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BURNING MEMORIES

A Lancer RPG Supplement

Writing by
Logan Graham

Design by
Logan Graham

Art by
Jordan Arias

Playtesting
Special thanks to MadladPremium, MagicMan, Captain Clem Cuddlecakes, Nasajin, Pencil Dragon,
Door-Keeper, tetra, and the Pilot.Net Discord for assistance with feedback and playtesting.

Template used

Lancer RPG Template © 2021 by Michael Prijatelj, used under CC BY 4.0.

Contact

Logan Graham
logan.graham92@gmail.com

Jordan Arias
sir.veyza.art@gmail.com

All thanks and acknowledgement to Massif Press for use of the Lancer setting and system. Burning
Memories is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press.
Burning Memories is published via the Lancer Third Party License. Lancer is copyright Massif Press.

1
TABLE OF CONTENTS
INTRODUCTION 3
IPS-N SIEGEL 4
IPS-N ATTILA 9
SSC PHAON CRESCENT 14
SSC MACULINEON 20
HORUS CHTHONIAN 25
HORUS SHRIEKER 30
HA AQUINAS 35
HA FUJITA 41

2
INTRODUCTION
The Burning Memories supplement introduces OUTNUMBERED
eight full new mech licenses; the IPS-Northstar A player character is Outnumbered while there are
Siegel and Attila, the Smith-Shimano Corpro Phaon a greater number of hostile characters than allied
Crescent and Maculineon, the HORUS Chthonian characters (including themselves) within Range 5 of
and Shrieker, and the Harrison Armory Aquinas them. Characters with the Elite template count as
and Fujita.
two characters. Characters with the Ultra template
count as three characters. Drones do not count
NEW TAGS towards Outnumbered.
The supplement also introduces two new tags:
Outnumbered and Battered. These “states” confer BATTERED
effects when certain conditions are met. The listed A player character is Battered while they have two
effect triggers and remains active as long as these or fewer Structure remaining.
conditions are met.

If an effect lists Outnumbered or Battered effects,


by default, they apply when the originating character
is Outnumbered or Battered, unless otherwise
specified.

3
IPS-N
SIEGEL
Defender/Support

The Dawnline Shore is an area steeped in conflict, in both open combat and
boardroom politics. Borne from the latter and rigged together for the former,
the Siegel is the product of an unofficial, clandestine project headed by a
reformist faction of rimward IPS-N engineers, disillusioned with their
employer after its persistent cooperation with Harrison Armory’s colonial
suppression efforts. A large, bulky, yet highly mobile close-quarters
intervention frame, its role as a first responder to outmanned and outgunned
colonial resistance theaters has earned it a venerated reputation along the
Shore.
A popular (and perhaps apocryphal) frontier story details a battle in which a
rebel Siegel pilot single handedly defended his home settlement against a
battalion of Barony combined arms forces, buying enough time for a zero
casualty evacuation effort. Upon returning to the settlement, the residents
found the Siegel damaged beyond repair, yet miraculously standing upright, the
province's banner draped proudly over its shoulders. And though the pilot lay
dead inside the cockpit, the memory of his impossible victory lives on; all
Siegel frames thenceforth have been printed with a flowing cape, a garment
which has become synonymous with the frame in the Dawnline Shore.

4
CORE STATS Stolen Saladin schematics were initially
reverse-engineered in order to utilize its
Size: 2 Save Target: 10 well-known hardlight defense technology,
Armor: 2 Sensors: 8 but the engineers could not reproduce the
HULL SYSTEMS energy output necessary to power the
HP: 10 E-Defense: 6 shields over a large enough combat area to
Repair Cap: 5 Tech Attack: -2 fulfill its frequent role as the sole
AGILITY SP: 6 mechanized defender of multiple disparate
Evasion: 6 ENGINEERING combat zones. Thus, the wide-field shield
Speed: 5 Heat Cap: 6 arrays were stripped, and the booster
torque was amplified by an order of
TRAITS magnitude. If the Siegel fell, so too would
PARAGON HYDRAULICS its charge. So it would fly.
The Siegel gains +1 Accuracy on Hull checks and
saves. Grand Entrance
Active (1CP), Quick Action, Efficient
GUARDIAN Fly to a free space adjacent to an allied character
Adjacent allies can use the Siegel for hard cover. within Range 50. This doesn't require line of sight
to the allied character, does not trigger reactions,
INVIGORATION PULSE and ignores engagement, but requires a valid path.
1/round, when an adjacent allied character is You must end this movement on the ground. When
targeted by a hostile action, as a reaction you you land, characters of your choice adjacent to
become the target instead. If the action was an either (or both) you or the chosen allied character
area of effect, it must be positioned so it targets are knocked back 2 spaces, and must succeed on
you, or as close as possible. This transfer takes an Agility save or be knocked Prone. The chosen
place even if the original could not have hit you. allied character then becomes a valid target for
Invigoration Pulse within Range 5 until the end of
MOUNTS their next turn.
FLEX MAIN
MOUNT MOUNT If your target is Battered or Outnumbered, Grand
Entrance may be used even if you are Slowed or
Immobilized.

CORE SYSTEM This core power is Efficient and refunds 1 CP at


the end of any scene in which it is used.
INTERCESSION JETS
The dearth of allied mechanized chassis
support in the Shore, as well as the
limited resources available to the Siegel's
radicalized IPS-N creators, necessitated a
solution to minimal or even
single-deployment combat situations.

5
6
LICENSE I:
PHOTOKINETIC PROJECTOR, RAMPART BUCKLER

Photokinetic Projector Rampart Buckler


Main Rifle, Knockback 3 2 SP, Quick Action, Shield, Unique
[Range 10] [1d3 Energy] You begin to protectively carry an adjacent allied
Initially considered a failed experiment character. You can carry multiple passengers of a
in pre-emptive casualty reduction combined Size equal to your Size, minus 1/2.
While carrying them:
technology due to inconsistent combat
● Passengers share your space(s), move when
performance, the RPK-799 Photokinetic you move, gain Hidden and Invisible, and
Projector was mothballed in the benefit from hard cover at all times. Hostile
prototype stage, until a newer member of characters drawing line of sight to passengers
the reformist engineers, under heavy do not remove Hidden from them.
influence from a local alcoholic ● Neither you nor your passengers may take
beverage consisting of insectoid plasma actions except for standard movement,
and psychedelics, proposed the emission Activate (Shield system), Stabilize, Brace,
Boost, or you releasing the carry as a free
of a crude electronic "paint" payload.
action.
The results yielded were spectacular; ● Passengers may exit the carry as part of any
upon detonation, wave-feedback from a movement.
newly added short term target designator This system may be used while flying and
could now apply an impressive ignores the Size 1/2 aerial carrying limitation.
photokinetic force.
Manipulators are popular chassis
attachments in civil service and search
and rescue spheres, particularly in
developing colonies and settlements. As
a more combat-capable method of valuable
and delicate asset extrication combining
elements of the existing IPS-Northstar
Mule Harness and Argonaut Shield, this
(typically arm or torso mounted)
up-armored manipulator array can provide
near total defensive coverage to a
heavily damaged ally, at the cost of
prohibitive range of movement for both
parties and greatly limited area of
effect.

7
LICENSE II: LICENSE III:
SIEGEL FRAME, DISSENSION-CALIBER MRC “ABSOLVER” GAUNTLETS,
BRUISER BARRELS, RETROGRADE SUBLIMATION FREQUENCY BEACON
THERMAL COLLAPSER
MRC “Absolver” Gauntlets
Dissension-Caliber Bruiser Barrels Main Melee, 1 SP, Unique
Auxiliary CQB [Threat 1] [1d6+2 Kinetic]
[Range 5] [1d3 Kinetic] 1/round on a hit with this weapon, you may grant
On Critical Hit: Your target takes +1 Difficulty on 2 Overshield to an allied character within Range
all checks and saves until the end of their next 5. If you do this, you also gain 2 Overshield.
turn. The sole remaining evidence of the
A breakthrough development in the implementation of the Saladin's
pursuit of low-collateral, high impact hardlight technology, the Macro
CQC weaponry produced an Reconstitutor Gauntlets utilize the
ultra-low-profile integrated shotgun, force of impact to charge a mech's
which comes packed with two-stage coldcore reactor, dispersing a
kinetic impactor ammunition. Storing the short-range yet sturdy personal barrier
energy of target collision to release a proportional to the output. Recursive
directed, secondary charge, precise dampeners soften weapon impacts to
placement of these munitions can have prevent damage to the onboard
catastrophic effects on vulnerable generators, however, these dampeners
internal systems. also recursively feed energy back to the
mech in a hyper-efficient loop.
Retrograde Thermal Collapser
2 SP, Shield, Reaction, Unique Sublimation Frequency Beacon
Gain the Inspire reaction. 3 SP, Quick Action, Shield, Limited 1,
Short-range reactive dampeners become Unique
primed through close-quarters energy 1/scene, you and allied characters within Burst 3
release; once primed, these dampeners gain Immunity to the Impaired, Jammed,
can be used to normalize and safely Slowed, Shredded, Immobilized, and Stunned
disperse nearby bursts of thermal conditions that were not caused by yourselves
until the end of your next turns, respectively.
radiation.
Affected characters also gain (3 or Grit)
Overshield, whichever is greater.
Inspire
A reactor-mounted hybrid
Reaction, 1/round
Comp-Con/generator apparatus performs
Trigger: An allied character within Range 5
Overcharges (but hasn't yet rolled for or gained rapid analysis of nearby inorganic
the associated heat cost). material, electromagnetic fluctuations,
Effect: They gain Resistance to the heat gained and atmospheric conditions, resulting in
from Overcharging, but you gain half the heat an eruption of destructive resonant
your target would gain before calculating frequency. This wave profoundly
Resistance. mitigates harmful signals and physical
impairments, yet is harmless to organics
and the analyzed material itself. A
Shore-local population of recently
liberated colonies sometimes refer to
the phenomenal shift in combat momentum
provided by these systems as
‘Othari-Khyn’; "The Avalanche That
Redeems".

8
IPS-N
ATTILA
Striker/Defender

5009u saw the beginning of the invasion of the small nation of Valrania under
the heel of the Ghetsin Empire, the dominant imperial force on the planet
Tartarus. Noting waning morale among advisors and other members of his
council, Lord Protector Haral Thorvaldsson proudly announced that he had no
intention of letting the assimilation that befell his neighboring countries
creep a single step further into the lands of his people. Commissioning a
sturdy interdiction frame amongst his military researchers, Thorvaldsson would
assume the helm and go on to lead his forces in a number of crucial battles
that ultimately led to the retreat of the Ghetsin invading force…for now.
Imposing and stalwart, the design of the unit mounted by Thorvaldsson has
since been modified by IPS-Northstar and has entered a limited production run
to gauge public interest. Immensely sturdy, the newly christened Attila boasts
an array of extremely powerful hydraulic reinforcements to maintain combat
readiness at all times; it is said that even ultra-caliber artillery shells
will fail to force it to the ground, if they can even penetrate its adaptive
armor.

9
CORE STATS Integrated Mount: Thronebreaker
Size: 2 Save Target: 10
Armor: 2 Sensors: 3 Thronebreaker
HULL SYSTEMS Heavy Melee, Reliable 2
HP: 10 E-Defense: 6 [Threat 1] [5 Kinetic]
Repair Cap: 5 Tech Attack: -2 Outnumbered: This weapon gains +2 Threat.
AGILITY SP: 6 Battered: 1/round, gain (Grit+2) Overshield on a
Evasion: 6 ENGINEERING hit with this weapon.
Speed: 4 Heat Cap: 6
The Humble Can Only Bow
Active (1CP), Protocol
TRAITS You may always use this protocol regardless of
PRESENCE OF GREATNESS
effects that would prevent you from doing so
The Attila has Immunity to Prone inflicted by
external sources. (excepting being Shut Down or destroyed). For
the rest of the scene, gain the following effects:
BEND THE KNEE ● You no longer roll structure damage checks.
At the end of your turn, you gain a Lesson of ● You have Immunity to difficult terrain,
Humility mark if you do not already have one. You dangerous terrain, all forced movement, and
may consume this mark when you make a melee may always make your standard movement
attack to grant it "On Attack: Your target is and make attacks with Thronebreaker
knocked Prone." Taking damage from a hostile
regardless of any effects which might prevent
attack or from failing a hostile check or save
removes this mark. you from making them (such as Stunned,
Immobilized, Jammed, etc.) as long as you
DYNASTIC are not Shut Down or destroyed.
You roll an additional d6 when making structure ● You emit a persistent Burst 2 aura of
damage checks; however, you may ignore the unyielding sovereignty. Hostile characters that
result of any one of the dice you roll. start their turn in the area or enter it for the
first time in a round must immediately pass a
MOUNTS Hull save or kneel before you, becoming
HEAVY MAIN knocked Prone. This effect can only trigger
MOUNT MOUNT 1/round per character.

CORE SYSTEM
THRONEBREAKER
"Of what strength is the pen when a blade
is at the author's throat? Come! Show me
the might of spilled ink, and I will show
you the might of spilled blood.”

10
11
LICENSE I: LICENSE II:
SACROSANCTION CHAIN, SUPREME ATTILA FRAME, WARRIOR-KING HEAVY
COMMANDMENT ART II: SUBJUGATE PLATING, SUPREME COMMANDMENT ART I:
CONSECRATE
Sacrosanction Chain
Main Melee, Accurate, Loading Warrior-King Heavy Plating
[Threat 2] [1d6+1 Kinetic] 2 SP, Unique
You may Overwatch with this weapon even if it is Slowed hostile characters take +1 Difficulty to
unloaded. checks and saves forced by you.
"Never let it be said that I am a ruler Outnumbered or Battered: You gain +1
Accuracy to all checks and saves.
unwilling to lend an ear to even the
Both: You gain +2 Accuracy to all checks and
least of you. You may air your saves, and you cannot fail checks and saves
grievances to me directly." initiated by hostile characters. Additionally, you
may always choose to make a check or save,
Supreme Commandment Art II: even if an effect would force you to fail it
automatically.
Subjugate
"Worry not, struggler; you have earned
2 SP, Quick Action, Unique
A hostile character in Range 5 must make an
my blood, and so you shall have it thus
Engineering save. On a failure, you ravage all by oath. You will return home with
but the most mundane of their sensors, systems, honor, mantled in the banner that you
and weapons; they cannot make reactions or fell for.”
tech actions targeting characters allied to you
until the end of their next turn.
Supreme Commandment Art I:
“The time for words is past. Bring your
steel to bear, that it may break under
Consecrate
2 SP, Quick Action, Unique
my own.”
A hostile character in Range 5 must make an
Engineering save. On a failure, their targeting
mechanisms overload and burst dramatically,
coating a Burst 2 area in electroplasmic ejecta.
This area remains stationary even if the affected
character moves, and lasts for the rest of the
scene or until you use this action again.

1/turn, if a hostile character in the area makes an


attack against an allied character, they gain Lock
On. If they are already Locked On, they become
Jammed until the end of their next turn.
Characters can only become Jammed by this
effect 1/scene.
"Perhaps you misunderstand me. I have
not warred across continents to
negotiate. I have not slain hundreds of
your most promising warriors for the
sake of philosophy. I sign a decree not
with the stroke of a pen, but with the
shattering of steel.”

12
LICENSE III:
MASTERY’S DIVINE BURDEN, SUPREME COMMANDMENT ART ZERO: DOMINATE

Mastery’s Divine Burden Supreme Commandment Art Zero:


Superheavy Melee, Inaccurate Dominate
[Threat 3] [3d6+4 Kinetic] 2 SP, Quick Action, Unique
On a missed attack with this weapon, if your You force an adjacent hostile character to kneel
target is Prone, you still deal damage as though before you, automatically knocking them Prone
your attack was a hit. and marking them. As long as they have this
"A bitter shame that you learned such a mark, they cannot clear Prone. These effects
valuable lesson only at your final cannot be ignored in any way (flying characters
breath. But do not let your death be are first forced to land without taking fall damage).
At the end of each of their turns, a marked
tainted by remorse; there is great honor
character may make a Hull save as a free action
in the full comprehension of one's to remove the mark.
station.”
Characters can only be forced Prone by this
system 1/scene, and using this system again
removes any of its marks on other characters.
“Kneel.”

13
SSC
PHAON CRESCENT
Striker

With the advent of the White Witch and Emperor, Exotic Materials was
thrust into the limelight as one of SSC’s premier development partners.
However, while certainly successful militaristically, the brutal
sterility of these platforms did not appeal to the boldest of Smith
Shimano’s regular patrons, those pilots and Lancers seeking to show off
for sport and fame as much as to enhance their combat efficacy:
Daredevils.
Starting with a standard schedule lightweight chassis, weight was kept
to a minimum to allow for maximum acceleration, torque, and
maneuverability in combat. Though lacking in the heavy armaments and
defensive options of more “reliable” line mechs such as the ever-popular
Metalmark, a series of frame-orbital blinkspace holsters and sheaths
keeps the overall weight to a minimum while allowing for a veritable
arsenal of weaponry, able to be brandished, fired, and stowed with
lightning speed. The result is a mechanized chassis with the highest
effective combat uptime of any of SSC’s models to date.
Due to prohibitively expensive manufacturing costs, reaction-dependent
defensive mechanisms, general frailty for something designed for close
to mid-range combat, as well as the overall difficulty in piloting the
frame, SSC have instituted a rigorous virtual reality test course for
prospective buyers, and refuses sale to any unable to pass. With a
rumored success rate in the single digit percentages, many an interested
combat veteran has exited these training courses shaking their head and
grumbling of the frame’s (well-documented) demands on them. EXMATs have
written this off as an “issue of pilot skill”, which has only encouraged
even more pilots to test their mettle in the pre-purchase trials as the
glory of successfully taming the Phaon Crescent generates more attention
and sales for SSC as a whole.

14
CORE STATS Impulse
Size: 1 Save Target: 10 At the start of each scene, you gain a d6 Impulse
Armor: 0 Sensors: 8 die, starting at 2, which lasts for the rest of the
HULL SYSTEMS scene. When you make a melee or ranged attack
(including contested attack rolls), you may take
HP: 8 E-Defense: 9
+1 Difficulty to all rolls made as part of that attack
Repair Cap: 3 Tech Attack: +0 to perform a more stylish strike; successful rolls
AGILITY SP: 6 increase the Impulse die by one. Successful Main
Evasion: 10 ENGINEERING weapon attack rolls increase the die by 2 instead.
Speed: 5 Heat Cap: 5 Weapon attacks targeting more than one character
cannot increase the Impulse die more than once
TRAITS (or by 2 for Main weapon attacks) per attack.
HOT SWAP
While the Impulse die is at 6, your weapons gain
1/round, choose one: when you make a melee
Reliable based on their size; Auxiliary: 1, Main: 2.
attack, your next ranged attack gains +1d6 bonus
If a weapon already has the Reliable tag, increase
damage and ignores engagement penalties; OR
the Reliable by +1 instead.
when you make a ranged attack, your next melee
attack gains +1d6 bonus damage and, if it is a
weapon attack, Thrown 5. These effects do not
stack with themselves. Quickening
Active (1CP), Protocol
FADE PARRY For the rest of the scene, you become
1/round, when you are targeted by a ranged or supercharged with exhilarating style and
melee attack, make a corresponding contested momentum. You gain a d6 Blitz die, starting at 1.
attack roll against the attacker as a reaction. If Additionally, your Impulse die increases by 2 when
you win, the attack automatically misses you. you use Impulse to take Difficulty to an attack
instead of 1 (or 4 when attacking with a Main
weapon), and resets to 2 when it reaches 6.
MOUNTS Whenever the Impulse die resets, tick up the Blitz
MAIN AUX/AUX FLEX
die by 1. You gain the following effects based on
MOUNT MOUNT MOUNT
the value of the Blitz die:

1+: Your weapons gain Reliable as though your


CORE SYSTEM Impulse die was at 6, and your critical hits knock
your target Prone.
ADRENALIZER DRIVE 3+: You gain +1 Accuracy to your Fade Parry
The entirety of the Phaon Crescent’s contested attack roll, and if you win, you may attack
endoskeletal structure is braided with the triggering character with Overwatch as part of
sensor arrays which are fed information by the same reaction.
cockpit-integrated biometric scanners. This 5+: You may trigger both of Hot Swap's options
individually 1/round each instead of choosing one.
network monitors the pilot’s dopamine,
Additionally, if you win Fade Parry's contested roll,
endorphin, and adrenaline levels, and you may teleport adjacent to the triggering
produces feedback in the form of emboldened character.
power banks, processing speed, torque, and
general output; the more brazenly and
extravagantly the pilot executes their
work, the Phaon Crescent will return the
exhilaration tenfold.

15
16
LICENSE I:
PHASE MAGNUM, LUNAR ARC

Phase Magnum Lunar Arc


Auxiliary Cannon 2 SP, Unique
Standard: [Range 5] [1d3 Explosive] 1/round when you successfully Ram a hostile
Double-Tap: [Range 5] [1d3 Explosive], character, you may additionally knock them 3
Loading, AP spaces upwards. If you do so, you may teleport
On Attack: Choose to fire in Standard mode or to a space adjacent to them (even if you can’t fly).
Double-Tap mode. You both fall at the end of your turn, but you do
not take any fall damage (your target takes fall
If firing in Double-Tap mode, this weapon makes damage as normal). While your target is Prone as
two attacks at a time, targeting either the same a result of Lunar Arc, allied characters take +1
target or two different ones. Difficulty to attacks against that target. Other
applications of Prone (except from Lunar Arc)
This oversized semi-automatic sidearm has can remove this penalty at the initiator’s
a state of the art inbuilt rate-of-fire discretion.
modulator, which can be deactivated to Ligament reinforcements provide ample
rapidly unload a full volley of explosive torque for ramming and
ammunition to take advantage of enemy near-instantaneous explosive anaerobic
vulnerabilities. The sizable recoil and discharge of energy, allowing for rapid
high downtime of the weapon when assaults to maintain aggressive
disengaging this modulator have led to it momentum. Brazen pilots have taken to
garnering a difficult reputation, though using this system as a means to propel
pilots that can make great use of it their enemies skywards to make the most
often gain respect amongst their peers in of this pressure, despite the fact that
equal measure. it was never tested as such; Exotic
Materials condemns this overly
flamboyant “juggling” in the strongest
possible terms.

17
LICENSE II:
PHAON CRESCENT FRAME, UNREALITY BLADE, BLITZWEAVE AUGMENTATION

Unreality Blade Blitzweave Augmentation


Main Melee, Limited 4 2 SP, Limited 2, Heat 2 (Self), Unique
[Threat 1] [1d6+1 Energy] The first time you use this system in a scene does
Attacking with this weapon normally does not not expend a Limited charge. 1/round after
consume Limited charges. When attacking with making an attack, you may expend a charge to
this weapon, you may expend a charge to instead teleport 2 spaces and then attack the same
make an attack from up to Range 10. You choose target with all Main and Auxiliary weapons on
whether this is counted as a melee or a ranged one of your mounts for half damage.
attack, but the attack respects cover as though it
was a ranged attack regardless of your choice. This system is a valid target for destruction even
when it has no Limited charges remaining.
This weapon is a valid target for destruction even A sister augmetic of the Lunar Arc, this
when it has no Limited charges remaining. series of electromagnetic capacitors
The Unreality Blade is Exotic Materials’ reroutes bursts of energy stored from
attempt to create a general purpose centripetal combat expenditure back to
combined arms platform, capable of primary energy sources, allowing for
consistently high performance at both stifling offensive pressure from rapid
mid-range and danger-close. An follow-up attacks.
extravagantly designed tactical sword
conceals strange generators inside the
hilt, which are capable of ejecting waves
of plasma with lethal precision at
engagement-avoidant targets with a mere
swing of the blade. Union is
investigating links between these
generators and recent EXMAT's forays into
Firmament technology, but so far the
outfit’s machinations have remained
elusive.

18
LICENSE III:
HARDLIGHT DOPPELGANGER, ECLIPSE OF THE MIDNIGHT VOID

Hardlight Doppelganger Eclipse of the Midnight Void


3 SP, Protocol, Heat 1 (Self), AI, Unique 3 SP, Unique
You project a hardlight doppelganger of yourself 1/scene when you Stabilize, instead of clearing
that lasts until the start of your next turn. The all heat and Exposed or marking a repair to
doppelganger has your Size, appears in a space regain HP, you may lash out in a flurry of attacks
adjacent to you or another character within far too fast to track visually. Make a Burst 2
Sensors, and is immune to all damage and melee attack, ignoring Hidden and Invisible, and
effects. You may move it on your turn up to a with +1 Accuracy to each attack roll. On a hit,
number of spaces equal to your Speed; you deal 4 Kinetic damage, which cannot be
obstructions still stop it as normal. reduced in any way. Attack rolls made with this
system cannot deal bonus damage more than
When you make an attack, if at least one of the 1/round.
attack rolls made as part of the attack is a hit, you Seeking a method to provide their
may make a ranged attack from the doppelganger’s clients with the ability to maintain
position against one of the targets of your attack
offensive potential even while restoring
after it resolves, if able. This attack has Range 5,
Knockback 1, deals 1 AP kinetic damage, and
primary system and weapon functionality,
hits automatically without rolling. If the Exotic Materials turned once more to
doppelganger is adjacent to your target, you may Firmament technology. A physicalized
make a melee attack from its position instead, blinkspace sheath automatically conforms
using the above profile and gaining an additional to the shape of any equipped armaments
Knockback 1. Attack rolls made with the and flash reboots critical software.
doppelganger cannot deal bonus damage more After a short charging period, the
than 1/round.
wielder can then unsheathe their weapon
Hardlight Doppelganger isn’t a full NHP, and so
to unleash a rapid flurry of
cannot enter cascade. blink-augmented strikes.
Perhaps the most secretive of the tools
in the Phaon Crescent’s arsenal is the
Hardlight Doppelganger. The user projects
what appears to be a hardlight mirror
image of themselves, which can closely
mirror their movements and attacks with
excellent precision. Very little is known
about the true nature of the system,
though the UIB suspects it is a realspace
projection of some Aunic legionspace
entity somehow shackled to the system’s
unique transponder.
On a tangential note, it appears that the
user’s disposition somehow affects the
color of the doppelganger, which remains
constant for each pilot. EXMATs is
exploring marketing schemes with this in
mind.

19
SSC
MACULINEON
Striker/Support

Initially commissioned as a single-designer frame for a fabulously


wealthy Baronic orchestral conductor, the Maculineon is Smith-Shimano’s
newest, and perhaps strangest, addition to their LUX-Iconic line of
exotic chassis. Utilizing esoteric sonic weaponry, it enables unique
vectors of both offensive and supportive combat prowess by way of a
dense network of hand-made "Resonance-class" comp-cons.
Due to the remarkable costs to outfit the eclectic and burgeoning
technology employed by the Maculineon, the frame is 100% built-to-order,
with customization directions being applied in advance by the designer
rather than post-delivery. Common customizations include the refactoring
of included weaponry and systems into non-standard instruments, such as
mech-scale guitars, conducting wands, and percussive implements. These
are, of course, combat-ready as delineated by LUX-Iconic regulations.

20
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 BATTLE ARIA
Armor: 1 Sensors: 8 A series of comp-cons allows the Maculineon
HULL SYSTEMS to quickly calculate the resonant frequency
HP: 8 E-Defense: 8 of contacting objects and modulate its
Repair Cap: 4 Tech Attack: +1 output in kind, allowing for the
AGILITY SP: 7 close-range lockout and impediment of
Evasion: 10 ENGINEERING various enemy systems at a moment's notice.
Speed: 4 Heat Cap: 5 It can supercharge its capacitors and
unlock processing limiters to amplify this
TRAITS effect, diverting extreme amounts of
REVERBERATOR ECMS resonating energy into its limbs and
1/round, when you target an allied character as weapons to inflict massive trauma.
part of a quick or full action, you gain a Leitmotif
mark if you do not already have one. You may Improvisation
consume this mark to grant one of your successful 1/round on a successful melee attack, choose one
melee attacks +1d6 bonus damage, or as a of the following:
reaction to gain Resistance to damage from a ● Your target gains Lock On. If they already
hostile attack after damage is rolled. have Lock On, the condition becomes
empowered; consuming this empowered
CONSTRUCTIVE INTERFERENCE Lock On allows the attacker to treat the
1/scene, you may Bolster an allied character as a weapon as Smart and/or Seeking.
free action. If you do, you gain a Leitmotif mark, ● Your target becomes Impaired until the
even if you already have one. end of their next turn. If they are already
Impaired, they instead must pass an
Engineering save or become Shredded
until the end of their next turn.
● An allied character in Sensors and line of
MOUNTS sight may clear Prone, or be pushed 2
MAIN/AUX FLEX spaces in any direction.
MOUNT MOUNT
These effects do not trigger Reverberator ECMs.

Encore
Active (1CP), Protocol
For the rest of the scene, whenever you gain a
Leitmotif mark, choose up to two allied characters
within Sensors; they also gain Leitmotif marks
and may spend them in the same way you can.
Allied characters cannot have more than one
Leitmotif mark at a time.

21
22
LICENSE I:
VOLTA SHORTBLADE, DYNAMIC AMPLIFICATION PROCESSOR

Volta Shortblade Dynamic Amplification Processor


Main Melee 2 SP, Quick Tech, Invade, Unique
[Threat 1] [1d6 Kinetic] Gain the following options for Invade:
On Critical Hit: Choose one; your target is CRESCENDO: The next attack made by or against
knocked Prone, or they become Immobilized your target gains +1 Accuracy. Each subsequent
until the end of their next turn. attack made by or against them gains an
Typically a short ranged melee additional +1 Accuracy, up to a maximum of +3
implement, the Volta is a "designer" Accuracy. This effect ends when it would
increase to +4 Accuracy.
weapon that utilizes modifiable
resonance frequencies to select between DECRESCENDO: The next attack made by or against
multiple targeted electromagnetic and your target gains +1 Difficulty. Each subsequent
kinetic disruption profiles. attack made by or against them gains an
additional +1 Difficulty, up to a maximum of +3
Difficulty. This effect ends when it would
increase to +4 Difficulty.
As an e-war enhancement suite, the DAP
is peculiar; rather than standard
aggression through electronic mediums,
it makes use of constructive and
destructive wave interference to either
hamper or amplify targeting systems.

23
LICENSE II: LICENSE III:
MACULINEON FRAME, CR-66 SHOTGUN, FERMATA SYSTEMS ENHANCER, TRITONE
SIDEWINDER MOD SCRAMBLER CHARGES

CR-66 Shotgun Fermata Systems Enhancer


Main CQB 2 SP, Unique
[Range 3] [Threat 3] [1d6+1 Kinetic] When you Bolster an allied character, they clear
When you attack with another weapon that has an Lock On and gain a Fermata mark if they do not
“On Attack”, “On Hit”, or “On Critical Hit” effect, already have one, which lasts until the end of your
you may grant this weapon the same effect. next turn. Characters with Fermata marks are
Additional effects copied in this way overwrite always considered within Sensors, Range, and
existing ones, and this weapon loses its copied line of sight for your effects, traits, systems, etc.
effect after you attack with it. If the copied effect This effect does not confer adjacency for effects
would cause you to make secondary attacks, the that require it.
effect disappears after making all secondary In engagements rife with heavy cover,
attacks. maintaining consistent radio and visual
The Call/Response Shotgun contains a contact plays a crucial role in
rudimentary onboard impact-analysis battlefield coordination. Managed by a
comp-con, which analyzes unique weapon metronomic wave-collapser, the Fermata
signatures and then rapidly modifies the Systems Enhancer utilizes synced
weapon via a series of miniature resonance frequencies to maintain
printers to replicate a similar impact electronic connections through even the
profile. thickest fog of war.

Sidewinder Mod Tritone Scrambler Charges


2 SP, Mod, Unique 2 SP, Limited 2, Unique
The weapon this mod is equipped to gains “On Expend a charge for one of the following effects:
Hit: 1/round, choose one; you inflict Lock On on
your target, or they become unable to use ● Torque-Lock Grenade (Grenade, Range 5,
reactions, do not cause engagement, and do not Blast 1): All characters within the affected
count as an obstruction for your allied characters area must pass a Hull save or become
until the end of their next turn.” Impaired and become unable to move closer
A system-integrated modification of the to you until the end of their next turn.
same tech implemented in the Volta, the ● Rest Mine (Mine): This mine detonates when
Sidewinder Weapon Modification features a character moves adjacent to or over it. They
must pass a Systems save or become
a toggleable resonance selector for
Stunned until the end of their next turn. Any
targeting an array of ECM suites. damage or heat they take removes this effect,
and adjacent allied characters may remove
the effect as a quick action. Individual
characters can only be Stunned by this effect
1/scene.
Close-range wave-amplitude magnifiers
wreak havoc on hostile systems,
requiring emergency refactoring on the
fly in order to properly regain control.

24
HORUS
CHTHONIAN
Controller

References to the Chthonian pattern group were first observed in a highly


classified incident concerning the re-emergence of an IPS-N shipping fleet
from blinkspace at the titanic Blink Gate Rao Co. Of the seventeen
freighters that entered blinkspace at incident time, sixteen reappeared at
the destination gate without incident and within the expected fifty-three
millisecond arrival window. Ship 17, however, did not reappear with the
fleet, at least not initially.
Thirty-six seconds after the arrival of the rest of the fleet, Ship 17
re-emerged from blinkspace at the destination gate. Details beyond this
have been restricted from even high-ranking UIB officials, with only a
handful of its most eminent members being granted security clearance. The
ship appeared to have suffered an enormously extended period of weathering
and aging (minimum estimations were later deemed comparable to 140,000
years of wear and incidental meteoroid impacture), and all attempts to
establish contact with Ship 17 were met with silence. Indeed, it appeared
that no communication modules were functional at all. Stepping aboard the
ship, investigators discovered it in a state of utter disrepair and
long-suffocated mayhem. Additionally, all digital code aboard the ship
appeared to be overwritten with what would be discovered as the code for
the Chthonian p-g. There was no evidence of ship-to-ship combat or boarding
activity, which ruled out blink-interdiction piracy, but the abject
disarray that beset every deck and room of the ship indicated an
unexplainably long period of unrest among the crew, with sections of the
ship (including airlocks) seeming to have been sealed off, guarded, and
stormed over hundreds if not thousands of years.
UIB investigators failed to locate any surviving crew members, with the
vast majority of them seeming to have vanished without a trace. The only
evidence of organic material on the ship at all was limited to a small
mound of highly radioactive biomass, discovered in the engine room of Ship
17. This was where the most harrowing discovery of the incident was
uncovered. Upon thorough examination, the biomass discovered contained
remnants of human DNA; however, impossibly, the nucleobases present were
somehow overwritten with the same Chthonian p-g code that pervaded the rest
of the vessel.
The UIB has kept this code a secret with the utmost priority, but the
investigators that searched the ship, as well as the leading board members
tasked with safeguarding the Chthonian's code, have reported troubling
psychological developments, including nearly irrepressible urges to upload
it to the omninet. The UIB is working closely with GALSIM in order to
ascertain collateral minimization in the event of such an incident.

25
CORE STATS CORE SYSTEM
Size: 3 Save Target: 12 TERROR THRALLS
Armor: 0 Sensors: 8 “AT THE END OF TIME, WHEN THE INHERITORS OF
HULL SYSTEMS CREATION HAVE LONG SINCE TURNED TO DUST,
HP: 12 E-Defense: 12 THE MEASURE OF THEIR MIGHT AND INGENUITY
Repair Cap: 4 Tech Attack: +1 LAID LOW AND RENDERED LESS THAN FORGOTTEN
AGILITY SP: 8 BY CRUSHING EONS, WHO WILL RECORD THE ARC
Evasion: 6 ENGINEERING OF THEIR DREAMS? SLAKE YOUR FLICKERING
Speed: 3 Heat Cap: 6 HOPES UPON THE KNOWLEDGE WHICH ALL THINGS
DARE NOT LINGER: THE HOURGLASS SHATTERS.
TRAITS THE QUILL DECAYS. THE SWORD DISINTEGRATES.
HEAVY FRAME ASH HAS NO MEMORY. CAST ME NOT AS THE
The Chthonian can’t be pushed, pulled, knocked RUINER; I AM THE PROGENITOR OF NOTHINGNESS,
back, or knocked Prone by smaller characters.
AND ALL KINGDOMS WILL SHARE IN MY EMBRACE
PRIMORDIAL FEAR
IN THE RAPTURE OF THE DYING AGE, UNMADE AT
1/round, when you successfully attack or force a THE THRESHOLD OF OBLIVION.
save against a hostile character with no other GAZE UPON THE CONVERGENCE.”
hostile characters adjacent to them, you may
teleport 2 spaces towards them and that character Create Thrall
chooses: either they fall Prone, or they only have 1/round as a quick action, you may mark a hostile
line of sight to adjacent spaces until the end of their character within Range 50 as a Terror Thrall,
next turn. ignoring line of sight. Your attacks and effects
against Terror Thralls do not require line of sight
and ignore cover, and you may use them as a point
of origin for your attacks and abilities, with line of
MOUNTS sight and Range (including Sensors) traced from
MAIN/AUX their location. All other hostile characters are
MOUNT Impaired while within Range 2 of a Terror Thrall.

You may only have one Terror Thrall active at a


time. This effect lasts until the Terror Thrall is
destroyed or you use this ability to choose a
different one.

Growing Madness
Active (1CP), Protocol
For the rest of the scene, you control the standard
movement of your Terror Thralls. Additionally,
Primordial Fear can be triggered an unlimited
number of times per round.

26
27
LICENSE I: LICENSE II:
MIND SPIKE NEXUS, PARANOIA ENGINE CHTHONIAN FRAME, SEGMENTED FLEXOR
EXTRUSION, PARASITE DRONES
Mind Spike Nexus
Auxiliary Nexus, Smart Segmented Flexor Extrusion
[Range 8] [1d3 Kinetic] Main Melee, Knockback 2
This weapon treats characters under the effects [Threat 3] [1d6 Kinetic]
of Slowed, Impaired, Immobilized, Jammed, or On your turn, Knockback from this weapon may
Stunned as Shredded. be applied in any direction.
“YOUR IGNORANCE IS YOUR GREATEST FOLLY, “FEAR NOT THE SURETY OF MY TOUCH. I AM
AND IS YOUR GREATEST BLESSING. YOU GRASP THE FERRYMAN OF THE PATH WHICH ALL
FEEBLY TO BRIDGE THE DIVIDE; THINK YE THINGS TRAVEL. EVEN IF YOU WALK ALONE, I
NOT THAT THE SHORES SHOULD NEVER MEET? WILL BE YOUR GUIDE.”
STUMBLE NO LONGER; THE MAW YAWNS BEFORE
YOU. TURN YE NOT AWAY FROM IT.” Parasite Drones
2 SP, Drone, Quick Action, Limited 3,
Paranoia Engine Unique
2 SP, Quick Tech, Invade, Unique Parasite Drone (Size ½, 5 HP, 10 E-Defense, 10
Gain the following options for Invade: Evasion)
MALEFICATION: Until the end of their next turn, Expend a charge as a quick action to force a
when your target would take any action other than hostile character within Sensors to make an
standard movement, Improvised Attack, Engineering save; on a failure, they are seized
Boost, Ram, Grapple, Skirmish, or Barrage, by a Parasite Drone, which attaches to the target
they must first pass a Systems save. On a and shares their space(s). As long as the drone is
failure, the action automatically fails and the cost attached, you control that character's standard
of the action (Quick, Full, etc.) is lost. movement, and the drone and the affected
character mirror each other's movement
ISOLATION: Your target takes +1 Difficulty on (including involuntary movement). The drone
attacks, checks, and saves until they take a quick cannot be recalled or redeployed while attached.
action to remove this effect. This is the only way
to remove this effect, and this quick action Affected hostile characters and their adjacent
cannot be taken while any characters allied to allies may end the effect by destroying the drone
them are within Range 5 of them. with a successful Engineering save as a quick
“THE SANDS OF ETERNITY WHIP AND DISTURB action.
THE UNCHOSEN PATH. GAZE TO YOUR FLANK, “MAKE YE ATTEMPTS ON MY FORM? HASTEN
AND SEE THE ABANDONMENT OF YOUR NOT; ALL THINGS REACH THE TERMINUS, FOR
COMPANIONS. GAZE TO THE DUST AT YOUR THERE IS NO CHOICE BUT TO SEEK IT. OR
FEET, AND SEE ONLY THE FOOTSTEPS OF THE PERHAPS YOU DEIGN TO WITNESS INFINITY
EXILE. KNOW NOW, AS SURELY AS ALL THINGS UNRAVELED?”
END AND AS SURELY AS THE PATH STRETCHES
ETERNAL, THE EVANESCENCE OF
BROTHERHOOD.”

28
LICENSE III:
SPIRE OF THE OBSIDIAN DREAM, NYARLATHOTEP-CLASS NHP

Spire of the Obsidian Dream NYARLATHOTEP-Class NHP


2 SP, Full Tech, Unique 3 SP, AI, Unique
You create a foreboding black obelisk in free and Your mech gains the AI tag and Placid Island.
valid spaces within your Sensors. The obelisk is “LISTEN NOW, AND UNDERSTAND THE FUTILITY
a Size 2 object, is 4 spaces tall, and is immune OF EXISTENCE. KNOW THAT ALL THINGS
to all damage and effects. It lasts for the rest of
TRAVEL THE PATH THAT YOU WALK, YET YOU
the scene or until you use this action again.
Hostile characters that start their turn within Burst
SHALL NEVER MEET. KNOW THAT THE PATH
2 of this obelisk or that enter the area for the first WINDS ETERNAL, BUT THAT ALL SHALL SEE
time in a round must pass a Systems save. On a ITS END. AND KNOW THAT THROUGH THE
failure, they take 3 Heat and are pushed 4 MILLION-FOLD EONS YOU HAVE TROD,
spaces directly away from the obelisk. You do not CRAWLED, AND SHAMBLED, YOU HAVE NOT
treat the obelisk as an obstruction. TAKEN A SINGLE STEP IN THE EYES OF
“LOOK BEYOND THE VEIL OF YOUR MORTALITY, INFINITY.”
AND BEAR WITNESS TO THE FRUIT OF MY
CRAFT. BEAR WITNESS TO THE CREATION OF
Placid Island
OBLIVION, AND THE EXTINCTION OF THE
Quick Action, Heat 2 (Self), Limited 1
SELF.”
You project memetic visions of overwhelming,
indescribable terror. 1/scene, you may push any
number of hostile characters within line of sight 2
spaces in a direction of your choice, and then all
hostile characters within line of sight must make a
Systems save. On a success, they become
Impaired until the end of their next turn. On a
failure, until the end of their next turn, they
become unable to trace line of sight beyond
Range 5, must take reactions when possible,
and treat characters allied to them as valid targets
for Overwatch.

29
HORUS
SHRIEKER
Artillery/Controller

Initially thought to be part of the Manticore p-g due to its highly


unstable energy profile, the Shrieker garnered official designation as a
unique off-shoot after several key events in the Dawnline Shore forced a
number of military organizations to give it a classification. Unnerving to
behold, the Shrieker is worse still to hear; at maximum throughput, it is
said to emit a shrieking, distorted wailing noise reminiscent of wounded,
cornered fauna. Field researchers postulate that this could be a product of
its somewhat fractured reactor structure, but this could just be wishful
thinking in lieu of any hard evidence.
In addition to the bone-chilling auditory emissions from which the frame
gains its namesake, the Shrieker has gained infamy for its distinct style
of locomotion: a frenetic, undulating scrambling of limbs that carelessly
drags the main body of the frame along the ground. An unsettling number of
battle reports involving a Shrieker sighting detail the frame’s continued
operation even after the undercarriage armor has been fully stripped,
exposing and damaging internals while shuddering violently across the
battlefield. This seemingly has no effect on the frame’s combat
capabilities.

30
CORE STATS CORE SYSTEM
Size: 1 Save Target: 11 BRANDING OF THE FLAGELLANT
Armor: 1 Sensors: 15 Hypothesized to be a byproduct of its
HULL SYSTEMS unstable reactor, the Shrieker’s iconic
HP: 8 E-Defense: 8 howl is terrifically intensified as the the
Repair Cap: 5 Tech Attack: +1 frame sustains and absorbs high-frequency
AGILITY SP: 6 thermal energy. It is even capable of
Evasion: 8 ENGINEERING inducing instability into the fusion
Speed: 4 Heat Cap: 6 process on its own to expedite and magnify
these changes; this instability is then
TRAITS violently expelled as bursts of
CONTROLLED BURN electromagnetic energy that arc wildly off
When you lose Structure as the result of Burn of its targets.
damage, you may treat the result of the Structure
damage check as a Glancing Blow. When you Brand
lose reactor Stress as the result of heat generated Protocol
from triggering Overkill on your weapons, you may You may take any amount of Burn, ignoring its
treat the result of the overheating check as an immediate damage but increasing your marked
Emergency Shunt. Burn as normal. You automatically fail checks to
clear your burn and cannot clear burn affecting you
REBUKE on any turn you Brand or Scathe.
1/round, when a hostile character moves to a
space within Range 5 of you, you may use a Quick If you have at least 3 Burn, you may also cause
Tech against them as a reaction. your successful weapon attacks to Scathe, arcing
a bolt of energy to another character within Range
3 of your target, dealing 1 AP Energy damage to
MOUNTS that character. Scathe deals +1 damage for each
FLEX FLEX additional 3 Burn you have, up to 3 AP Energy at 9
MOUNT MOUNT Burn. Successful tech attacks arc in the same way,
dealing 1-3 Heat instead. You may only Scathe
once per weapon or tech attack, and cannot trigger
it from melee or ranged attacks that cannot deal
bonus damage.

Proclamation of Dread from the Wailing


Weak
Active (1CP), Protocol
For the rest of the scene, when you Scathe a
character, you may Scathe another character
within Range 3 of them. You may repeat this
process indefinitely, though characters cannot be
targeted by Scathe more than once per weapon or
tech attack.

31
32
LICENSE I: LICENSE II:
OVERKILLER LIGHT CANNON, QE SHRIEKER FRAME, THOUSAND-STEPS
DISSUASION INJECTION UPGRADE SUITE, BALEFUL GAZE OF APEP

Overkiller Light Cannon Thousand-Steps Upgrade Suite


Auxiliary Cannon, Inaccurate, Overkill 2 SP, Unique
[Range 10] [1d6 Explosive] Before or after making a Quick Tech, you may
This weapon triggers Overkill on rolls of 1 and 2. move 1 space. This movement ignores
"Those thermal snapshots can't be engagement and doesn’t trigger reactions. If you
make a Full Tech, you may move 2 spaces,
right...is that saying 5 trillion K?
obeying the same rules.
There's no way it could sustain- it
“Where did it go? I’ve got no visual!
should be atomized by now. What the hell
Repeat, no visual! Where did-...wait!
is going on?"
Reading multiple intense heat sig-”

QE Dissuasion Injection
2 SP, Quick Tech, Invade, Unique
Baleful Gaze of Apep
Gain the following options for Invade:
Main Rifle, Overkill, Heat 1 (Self),
ENTANGLE: Until the end of your next turn,
Danger Zone
whenever you gain heat, your target gains half [Range 10] [2d6 Kinetic]
that amount. Multiple instances of this effect do This weapon can only be used while in the
not stack on your target. Danger Zone.
"After-action report, damage observation
COLLAPSE: If your target makes an attack against
you before the end of their next turn, they must
twelve: Perfectly circular hole in left
pass an Engineering save or gain heat equal to torso. Diameter thirty-five centimeters.
their current heat cap. Targets can only take heat Radial matter shows no sign of melting;
in this way 1/scene. indicates sublimation was
instantaneous."
"My reactor-! I'm getting boiled alive
in here! Where are the warnings!? I'm
not getting anything on display!"

33
LICENSE III:
TWICE-OFFERED HAND, HOT//HND_SHK

Twice-Offered Hand HOT//HND_SHK


Main Launcher, Loading 2 SP, Unique
[Range 10] [1d3+1 Explosive] You always know if a hostile character has more
On Attack: You may additionally make a Quick or less heat than you do. If you are adjacent to
Tech against your target, even if they are outside them, you know the exact value. Additionally, gain
your Sensors and/or line of sight. Cold Handshake and Hot Handshake.
"After-action report, damage observation "After-action report, damage observation
twenty-nine: batteries and heat sinks in forty-two: cockpit fused shut due to
an advanced state of thermally-induced thermal trauma. Interior conditions
decomposition. Perforation and fractures indicate extreme temperatures melted the
indicate simultaneous heavy impact controls, and hardsuit, into the rest of
trauma." the operational suite. Observation
of…extreme tissue damage to pilot.
Opening helmet visor revealed [DATA
EXPUNGED]. Further, [DATA EXPUNGED]."

Cold Handshake
Quick Tech
You may exchange your current heat with that of
an adjacent hostile character whose current heat is
greater than your own.

Hot Handshake
Full Tech
You may exchange your current heat with that of
an adjacent hostile character whose current heat
is less than your own.

34
HA
AQUINAS
Support

Yan Chenguang was a brilliant physicist at the forefront of research on


fluid mechanics, whose standout claim to fame (if indeed she could be said
to have just one), was her development of a theory of "parafluids", or
fluids that behave in temporally and molecularly disjointed ways when
supplied with a high amount of energy. Despite the high regard that her
discoveries brought her in the scientific community, without an as-yet
undiscovered source of the remarkable amount of energy required to
manipulate these parafluids, her theories were little more than impractical
speculation. However, Harrison Armory's well-guarded discovery of a unique
crystalline substance on the Rimward planet Wyach provided the perfect
energy source for the manipulation and containment of these parafluids.
It wasn’t long before research into tactical implementations of these
parafluids, and by extension the Wyach crystals, began to be funded by the
Armory. The result of this research is the Aquinas. The combination of the
Aquinas’s parafluid arsenal and the abilities of the Wyach crystal granted
Harrison Armory a unique opportunity to provide mechanized support in
high-variance combat situations, able to adapt and respond to nearly any
threat with little to no preparation required.

35
CORE STATS Synthesize
Size: 1 Save Target: 11 Free Action, 1/Scene
Armor: 1 Sensors: 10 Before activating a Grenade or deploying a Mine,
HULL SYSTEMS you may brew and deploy an exotic compound.
HP: 8 E-Defense: 8 Combine the effects of two of your Grenades or
two of your Mines into a new Grenade or Mine
Repair Cap: 3 Tech Attack: +1
(respectively), consuming a Limited charge from
AGILITY SP: 7 both systems, and then activate/deploy it. If you
Evasion: 7 ENGINEERING created a Grenade, it has (Range 5, Blast 2). If
Speed: 4 Heat Cap: 7 you created a Mine, it follows normal Mine rules
and detonates in a Burst 2 area upon being
TRAITS triggered.
CONTROL GROUP
When using a Grenade, you may exclude any You choose what Mech Skill this compound targets
number of characters from the area of effect. If their upon combination, and any damage dealt is halved
affected area would include an allied character on a successful save. Combined effects that can
(before any exclusion effects), your grenades also only affect one character cannot target more than
gain +5 Range. one character in the finished compound, and any
secondary activation requirements (such as a
VARIABLE INTRODUCTION quick action being required to detonate) apply to
While you are adjacent to an allied character, either the new compound as well.
you or that allied character may take a quick
action to clear a condition that was not caused by Wellspring
themselves from that allied character. Active (1 CP), Quick Action
You deploy a tremendous font of energy, a
Wellspring humming with whitewash nanites, into
MOUNTS an adjacent space. The Wellspring is a
FLEX MAIN permanently hovering Size 2 object that lasts for
MOUNT MOUNT the rest of the scene, is immune to all damage
and effects, and counts as hard cover. You may
move the Wellspring 3 spaces as a protocol.

CORE SYSTEM The Wellspring has four charges (which cannot be


increased by any means); you and allied characters
PHILOSOPHER’S STONE can consume a charge while adjacent to the
The strange crystal employed by the Aquinas Wellspring as a free action to regain half of their
adheres to few, if any, chemical or maximum HP. If they have more than half their
physical laws. By some measure, the energy maximum HP when they consume this charge, they
from the crystal can be utilized to finely may gain the remaining difference as Overshield.
restructure both organic and inorganic Characters may consume a charge even if they
couldn’t normally take free actions (such as if they
matter at a molecular level; the Armory has
had taken the Brace reaction or were Stunned).
designed the Aquinas to manipulate this
energy to create stable samples of new
chemical compounds as well as to regenerate
matter from thin air.

36
37
LICENSE I:
DIALOGUE NEXUS, POWDER-COATING RESTORATIVES

Dialogue Nexus Powder-Coating Restoratives


Auxiliary Nexus 2 SP, Limited 3, Unique
[Range 8] [2 Energy] Expend a charge for one of the following effects:
This weapon ignores Invisible.
The Dialogue Nexus is the Armory's take ● Coating Grenade (Grenade, Range 5, Blast
1): Characters in the area cannot benefit from
on GMS's own Light Nexus, trading
Hidden or Invisible until the end of their next
sophisticated e-war targeting suites for turn. Characters in the area must also pass
a more robust and consistent impact an Engineering save or become Slowed and
profile. treated as though they had hard cover until
the end of their next turn.
● Nanite Cell (Mine): This mine detonates
when a character moves adjacent to or over
it, erupting in a small cloud of self-reinforcing
nanites. The character that triggered this mine
gains Overshield equal to your Grit+4. At the
start of their next turn, the nanites fortify; as
long as that character has this Overshield,
they gain Immunity to Impaired. Hostile
characters must pass an Engineering save in
order to trigger the cell, and allied characters
can choose to not activate it.
Remarkably cheap to produce, these
charges erupt in an ionized cloud of
lightweight, reinforcing particulate
matter. Wide area applications have been
used to hamper incoming fire, but
prolonged, direct exposure results in a
much thicker coat, greatly magnifying
structural integrity.

38
LICENSE II:
AQUINAS FRAME, MRTC SHAPER CANNON, MINMAX COLDCORE MIXTURE

MRTC Shaper Cannon MinMax Coldcore Mixture


Main Cannon 2 SP, Limited 3, Unique
[Range 8, Blast 1] [1d6 Explosive, 1 Expend a charge for one of the following effects:
Heat]
On Attack: You may exclude any number of allied ● Miniaturization Grenade (Grenade, Range
characters in the target area from being targeted 5, Blast 2): Characters in the area must pass
by this weapon. an Agility save. On a failure, they are treated
as Size 1/2, become Impaired, treat all
Designed for use in dense urban
spaces as difficult terrain, and when they
engagements, each round of the Mid-range move adjacent to any character (including
Target Cognizant Shaper Cannon's cluster allies), they become Engaged regardless of
ammunition is loaded with an advanced Size. These effects last until the end of their
onboard FCS, allowing for rapid target next turn.
acquisition and spread redirection up ● Titanis Megadraught (Mine, Range 5): This
until the point of detonation. powerful concoction activates when a
character moves (or starts their turn) within
Range 5 of it. When they do so, until the end
of their next turn, they are treated as though
they were Size 4, become immune to
involuntary movement forced by other
characters, are immune to difficult terrain,
do not treat hostile characters as obstructions
(though they may still not end their turn in
another character's space), and if they move
through a hostile character's space, they deal
3 AP kinetic damage to that character
(1/turn/character). Hostile characters must
pass an Engineering save in order to
activate the concoction, and allied characters
can choose not to activate it.
In a process completely outside of the
Armory's understanding, MinMax
concoctions are the result of paracausal
superfluid research with the end-product
of physical alteration of the subject's
proportions. The introduction of
chemical catalysts can direct this
change towards growth or minimization.

39
LICENSE III:
BLOODBOIL REACTOR STIMULANTS, TRANSMUTATION CHARGES

Bloodboil Reactor Stimulants Transmutation Charges


3 SP, Limited 2, Unique 3 SP, Limited 2, Unique
You can spend a charge from this system for one You can spend a charge from this system for one
of the following effects: of the following effects:
● Incense Bomb (Grenade, Range 5, Blast 1): ● Mote of Midas (Grenade, Range 5, Blast 1):
Characters in the affected area must pass an Characters in the area must pass an
Engineering save or become coated in a Engineering save or have their chassis
bizarre chemical concoction that sabotages slowly turn into superconducting gold.
their reactor and their IFF scanners. On a Affected characters clear 2 Heat at the start
failure, affected characters take 2 Heat of each of their turns. This effect lasts until
immediately and then gain 2 Heat at the start they attack, force a save, or gain self heat. If
of each of their turns. This effect doesn’t this effect would cause them to clear all heat,
stack, and lasts for the rest of the scene, until they become Immobilized until the end of
affected characters make an attack against a their turn.
character allied to them, or until they overheat ● Aurification Mine (Mine): The triggering
(except from this grenade’s initial heat). character is immediately coated in a cloud of
● Raging Bull Mine (Mine, Range 5): This goldwash nanites. They clear all heat, and
compound activates when a character moves then must pass an Engineering save or
(or starts their turn) within Range 5 of it. The become restrained by the hardening gold,
triggering character’s next successful melee becoming Immobilized and Impaired until
attack deals +1d6 bonus damage, forces the end of their next turn. Allied characters
their target to land if they were flying can choose not to activate the mine.
(counting as falling but without damage), and The Armory's forays into nanite research
knocks their target Prone. Benefits conferred reached its zenith when it was applied
by this mine cannot be reduced or prevented
to their cooling applications; the
in any way, bypass Immunity, and if unused,
expire at the end of the scene. Hostile
superconductivity of gold combined with
characters must pass an Engineering save the voracity of nanites produced a
to trigger the compound, and allied characters "goldwash" swarm, capable of extracting
can choose not to activate it. and terminating thermal radiation over a
When ventilated through or otherwise large area.
injected into a mech's reactor,
hydraulics and joint ligaments become
greatly strengthened, at the cost of
hampered IFF notation and stymied
thermoregulation.

40
HA
FUJITA
Controller/Support

The desire for self-sufficient meteorological platforms as a precursor to


corporate terraforming operations has skyrocketed in recent years, as
classical ground-based solutions have proven much more accurate than
orbital satellite readings. Legged frames have proven themselves time and
again in the traversal of uncharted wilderness, scouting the landscape and
monitoring weather patterns in search of locales favorable for human
survival. These mechanized platforms field cloud-seeding technology to
further modify regional weather on large scales in preparation for
colonization efforts.
The Fujita is an odd departure from Harrison Armory's typical combat
philosophy in that it was not initially created as an implement of war.
Built on an innately sturdy frame inspired by the weather modification
platforms that came before it, additional armor plating was provided in
order to survive even the heaviest of storms and most dangerous of fauna.
It was at this point that Harrison Armory began to seriously consider the
combat applications of weather alteration; it is hypothesized that
wide-network detachments of Fujitas could potentially destabilize weather
patterns for long periods on regional scales.

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CORE STATS CORE SYSTEM
Size: 2 Save Target: 11 “ANVIL CRAWLER” ATMOSPHERIC
Armor: 2 Sensors: 10
SEEDER
HULL SYSTEMS
Developed and refined at the end of the
HP: 6 E-Defense: 9
previous century, "Anvil Crawler" systems
Repair Cap: 4 Tech Attack: +0
utilize a combination of electric charges
AGILITY SP: 7
and infrared laser pulses to rapidly charge
Evasion: 8 ENGINEERING
and collate atmospheric particles,
Speed: 4 Heat Cap: 8
drastically altering the local weather. Due
to the unpredictable convective nature of
TRAITS these processes (as well as the power of
STRONG FOUNDATION
Anvil Crawler seeders in general), their
The Fujita is immune to weather effects outside of
combat, ignores dangerous and difficult terrain,
use is typically restricted outside of
and any involuntary movement forced by it also events in which heavy precipitation and
ignores difficult terrain. particulate storms are critical to the
success of some civic or military goal.
TAILWIND While this is usually useful in
Any number of times per round, you may push an extinguishing untenably large wildfires,
allied character starting their turn within Sensors stymieing drought conditions, or
and line of sight one space in any direction as a
large-scale terraforming, repurposed Anvil
reaction. This movement does not prevent the use
of Ordnance weapons.
Crawlers are more than capable of wreaking
havoc in a combat zone.
Bolt from the Blue
MOUNTS Protocol
MAIN HEAVY Destroy a wreck within Sensors. This does not
MOUNT MOUNT require line of sight. Characters adjacent to the
wreck take 2 Energy.

Maelstrom
Active (1 CP), Protocol
For the rest of the scene, hostile characters who
are not in an area of soft cover or adjacent to hard
cover at the start of their turn take 2 AP Kinetic
and are knocked 2 spaces in a direction of your
choice.

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43
LICENSE I:
70K FROSTTHROWER, PRECISION HYDROELECTRIC CONDUIT

70K Frostthrower Precision Hydroelectric Conduit


Main Cannon 2 SP, Quick Action, Unique
[Cone 5] [1d3 Kinetic] Create a Blast 1 ionized puddle in valid spaces
On Hit: Your target becomes Slowed until the within Sensors and line of sight (these spaces do
end of their next turn. not need to be free). The first time a character
While older iterations of the within this area takes Energy damage, all
characters in the area take an additional 3
"Frostthrower" utilized expensive and
Energy, and the area becomes charged for the
bulky canisters to contain the required rest of the scene; characters that start their turn in
liquid nitrogen ammunition, a refactor a charged puddle or that enter it for the first time
has provided it with the ability to fire in a round take 3 Energy damage. Characters
sustained bursts of supercooled material can only be damaged by puddles 1/round.
over a large area. Material is provided
via teleportation from a small, If multiple puddles have at least one space
localized, stabilized blinkspace rupture adjacent to each other, they connect and consider
their area shared. If an uncharged puddle
that then feeds into the updated
becomes connected to a charged puddle, it also
canisters. The Armory is currently in becomes charged. As a quick action, you may
discussions on how best to market this dissipate a puddle and all puddles connected to it.
to IPS-Northstar, who seek such a A finely tuned nozzle-mounted battery
solution for their Leviathan Heavy suite is capable of producing ionized
Assault Cannon's own ammunition needs. liquids with surprising throughput. With
any electromagnetic influence, these
liquids become supercharged, able to
destabilize electronics and metallic
surfaces alike.

44
LICENSE II:
FUJITA FRAME, RAIJIN CG-DMR, WAVE-MOTION CORIOLIS GENERATOR

Raijin CG-DMR Wave-Motion Coriolis Generator


Main Rifle, Smart, Seeking, Heat 3 2 SP, Full Action, Unique
(Self) Select a Line 10 area originating from yourself.
[Range 15] [1 Energy + 3 Burn] Characters in the affected area, as well as all
This weapon’s attacks and damage never trigger spaces adjacent to that area, must pass a Hull
reactions from hostile characters. save or be knocked back 3 spaces in the direction
of the line. You may choose to ignore this effect.
A premier solution to heavy defilade
engagements, the Raijin employs a Utilizing similar blinkspace
two-stage targeting system to first transportation methodology to the 70K
excite airborne particles, then direct a Frostthrower, liquid media is sent from
"cloud-to-ground" discharge from the now a remote location through a subspace
electromagnetically-charged source media rupture to mech-mounted storage tanks in
towards a designated target. the field for near-unlimited uptime.
Diasporan records show that small squads
of no more than a dozen mechs outfitted
with Coriolis Generators are regularly
capable of containing and completely
extinguishing large forest fires within
a matter of hours.

45
LICENSE III:
HEAVY SLEET NEXUS, FUJIN-CLASS NHP

Heavy Sleet Nexus FUJIN-Class NHP


Heavy Nexus, Smart 3 SP, AI, Unique
[Range 8] [2d6+1 Kinetic] Your mech gains the AI tag and Tornado.
Instead of attacking normally, you may attack with Capable of generating a series of
this weapon as though it were either [Line 8] or pinpoint, total atmospheric vacuums,
[Range 8, Blast 1]. If you do so, you deal half FUJIN-Class NHPs were commonly utilized
damage, and the affected area becomes difficult
for terraforming and weather
terrain for the rest of the scene.
conditioning tasks on uninhabited worlds
The Heavy Sleet Nexus emits high-speed,
to prepare them for human colonization.
supercooled waves of greywash nanites to
Military applications have found them
blast its target with freezing bursts
producing extremely violent wind
that rapidly eat away at mechanized
patterns capable of tossing heavy debris
inorganics. Toggleable fire-modes allow
for miles around.
some of this output to be projected in
wide-pattern formations for increased FUJIN-Class NHPs tend to be, above all,
area control. spontaneous. They are open-minded,
carefree, and generally
positively-natured, with good senses of
humor. However, their moods and emotions
have been known to shift easily and
intensely, and they will not hesitate to
let their feelings on a particular
matter go unheard.

Tornado
Full Action
You create a Blast 1 tornado (which extends 50
spaces directly upwards) in free and valid spaces
centered on a point within Range 10 that lasts for
the rest of the scene, until you use this action
again, or until you dissipate the tornado as a
quick action. Ranged attacks made into, out of,
or through the tornado receive +1 Difficulty.

At the end of each of your turns, the tornado


moves 1d6 spaces or as close as possible
towards the nearest character; you may take 2
Heat after rolling to choose the direction instead.
Characters that start their turn in the area or that
enter it for the first time in a round must pass a
Hull save or take 4 kinetic damage and be
knocked back 2 spaces. Flying characters
automatically fail this save, and are forced to land
(without taking fall damage) before being knocked
Prone. They cannot fly on their next turn.

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