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PLOUGHSHARES INTO

SWORDS
INTRODUCTION

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STORIES FROM E.R.

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EDEN RISING

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Example Flashpoint:
A Bag of Cats

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INTERNAL FACTIONS

Farmers

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The LQ

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echoHum

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The New Atlantis

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Community Generator

Habitation

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Community Leaders

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Needs of the Community

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Produce of the Community

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Quirks of Culture

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Community Defences

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Hazards in the Community

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MANUFACTURER
INFORMATION

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Core Bonuses

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ER

BANKSIA
Controller/Striker
“There will be an end to all things. Heat seeps away into stillness. Stars burn into the cold.
Particles cease their dance. Every movement hastens our dance towards the stillness.” - The LQ

The Banksia stands as the compendium of advanced paracausal energy technologies. Members of
the Movement concerned about energy wastage and entropy have looked into studies on how long term
energy efficiency and recycling will affect future technologies, but some consider this not far
enough. The Penrose Processes, tachyon creation events, a-causal wave sensors, all act in concert to
create a system of minimal energy requirement and effective collection mechanisms. While often not
apt for the job, ecologically conscious collectives often use Banksia for a range of tasks, such as
construction or even defence. The LQ have heaped praise upon this frame, as one of the few
forward-thinking designs for the long-term existence of humanity.

CORE STATS
​ CORE SYSTEM
Size: 1 Save Target: 11
PENROSE PROCESS
Armor: 1 Sensors: 10
HULL SYSTEMS
“Spinning, dancing, twirling, but at some
HP: 7 E-Defense: 12
point the music stops, and no longer is there
Repair Cap: 4 Tech Attack: +2
a chair to sit upon. Never again will the
AGILITY SP: 7 beat sound.”
Evasion: 8 ENGINEERING
Speed: 4 Heat Cap: 7 Robbing black holes of their rotational
energy is one of the long-term extension
processes that a type-3 galactic civilization
TRAITS can engage in to prolong their energy
lifespan. Paracausal entanglements have been
HEASTSENSE shown to be able to generate a temporary
The Banksia is aware of the exact amount of heat black hole, if there is energy to spare and
and Heat Cap all characters have within Sensors, as the right particles all collide in perfect
if the character had been Scanned. ways. Such probability manufacturing
requires a toolset unmoored by time, and the

mass to fling into such whirling infinities.
SUPERIOR REACTOR
The Banksia gains +1 Accuracy on ENGINEERING Zarovitch Array
checks and saves. Heavy CQB, AP
[5 Range] [1D3+2 Energy]

SUNFLARE SWIMMER This weapon cannot be fired as normal. It fires as a


free action at the end of your turn, and targets all
You have resistance to damage caused by blasts
hostile characters in the Danger Zone in range.
from Reactor Meltdown..
MOUNTS

Rotational Superradiance
Active (1 CP), Protocol
For the rest of the scene, your Zarovitch Array takes
on the below profile instead.
Zarovitch Array
Heavy CQB, AP
[5 Range] [1D6+2 Energy]
This weapon cannot be fired as normal. It fires as a
free action at the end of your turn, and targets all
hostile characters in the Danger Zone in range.
On Hit: You may elect to clear all heat from the
target. Deal Bonus Damage equal to the amount of
heat cleared in this way.
LICENSE I: FUNNELLING CENTRIFUGE, RADIANCE TRANSPOSITION ALGORITHMS

Funnelling Centrifuge
Main Rifle, Heat 1 (Self)
[8 Line] [1d6 Energy]
On Hit: If the target is in the Danger Zone, this weapon adds 1d3 bonus damage.

Energy moves through substances along the path of least resistance, and by creating a free
flow of electron movement, any available energy sources can connect with lancing beams of
electro-magnetism energy. When excessive heat is venting from a target, the sudden rush of
connective energy can begin to fry systems and melt components.

​Radiance Transposition Algorithms


2 SP, Quick Tech, Invade, Unique
Gain the following options for Invade.

Transpositional Energy Variance: Target loses 2 heat if able, and all enemy targets in burst 1 of them take 2
heat.

Ground Conduction: If the target is in the Danger Zone, it becomes Prone.

Folding the superposition of two particles has been something humanity has done since before
the collapse. The clumsy atom-smashers past technologies have now been replaced by precise
fractal grooves perfectly matching each other, which has drastically increased the speed and
scale of which quantum entanglement can occur.

LICENSE II: BANKSIA FRAME, HEAT SINK SEIZURE, ENTANGLED VIBRATION RADIATOR

Heat Sink Seizure


2 SP, Unique
1/Round when you cause a hostile to gain heat because of Invade, they gain +1 difficulty to melee and
ranged attacks until the end of their next turn.
The excess heat that the fusion reactors cause is often channelled through appropriate
heat sinks, capacitors and channels to conduct those excess electrons away from delicate
machinery. Once you’re in a system, deploying a few subroutines to mess with these is
just adding insult to injury, working to cause failures in a host of systems.

Entangled Vibration Radiator


2 SP, Unique
When you Stabilize and choose to remove all heat, you may then make all hostile characters within Sensors
make an ENGINEERING check. If they fail, inflict 1 heat.
Rapid distance entanglement allows for heat dissipation to be conveyed to sources far away.
The complexities of directing this energy through a quantum bridge requires the focused efforts
of a dedicated subsystem working to ensure heat isn’t translating to its neighbouring
materials.
LICENSE III: HATI SKOLL ENFORCEMENT, MICROWAVE ARRAY

​Hati Skoll Enforcement


2 SP, Full Tech, Unique
You gain the following Full Tech options.

Heat Tunnelling: Target a character within Sensors. The target must succeed at an AGILITY save or become
Slowed until the end of their next turn and take AP energy damage equal to their heat+2. They then remove all
their heat.

Localised Entropic Bleed: Target a character within Sensors. The target must succeed at an ENGINEERING
save or roll D3s on stress checks instead of D6s for the remainder of the scene.

Entropy can be tamed, and complex paracausal mechanics allows for energy to be quickly bled off
or made unstable in escalating casades. Reaching into the universal rules that govern the
movement and properties of energy in opposing mechs is to sic the ending of the universe on an
unsuspecting target.

Microwave Array
Main Rifle, Heat 1 (Self)
[Range 12] [1d6 Heat Damage]
On Hit: If the target has the Biological tag, they become Imapired until the end of their next turn.
If this weapon receives bonus damage, this bonus damage is always treated as Energy damage.

Microwaves have been used for millennia now, in science, domestic life, and warface. Scaling
it up to mech scale however, has only been a recent, and controversial, development from the
Last Question. By stacking magnetrons and tuning them to target frequent materials in many
frame constructions, the regular deflection of metal can be overcome by finding any chinks in
that armor.
ER

BIRCH
Support/Defender
Birch frames were the first combat ready Eden Rising designs identified by Union construction
crews in the Diaspora, where habitation and supply depots are few and far between. A mobile,
space-worthy habitat for a family is worth its weight in gold, and being able to print it cheap and
pilot it knowing only the basics makes it an incredibly desirable frame when home is beyond reach.
Lancers using the Birch have found it a particularly great mobile armoured base, using it to keep more
specialised frames in the fight. A gentle, lumbering behemoth, sheltering those in its shadow and
turning wrath on those who would threaten its flock.

CORE STATS CORE SYSTEM


Size: 3 Save Target: 10 HABITATION BLOCK
Armor: 1 Sensors: 10 Designed as a place for families to live on
HULL SYSTEMS the short to medium term, this system has
HP: 10 E-Defense: 8 also been used for mech storage and transport
Repair Cap: 8 Tech Attack: -1 by cosmopolitan-types.
AGILITY SP: 8
Evasion: 6 ENGINEERING MOUNTING PORTS
Speed: 3 Heat Cap: 8 An ally smaller than the Birch may, as a Quick
Action, board the Birch. They occupy the same
TRAITS space as you and are adjacent, and move when you
GUARDIAN do. All characters mounted in this way may treat you
as cover as per the Guardian trait.
Allied adjacent characters may use the Birch as hard
A maximum of 5 allies may be mounted at any one
cover.
time
An ally may dismount from the Birch as a Quick
DOCKING BAYS Action.
When the Birch Stabilizes to clear a condition from If the Birch moves for any reason, all characters
an ally, it may elect to clear all the ally’s conditions mounted in this way become Impaired until the end
(except their self-inflicted ones), and the Birch gains of their next turn, jostling about as it moves..
those conditions yourself. The Birch may not clear
conditions the Birch already has in this manner.
Support Systems Active
FULL SYSTEM RESET Active (1 CP), Protocol

When the Birch Stabilizes, if it chooses to clear a Until the end of your next turn, allied mechs adjacent
condition from itself, it may clear ALL conditions from to the Birch may Stabilize once per round, as a free
it, including self-inflicted ones. action.

MOUNTS
LICENSE I: AMENITIES, COLD-WELDING REPAIR BAY

Amenities
1 SP, Unique, Overshield
At the start of combat, all adjacent mechs gain Overshield 2
At the GMs discretion, they may also gain 1 Accuracy for a specific pilot or mech skill check.
Eden Rising designers believe it’s important to provide a number of home-comforts to
outfit cockpits. Small, combat-safe stoves, comfortable and compact bedding, frames for
images of family, and even hydroponics. Everything to remind you and your friends what
you're fighting for.
Cold-Welding Repair Bay
1 SP, Stabilize, Unique
When you take the Stabilize action, and elect to restore HP, you may also clear half your heat.

Heat-dispersal in space is a particular problem, and expensive to boot. As such, the


Movement helped create a series of innovative upgrades that use endothermic biological
materials to assist in hull repairs, to store heat within the materials themselves. These
lattices of carbon-silicates were originally pirated from a Harrison Armory research
campus, who have put its projects on hiatus as security teams seek out the leak in their
intellectual security.

LICENSE II: BIRCH FRAME, WASTE EVACUATION CANNON, MOTHER-BEAR REFLEXES

Waste Evacuation Cannon


Auxiliary Cannon, Heat 1 (Self)
[10 Range] [1D3 Explosive Damage]
You may fire this weapon as a free action after you stabilise.

Cheaper systems often mean dangerous or corrosive by-products. The “waste not, want not”
mentality of Eden Rising means these can be recycled and repurposed. A few servos,
actuators, hosing, pressure valves and targeting computers turns what would otherwise be
a reservoir of volatile chemicals into a weapon for clearing asteroids, or deterring
dangers.

Mother-Bear Reflexes
3 SP, Reaction, Unique
You gain the Shielding Terrain Reaction.

In the harsh and occasionally unpredictable realm of space, protecting your home by
shielding it with solid asteroids seems particularly appropriate. However, very direct
attacks can cause significant damage. These systems were designed to allow rapid
repositioning to let the terrain take the blow, instead of your home.

Shielding Terrain
Reaction, 1/round
Trigger: You are adjacent to an object, and an enemy ends its move within 10.
Effect: You may move your Speed to another set of free spaces adjacent to the object. You may also move any
allied characters you are adjacent to with you. This move ignores reactions and engagement. You and any
allies you transported like this do not lose hidden this turn unless they are no longer in cover.
LICENSE III: UTILITY DRONE, ASTEROID MANIPULATION FIELD

Utility Drone
2 SP, Unique, Limited 1, Quick Action, Drone
Utility Drone (Size 1/2, 5 HP, 10 Evasion, 10 E-Defence, Tags: Drone)
Spend a charge to deploy a Utility Drone to any free space in Sensors.
1/round, one ally adjacent to this drone may clear a condition, excluding self-inflicted ones. It deactivates at the
end of the scene.
A highly versatile drone developed as a replacement for human pilots in space. Though it
lacks the resources for direct repairs, it is piloted by a well trained homunculus,
capable of adaptive solutions to numerous problems, and fine manipulators to carry out
corrections.

Asteroid Manipulation Field


2 SP, Protocol, Shield, Heat 1 (Self), Unique
Until the end of your next turn, you may use hard cover from obstructions 1 Size smaller than you. Hard cover
also provides 3 Difficulty to hit you, instead of 2. Allies using you as hard cover also have 3 Difficulty to hit
them.
Intended to use asteroids as impromptu shields from other space-junk within the area by
extending an opaque energy shield from them, this particular system has found significant
use outside of orbital housing.
ER

CEDAR
Striker/Support
The Cedar was designed to deal with hazardous materials disposal and waste-management. Whether
it's a world dealing with nuclear fallout, or clearing out and maintaining sewer systems, the Cedar
can handle it. In particular, the Cedar was designed to protect and provide additional systems to
backup frames and equipment.

Waste-management and hazardous material disposal isn’t a one-man job, it's the work of a
community. The Cedar is the centre of a team, a combination of scanner diagnostics and specialised
handling systems combined together in a highly protective shell. Tweaks to GMS scrubbers and failsafe
systems has given the Cedar legendary status for its survivability in harsh environments, and
networking analysis engines help to identify the most expedient routes for deconstruction. The
enduring and protective nature of the Cedar has seen them handling nuclear fallout, maintaining sewer
systems and decommissioning starships, all with ease. An array of hardpoint and lodgement systems
keep the Cedar in place, most famously in the Pacristic Monorail disaster when a Cedar managed to stop
a moving engine, saving hundreds of Pacristians.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 11 MANY HANDS DECOMMISSION
Armor: 1 Sensors: 8
HULL SYSTEMS NETWORK
Disaster can strike at any moment in
HP: 10 E-Defense: 7
dangerous environments. For such occasions,
Repair Cap: 5 Tech Attack: +0
the folks at echoHum helped design a
AGILITY SP: 6
specialist system, where a team in close
Evasion: 8 ENGINEERING
proximity can closely synchronise their
Speed: 4 Heat Cap: 6 computers, and feed back into instinctive
reactions within frames, allowing for a
TRAITS drastic boost in teamwork and performance
INSULATED under pressure.

The Cedar has Immunity to Burn ENGAGE LINK


Active (1 CP), Protocol
SHIELDED SYSTEMS For the rest of the scene, as long as you are adjacent
The Cedar has Resistance to damage from to an allied mech, you and all adjacent allies gain
Dangerous Terrain and the Environment +1D3 Bonus damage on all melee and ranged
attacks

ROPE TEAM DEPLOYER


When the Cedar or adjacent allies suffer involuntary
movement, they may make an AGILITY Save against
the attacker’s save target with 1 Difficulty. Success
makes the ally Immune to that movement.
If a save is already required, they gain an additional
+1 Accuracy on that save.
MOUNTS
LICENSE I: DIGESTER NEXUS, FAILURE-POINT TRACKING

Digester Nexus
Auxiliary Nexus, Smart
[10 Range] [1 Explosive Damage]
On Hit: Until the end of your next turn, all damage against this target from any source other than a Digester
Nexus increases by 1. This stacks, up to a maximum of +3 amongst all Digester Nexi.
Some blockages and hazardous materials are stubborn, and the application of a few small
Digester drones, with special enzyme cultures onboard delivered by high energy injection,
can assist.

Failure-Point Tracking
2 SP, Unique, Scan
When you Scan a target, create a burst 1 area centred on your target. Attacks gain 1D3 Bonus damage
against targets in the burst. This area of effect disappears at the start of your next turn.
It is important to watch for weak points, where infrastructure may fail at any point, or
where damage may cause breaches in containment. Folks out on the Diaspora have found that
this information can be quite useful for finding issues in combatants. Always best to
tighten your bolts and double check those rusty plates, because that's where you’ll get hit
first, no doubt.

LICENSE II: CEDAR FRAME, BREACH ENERGY CONVERTER, MOBILITY HOOKS

​Breach Energy Converter


2 SP, Protocol, Shield, Overshield, Heat 2 (Self),Unique
Until the end of your turn after you activate this protocol, count the amount of damage you deal. At the end of
your turn, an ally within Sensors gains Overshield equal to half that amount, up to a maximum of 8. This
protocol then deactivates.
Attempting to clean up issues can cause unforeseen consequences downstream, faster than
you can react. To deal with this, Eden Rising contributors found a way to gather energy
from breaching efforts, and convert it into a simple energy shield projector. Though
typically used to block exits for hazardous fumes to escape from, more militantly minded
contributors converted it into a projective barrier for allies.

Mobility Hooks
Main Melee
[2 Threat] [1D6+1 Kinetic]
On Hit: You may move to any free space adjacent to the target. This move ignores reactions and engagement.

Often people can be separated from their team by an imminent threat. The Mobility Hooks
were designed to both interact with hazardous materials, as well as allow movement of the
Cedar frame to stay in close proximity to teammates.
LICENSE III: CONCENTRATED WASTE CHARGES, ETCS

Concentrated Waste Charges


2 SP, Mod, Limited 3.
Choose a Melee or CQB. On a hit with that weapon, you may spend a charge. The weapon does 2 Burn as
Bonus Damage.
Hazardous Material storage can be difficult. Waste concentrators were part of the original
Cedar licence, though issues were found when concentrators gathered slag elements from
reactor output. Some consider this particular mod from the more war-ready types in Eden
Rising to be potentially illegal. The designers consider the issue to be more one of
recycling.

ETCS (Emergency Threat Containment System)


3 SP, Deployable, Unique, Quick Action
ETCS: Size 1, 20 HP, Evasion 5, HULL +2, Tags: Deployable
Deploy a Size 1 ETCS in a free space adjacent to yourself. After deploying, choose one character adjacent to
the ETCS, they make an AGILITY Save versus your Save target. If they fail, they are Grappled by the ETCS.
The ETC is considered Size 2 for the purposes of Grappling, and has 2 HULL.
The ETC cannot initiate new grapples and must be redeployed to activate again. The ETCS can be picked up
again for redeployment as a Quick Action.
When emergencies arise, sometimes you just need to hold back the tide as best you can. For
this case, the ETCS was developed, a large scale freshly printed carbon-fibre micro-mesh
and osmotic membrane. With the ETCS itself regulating the size and shape to best contain
hazardous materials (or mechs), it becomes an ideal delaying tool until a long term
solution can be found for the problem.
ER

CYPRESS
Defender
Every death is trillions of experiences, opinions and values that are thrown away. echoHUM found
that prospect completely demoralizing, and have been reiterating the design for the Cypress for close
to a century. Incredibly large computational devices and scanning arrays both store and actively
initialize a range of homunculi, simulacrum of human minds. Cypress’ are a brilliant combination of
transport, environmental survival suits, and storage devices for dedicated researchers and archivists
to travel across the dangerous landscapes of the galaxy to find remote communities. With community
permission, they create backups of important experiences and skills to their cultural Library. Each
Cypress’ fabrication license becomes more and more unique, with exabytes of additional data from each
homunculi. The Cypress is endlessly haunted by friend and foe, but haunting is a way to keep the past
alive.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 10 FLASH HOMUNCULUS SUITE
Armor: 2 Sensors: 10 Originally created as a way to track and preserve
HULL SYSTEMS the identities of those that died, as well as
catalogue breaking down technology, this system
HP: 8 E-Defense: 10
has since been adapted to rapidly preserve and
Repair Cap: 5 Tech Attack: +1
recreate a pilot's homunculus to provide
AGILITY SP: 7 assistance and moral support in the event of
Evasion: 8 ENGINEERING catastrophic injury or even death.
Speed: 4 Heat Cap: 6
Emergency Data-Loss Homunculi Fabrication
Active (1 CP), Protocol
TRAITS
THE CLOAK OF ANCIENTS For the rest of the scene, when you Bolster an Ally,
select an enemy character within Sensors. You gain
When you Bolster an ally, they may gain Overshield
a bonus depending on their Role (if there are multiple
equal to your Grit +1.
roles, you may select one). bonuses of the same type
do not stack.
A LIBRARY OF WISDOM Each benefit may be held for 1 scene, and must be
When printing this frame, you may select a +2 used as soon as possible.
Trigger to have in addition to your regular triggers,
which you may while you have access to your frame. Artillery: Your next ranged attack has +5 Range
You may change this trigger after a Full Repair Controller: Your next tech attack does an additional
2 Heat
MOUNTS Defender: The next Allied character within Range 5
hit with a ranged or melee attack gains Resistance to
that attack.
Striker: Your next ranged or melee attack deals 1d6
bonus damage
Support: The next Allied character you end your turn
adjacent to clears one condition that wasn’t
self-inflicted.
Biological: The next attack against an Allied
character within Range 5 is made at +1 Difficulty
LICENSE I: MORIBUND CODE-CACHE, VAPREK BOW

Moribund Code-Cache
1 SP, Bolster, Unique
When you Bolster an ally, they may re-roll the next Stress or Structure check they make. They must keep the
result of the re-roll. You may only have this effect active for one ally at a time.
Over the many contributors to the Movement, one of the largest volumes is on how things break
down. This staggering archive of failure, both mechanical and biological, has been drawn on to
provide a near comprehensive list of possible solutions to keep most things functioning at the
edge of breakdown, and how to break them.
Vaprek Bow
Main Launcher, Loading
[Range 10] [1D6+1 Kinetic Damage]
When you Bolster an ally, you may immediately load this weapon and a make an attack with it against a
character adjacent to that Ally and within Range and Line of Sight
The muscle memory of placing arrow-like projectiles into the notch is something that can be
distilled down to a primal level that code can represent. Pruned down to sheer muscle-memory,
the Vaprek Bow uses a simulation of the dopamine and adrenaline reaction of a threat to allies
as motivation for complex kinesic mechanisms to engage.

LICENSE II: CYPRESS FRAME, ANCESTRAL REFLEX HOMUNCULUS, TRAUMA BACKUP SYSTEM

Ancestral Reflex Homunculus


2 SP, Unique, Quick Action
Until the end of your next turn, adjacent allies can use your mech as Hard Cover. Once, while this system is
active, when you are hit by an attack, you may move your mech and any adjacent allies 3 spaces, ignoring
reactions and engagements.
Knowledge of unarmed martial arts has always been of great interest to human beings. A vocal
sub-community of the Movement took particular interest in creating technology that preserved
the minds and advice of martial art masters. With this the homunculus archive of knowledgeable
masters, and the accelerated reflex times of a mech, even the smallest frame can protect their
allies from incoming fire.

Trauma Backup System


2 SP, Reaction, Unique, Shield, Overshield, Heat 2 (Self)
Gain the Refugee Code Reaction
Close calls happen all the time in the world. When those happen, you need everyone else to work
twice as hard. The Trauma Backup System is both a limited shield projector, and homunculus
comp/con designed for power system management with significant Emergency Services life
experience. When the homunculus recognises a scenario of significant danger to those around it,
it begins allocating power to both protect the frame, and provide limited emergency power to
vital systems. In combat scenarios, this often is directed towards weapons.

Refugee Code
Reaction, 1/Round
Trigger: An ally you have Bolstered since your last turn receives damage.
Effect: Gain Grit+2 Overshield, and gain +1D3 Bonus Damage on your next attack.
LICENSE III: EMULATION ENGINE, CALAVERA-CLASS COMP/CON

Emulation Engine
Heavy Nexus, Limited 3, Unique, 1 SP
[1 Range] [0 Kinetic Damage]
Gain the Polymorph Interception reaction.

Originally designed as a large multi-tool that would copy and record uniquely designed machines
in the thousands of cultures out in the Diaspora, as well as replicate their use. However, a
number of Diasporan movement members have managed to adapt the Emulation Engine to copy
weapons, though it required the pairing of accelerated engineering homunculi and the condition
of being struck with the weapon in question.

Polymorph Interception
Reaction, 1/Round
Trigger: An Ally within range 3 is hit with an attack
Effect: Immediately move up to 4 spaces until you are adjacent to the Ally. If you are not adjacent, this effect
now ends. If you are adjacent, you are now the target of the attack, and your Ally is Immune to damage for the
duration of the attack.
This weapon gains the profile, damage amount, type, accuracy, difficulty, conditions and tags of the weapon
that has now hit you, and retains this profile until the end of the scene, or until this reaction is triggered again.
Following this you may make an attack with this weapon on the source of the original attack as part of this
reaction.

CALAVERA-Class Comp/Con
3 SP, AI, Unique
Your mech gains the AI tag.
Gain a Discussion Die, a 1D6 starting at 6
Every time any character within Sensors loses a Structure, you may reduce the value on the die by 1. When
the die is at 1, you may reset the die to 6 to make any Quick Action as a Free Action once until the end of
your next turn.
Calavera is not a full NHP and so cannot enter Cascade.
The Discussion die resets on a rest or Full Repair.
The Calavera is not a single AI, but a composite chorus of several expert homunculi, similar in
principle to the Union naval Legionspace. Originally created as an advisory comp/con for cultural
and political matters, preserving the minds of those deceased who were important to a specific
isolated community, the Calavera was notorious for the composite homunculi bickering and arguing.
However, once the prolonged debate eventually settled, the homunculi were able to act decisively and
accurately, both in cultural matters, and when implemented on the battlefield.
ER

MANGROVE
Controller/Support
Initially designed for urban renewal, the Mangrove seeks to recycle materials and store /
repurpose them for future growth and development. The Mangrove has found extensive use in new
communities to Union, as rapid deconstruction of sub-optimal housing, or the retrofitting of dirty
chemical engine vehicles is necessary to seed the ground for future development. A powerful
workhorse, it sports stability and endurance to ensure that it can survive impromptu demolitions and
the destructive environments it is subjected to. Eden Rising technicians have provided a safety
switch to override limiters and biological detection units, turning the grinders and fabricators into
a series of weapons to “recycle” the enemy.

CORE STATS
​ CORE SYSTEM
Size: 1 Save Target: 10 ZOMBIE REPAIRS
Armor: 1 Sensors: 10 Even the most damaged machine can be an asset to people
HULL SYSTEMS out in the Diaspora. Members in the Eden Rising movement
HP: 10 E-Defense: 8 got together to develop a method of temporarily
connecting power and making micro repairs via small scale
Repair Cap: 8 Tech Attack: +0 drones to broken wrecks, or even using emergency
AGILITY SP: 6 responder codes to force systems to respond. These mobile
Evasion: 8 ENGINEERING wrecks are especially useful in battle, though the
psychological effects of a former comrade's smoking frame
Speed: 4 Heat Cap: 6 getting back up and attacking their allies has its own,

TRAITS

unmeasured, psychological effect as well.

Lazarus Sign
EXCAVATOR
1 Threat, Melee Auxiliary, Knockback 1
Dragging objects does not cause you to be [1D3+1 Kinetic]
slowed. When you lift objects, instead of being Pick a Wreck within Sensors to act as the origin of
Immobilized, you are Slowed. this attack.

​ ShambleSon Activation
REINFORCED FRAME Active (1 CP), Protocol
The Mangrove has Immunity to Shredded Pick a wreck within Sensors. Replace this wreck
​ with a ShambleSon drone, with the following
profile.
MOUNTS

ShambleSon
Size 1, HP 10, SPEED 3, EVASION 5,
E-DEFENCE 5
The ShambleSon activates at the end of your turn
as a free action, gaining a movement action, and
either two quick actions or a full action.
The actions it can take are limited to the following:
Improvised attack, Boost, Grapple, Ram
When making these actions, it gains a bonus equal
to your GRIT.

After ShambeSon reaches 0 HP, you may, at the


start of your next turn, gain 1 heat to immediately
return it to 1 HP.
LICENSE I: TRASH COMPACTOR, STRUCTURAL ANALYSIS UNIT

Trash Compactor
Main Melee
1 Threat, 1D3+4 Kinetic
On Critical Hit: Target is Immobilized until the end of their next turn.

Hydraulic press and clamp mechanisms work to condense down metal and other structures
into space-saving chunks, ready for transportation and storage. Using this to rapidly
compress still active machinery is highly dangerous, but using resistant metals and
ignoring safety limiters allows for a compactor to crunch down targets that are less
abandoned that your traditional wreck.
Structural Analysis Unit
1 SP, Unique, Reaction
Gain the Weak Point Scan Reaction

“If you’re going to pull things apart, you need to know how they were put together”. The
SAU v43.1b uses the latest in sonar, x-ray and other proximal detection equipment to give
in depth results about whatever structure or device you are engaged in decommissioning.
The most recent firmware upgrade has now included all Victoria class transports and has
expanded the analytical capacities of all Fleischmann cores.

Weak Point Scan


Reaction, 1/round, Scan
Trigger: A hostile character in Sensors is loses HP
Effect: You may Scan the hostile character

LICENSE II: MANGROVE FRAME, MOBILE SCRAPYARD, MAGNETIC DRAGNET

Mobile Scrapyard
2 SP, Quick Action, Deployable, Limited 3, Unique
When activated, you may expend a charge to do one of the following:
-Place a Size 1 Wreck object in a free space adjacent to you.
-Increase the Size of a wreck adjacent to you by 1 stage, up to a maximum of Size 3. The larger must at least
occupy all spaces the smaller occupied and all additional spaces must be free spaces.
-Decrease the Size of a wreck adjacent to you by 1 stage, or removing a Size ½ Wreck. The smaller wreck may
be placed anywhere within the spaces the larger occupied.
Carrying and working with scrap can be difficult. Thanks to open-sourced designs from the
Movement, transporting, eliminating, compressing, and even restructuring machinery can be
done with ease, whilst keeping the major components intact for recycling.

Magnetic Dragnet
Main CQB
Cone 5, 1d3+1 Kinetic
Before firing, select one of the following profiles
Repulsion: On Hit: Characters suffer knockback 2, wrecks may be moved directly away from you up to 5
Attraction: On Hit: Characters are pulled 2 directly towards you until adjacent, Wrecks may be moved directly
towards you up to 5

Whether it's sorting trash or firing a hunk of steel across the yard into the recyclers,
it's always nice to do while keeping your hands clean. The Magnetic Dragnet projects a
short-ranged, but powerful magnetic field, intended for managing scrap and electronic
waste, though its uses projecting or rapidly attracting shrapnel and hostile mechs is not
lost on the more militant members of the Movement.
LICENSE III: ADAPTIVE RECYCLER SYSTEM, DEBRIS-MANAGEMENT SUITE

Adaptive Recycler System


2 SP, Unique, Quick Tech, Overshield, Heat (Self) 1
Gain the following Quick Tech option.
Target All Adjacent Wrecks
Destroy these targets. If any wrecks were destroyed, Gain Overshield equal to the total size of the wrecks +2,
up to a maximum of 8
“When the old convoy transports broke down, we thought it was over. Cameron thought
otherwise though, and flashed those pearly whites as he slid into his mech. Within
moments mechanical armatures, welding torches and writhing cables descended and the old
grey thing was humming back to life. Cameron’s frame rode atop it like some mix of
cavalier and parasite, pumping life into something thought dead”.

Debris-Management Suite
2 SP, Unique, Quick Tech
Gain the following Quick Tech option.
Select up to 3 wrecks within Sensors. You may pull each wreck 3 spaces in any direction.
If they come in contact with a hostile character, that character takes 1d3 kinetic damage
and must make a HULL save or be knocked Prone.
The wrecks must end their movement on a free space.
Through partial repair of broken wrecks, as well as liberal use of magnetic drones, the
Debris-Management Suite can have abandoned machinery roll, lurch, or even get up and
stumble over to new locations at a distance, allowing for self-sorting wreckage and trash
management.
ER

MAPLE
Controller/Artillery
"Rain rain, go away, come again another day”

Whether by economic forces, the beauty of nature or sheer stupidity, humans are determined to
live anywhere and everywhere. Many worlds may have the basics for stable life (goldilocks
temperatures, compatible ecologics, stable tectonics) but still the atmosphere is a danger to endure.
Whether dealing with raging storms or surplus non-breathable gases, Maple licenses come with a range
of systems designed to help tame nature and make a world more human-friendly. Long range field
manipulation emitters help to seed clouds for rainfall or hold back intense weather patterns. In a
pinch Maple’s have been found to act as an emergency generator for a colony, returning its equipment
for collection of solar and other energy.

CORE STATS
​ ​CORE SYSTEM
Size: 2 Save Target: 12 CYCLONIC ENTANGLEMENT

Armor: 1 Sensors: 20 PROJECTOR
HULL SYSTEMS Weather isn’t just the rain falling on your head
HP: 8 E-Defense: 10 right now. It’s the sun hitting the ocean two days
ago. It's the warmth from a rocky mountain creating
Repair Cap: 2 Tech Attack: +1
air pressure to drive the wind. It’s the freedom of
AGILITY SP: 8 electrons travelling between cumulus structures. It
Evasion: 7 ENGINEERING is the past and the world all around you brought to
Speed: 4 Heat Cap: 5 now.

Intricate manipulators shoot highly concentrated


TRAITS
​ beams of electrons and more exotic particles at
essential points. Paracausal entanglement helps
ABLATIVE SHIELDING accelerate processes by ensuring those materials at
the site are created before the emitters ever begin
The Maple has Resistance to Energy Damage
firing. A mighty tornado can whip itself out of
nowhere as pressure and temperature systems collide
at just the right moment.
WEATHERPROOFING

The Maple may elect to be Immune to Butterfly Effect


environmental effects on the map except Active (1 CP), Protocol
Zero-Gravity and Dangerous Terrain. Create a Blast 2, 10 space high Cyclone area within
Sensors.
​MOUNTS All characters that enter, leave, or end their turn
within the area must make a HULL save or take
Knockback 3 away from the centre of the Cyclone,
and fall Prone. Those that Succeed take
Knockback 1.
At the start of any of your subsequent turns, you
may let the Cyclone persist by taking 1 heat. The
Cyclone may then move 4 spaces.
Otherwise the Cyclone dissipates.
LICENSE I: RED LION WIND CANNON, CONDENSATION SEEDER

​Red Lion Wind Cannon


Heavy Cannon, Knockback 2
[12 Line] [1D6 Explosive]
On Critical Hit: All attacks against the target gain Knockback 1 until the start of your next turn.

Paracausal entanglements allow for the alteration of atmospheric pressure at key moments to
amplify the gusts the Red Lion can already generate with its potent turbines. The howling
gale descends at a moment's notice, and causes anything caught to be whipped around and
possibly knocked off balance.
​Condensation Seeder
2 SP, Quick Tech, Unique
Gain the following Quick Tech options

Cloudburst: Create a Burst 2 area of thick mud and sudden rain within Sensors until the end of your next turn.
This area is treated as Difficult Terrain by characters unless they pass an AGILITY save when they begin
moving through it.

Rolling Fog: Create a Burst 2 area of dense fog within Sensors until the end of your next turn. This fog
obscures Line of Sight. If you are inside the area, you must pass a SYSTEMS save or you may only draw Line
of Sight to directly adjacent spaces whilst inside the fog.

The suspension of water vapour and other chemicals in the atmosphere has a drastic effect
on so many things. The lubrication and resistance it provides in an already complex mix
of gases can be turned to many purposes, and its emergent properties were studied
intensely in pre-collapse society. Cloudshare works to immediately ionise, insert,
redistribute and cool that vapour, as well as having a suite of terraforming management
and planning software.

LICENSE II: MAPLE FRAME, APOLLOCONNECT, THERMAL NANODRONE SUITE

​ApolloConnect
Main Nexus, Arcing, Heat 1 (Self), AP
[15 Range] [1D6 Energy]
Before firing, you may elect to fire a wide beam instead of a concentrated beam. If so, you gain 2 heat instead,
and place a Blast 1 within Range that does 2 Burn + 1 Heat damage instead of 1D6 Energy.
Deploying a series of small atmospheric reflector drones, a focused beam of sunlight can be
fired and reflected with minimal energy loss, resulting in either a pleasant wide beam of
sunlight where it's needed, or a burning beam of hot solar radiation to start fires in foliage
or electronics.

​Thermal Nanodrone Suite


2 SP, Full Tech, Unique
Gain the following Full Tech options

Exothermic Pulse: Create a Blast 2 area within Sensors that lasts until the end of your next turn. All
characters that end their turn within the area must make an ENGINEERING save or take 3 Heat

Endothermic Insulator: Create a Blast 2 within Sensors area that lasts until the end of your next turn. All
characters that end their turn within the area must make a HULL save or they become Immobilized until the
end of their next turn.

This system seeds the local area with nanodrones loaded with algae designed to alter the
temperatures in a localized zone for a short time. Originally the algae were designed to be
seeded over a massive area, to supplement larger terraforming platforms, or short term
settlements, a number of more militant Movement members have found that highly concentrated and
altered versions of the drones can create a short-term and much more focused effect.
LICENSE III: RAINSTICK PROJECTOR, ATTUNEMENT COLLECTOR ARRAY

​Rainstick Projector
3 SP, Full Tech, Heat 1 (Self), Unique
Gain the Following Full Tech option
Call the Tempest: Create a Blast 2 storm within Sensors that lasts until the end of your next turn.
Any character that ends their turn within the area takes 1 Energy Damage, and must make a SYSTEM save or
become Jammed until the end of their next turn.
Rainstick systems have existed in some form for thousands of years as parts of terraforming
systems. This particular version manifests as a fusion of newer paracausal technology and
traditional weather control tech. Eden Rising forums still aren’t clear where the compilation
of recent systems came from, with the Rainstick v.R38 appearing on drives and omni net forums
one day. While outside censorship did its best to limit the spread, the usefulness of
storm-cell manipulation technologies has found its way to many frontier worlds looking for a
bit more stability.

​Attunement Collector Array


3 SP, Protocol, Unique
When deployed, this system remains active until the Collector array is retracted with Quick Action, the end of
the scene, or this system is destroyed.
While active, all saves made that use your Save Target gain +1 Difficulty, but you have +1 Difficulty to
Attack, Save, and Skill checks..
Delicate systems unfold from the chassis, providing a host of different collector and
channelling devices to draw in energy from a host of ambient sources. Augmenting the complex
internal reactor of most frames, the extra power can be vital for keeping a struggling
habitat’s environment functioning. LQ technicians have helped alter these arrays further,
providing tweaks to the licences that allow for redirection of this energy into overclocking
systems.
ER

REDWOOD
Artillery/Support
Eden Rising has identified civic engineering as a constant hurdle for members improving the
lives of others. Homes, manufacturing and transport lanes are the foundations that most other
enterprises are built on, and the Movement believes it vital to accelerate production on this. The
Redwood, a descendant design from older Mangrove licences, acts as a hub for logistics and
construction control. Its towering frame and adaptive design allows for extensive system housing,
leading the Redwood frame to be at the centre of complex coordination, transport and storage
solutions. More devious members of Eden Rising have pirated military grade orbital docking code to be
used in its drone delivery systems, allowing for mag-locks and clamps to attach to less willing
targets.

CORE STATS CORE SYSTEM


Size: 2 Save Target: 10 Aerial Delivery System
Armor: 1 Sensors: 15
Improving on the local mass driver of the
HULL SYSTEMS Agrippa, but for longer range civilian use,
HP: 8 E-Defense: 9 the ADS attaches relatively large postal
Repair Cap: 5 Tech Attack: +0 payloads to a series of small drones,
AGILITY SP: 8 carrying it to its location. This can be
Evasion: 7 ENGINEERING adapted for combat purposes at a much shorter
Speed: 3 Heat Cap: 5 range, and potentially used for multiple
smaller payloads.
TRAITS Launch ADS
TOWERING Passive, Full Action
The Redwood counts as one size larger for the Place a Blast 1 within 20. Anywhere in this area is
purposes of seeing over and being seen over Hard considered adjacent to you, or a space within
Cover and terrain. Sensors, for the purposes of deploying your
systems with the Drone or Deployable tags.
This effect persists until the start of your next turn.
ALL-TERRAIN
After placing the Blast, you may then, as a Free
The Redwood ignores Difficult Terrain for Action, activate either 1 Full Action or 2 Quick
movement. Action systems with the Drone or Deployable
tags.

TIMBER!
Logistics Nexus
When you are knocked Prone, you may deal 4 AP Active (1 CP), Quick Action
kinetic to an adjacent target.
Restore all HP to all allied Deployables and
Drones within Sensors. They also gain 1 Armour
for the rest of the scene.
Until the end of their next turn, allies within Sensors
do not need to spend charges on systems with the
MOUNTS Limited tag to use them.
LICENSE I: HAZE COATING, SCRAMBLER ARRAY

Haze Coating
1 SP, Unique, Indestructible
Your Deployables gain +5 Evasion.

Protection of dropped goods is important, especially in the wilder areas of the world. The
Haze design covers payloads in a light mist of active camo and outline breaking paints,
making it harder for pirates or raiders to pinpoint supply drops.
Scrambler Array
2 SP, Deployable, Limited 2, Unique, Quick Action
Scrambler Array (SIZE 1, 10 HP, 5 Evasion, Tags: Deployable)
Expend a charge to deploy a Scrambler Array to a free, adjacent space.
It activates and projects a Burst 2 area around it. It provides +1 Difficulty to all attacks that affect the
E-Defence of a target within the area.
Hidden packages can still be easily found by Smart systems. The Movement thus helped
design a simple kind of communications and electronics jamming system, protecting outposts
from hacking attempts and Smart drones.

LICENSE II: REDWOOD FRAME, STRUCTURAL INTEGRITY HIVE, SMART-SMOKE FLAREGUN

Structural Integrity Hive


2 SP, Deployable, Unique, Quick Action
Structural Integrity Hive (SIZE 1, 10 HP, 5 EVASION, Tags: Deployable)
Deploy a Hive in a free, adjacent space.
It activates and creates a Burst 1 area around it. Allied characters and deployables gain 2 Armour for the first
ranged or melee attack against them, after which they lose this bonus until the start of your next turn.
Shipping often needs short term patch-jobs and in-transit cargo integrity repairs. This
means that temporary solutions are needed while on the go. This self-printing drone hive
applies their simple drones to the hull of the shipments (or mechs) to block breaches in
the hull, sacrificing themselves to keep integrity.

Smart-Smoke Flaregun
Main Nexus, Loading, Arcing
[20 Range, Blast 2] [1D3 Explosive Damage]
On Attack: Place a Blast 2 on the original Blast. That area is Soft Cover for allied characters only, until the
end of your next turn.

Signal-Flares have been a staple of support and supply drops, however the use of smoke is
a double-edged sword. Some ingenious members of the Movement, however, devised a way to
use small drones with smoke charges to deploy their payloads only near friendly IFF tags.
Further modified by enterprising Diasporan communities, the initial deployment of the
drones generates a large amount of shrapnel from the blow casings, intended to lay down
cover on enemy positions before allies move into it.
LICENSE III: SALTS, ARTEMIS RAIL CANNON

Shipping And Logistics Transit System (SALTS)


3 SP, Drone, Limited 2, Unique, Quick Action
SALTS (Size 1, 10 HP, 10 Evasion, Tags: Drone)
Expend a charge to place a SALTS in a free space within Sensors.
You gain 1 Delivery Booster Reaction, which can be used once for each SALTS. SALTS cannot be recalled and expire at
the end of the scene.
Moving things around has always been essential, especially when speed and precision are essential.
The ballet of drones maneuvering supplies in a crowded warehouse can be spectacular to watch, and
the Movement has found that having a fleet of jet-powered heavy lifter drones to assist with payload
delivery is more cost effective than any system of individualised conveyor or robotic armatures.
Each Drone can be replaced as necessary, making the resilience of the system its most appealing
feature.

Delivery Booster
Reaction, 1/round per SALTS
Trigger: A character begins a move within Range 3 of the SALTS
Effect: The character must pass an AGILITY save, or may willingly fail the check. If they fail, you may involuntarily Fly the
character in a straight line in a direction of your choice, up to a number of spaces according to their Size. Then place the
SALTS in a free space adjacent to that character.
SIZE 1/2: 4 spaces
SIZE 1: 3 Spaces
SIZE 2: 2 Spaces
SIZE 3+: 1 Spaces

Artemis Rail Cannon


Superheavy Cannon, Ordnance, AP, Knockback 2
[20 Range] [2D6 Kinetic]

When firing this weapon, you may fire it with the Blank Payload, as normal, or the profile below:

Fully Loaded: You gain 2 Heat. The cannon also loses AP and Knockback. Designate an adjacent size 1 or smaller
object or character as the payload. An unwilling character may avoid becoming a payload by making a successful HULL
save, which causes the attack to immediately miss and no further effect occurs.
Select a target and fly the payload directly to that space (or nearest adjacent free space if the space is not free), ignoring
reactions and engagement.
If you have targeted a character or object, make a ranged attack against it. If your ranged attack hits, deal weapon
damage to both the target and the payload. If the attack misses, or you have selected an empty space, the payload
takes 4 Kinetic Damage.

Rail cannons are optimal for long-distance transit in low gravity scenarios. Why waste precious
time and resources rocketing ice to a planet’s atmosphere when a single rail cannon can launch the
materials through the void with precision? Artemis Transport & Shipping proprietary calculation
software for interorbital mechanics became public domain after the Borgorovin Gas Seizure, and Eden
Rising made use of that. When using appropriate delivery cradles, essential supplies can be
launched over the horizon of high gravity worlds, allowing essential resources to be transported
where logistic lines have yet to be established.

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