
• Send flying with a shield bash • Line up the perfect shot • Obey commands
Rush
Hawk Shock troops meant to ambush a target, Storm Horror
Forgoing firearms and instead wielding creating openings for Wisps to swarm in. Massive frames with a personal shield. Massive chitinous knights, they are lethal at
massive steel claws that rend apart flesh. Health: Charge forward when the shield is broken. all distances, and regenerate their wounds.
Health: Scrap blaster: 2 Harm, Close, Spray Health: Health:
Corvus claws: 2 Harm, Close Moves: Causal Hammer: 2 Harm, Close/Mid, AOE Agonizer: 2 Harm, Far, AOE
Moves: • Activate cloaking technology Moves: Cleaver: 2 Harm, Close
• Jet pack relentlessly forward • Sneak up to a Beacon • Deflect damage with shield Moves:
• Assault from a point of weakness • Ambush a distracted enemy • Teleport next to a Beacon to strike • Summon a protective shield and heal
• Swing claws wildly • Coordinate ordinance attack • Dodge and weave out of harm’s way
Cyclone • Summon the swarm
Falcon Windswept command, run a ship and the Conduit
Field command, armed with explosive crew, but prefer being part of the raid. Floating cannons, with a near invulnerable Seer
weapons and reflective personal shields. Health: shield that rotates around them as they fire. Flying. Pain. Wizards.
Health: Curved blade: 1 Harm, 2 if done after a Health: Health:
Steel cannon: 2 Harm, Mid, AOE teleport Nether Mortar: 2 Harm, Mid, AOE Arcane blast: 1 Harm, Mid, Burst
Moves: Moves: Moves: Moves:
• Deflect damage with shield • Deflect damage with shield • Deflect damage with invulnerable shield • Deflect damage with shield
• Rain down fiery death • Teleport a short distance • Fire multiple mortars at a location • Summon a toxic and debilitating cloud
• Coordinate a robust attack • Rally the troops • Teleport to the middle of a fight • Fly across the battlefield

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