Professional Documents
Culture Documents
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
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.
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.
5
6
LICENSE I:
PHOTOKINETIC PROJECTOR, RAMPART BUCKLER
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.
12
LICENSE III:
MASTERY’S DIVINE BURDEN, SUPREME COMMANDMENT ART ZERO: DOMINATE
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:
15
16
LICENSE I:
PHASE MAGNUM, LUNAR ARC
17
LICENSE II:
PHAON CRESCENT FRAME, UNREALITY BLADE, BLITZWEAVE AUGMENTATION
18
LICENSE III:
HARDLIGHT DOPPELGANGER, ECLIPSE OF THE MIDNIGHT VOID
19
SSC
MACULINEON
Striker/Support
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
23
LICENSE II: LICENSE III:
MACULINEON FRAME, CR-66 SHOTGUN, FERMATA SYSTEMS ENHANCER, TRITONE
SIDEWINDER MOD SCRAMBLER CHARGES
24
HORUS
CHTHONIAN
Controller
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.
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
29
HORUS
SHRIEKER
Artillery/Controller
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.
31
32
LICENSE I: LICENSE II:
OVERKILLER LIGHT CANNON, QE SHRIEKER FRAME, THOUSAND-STEPS
DISSUASION INJECTION UPGRADE SUITE, BALEFUL GAZE OF APEP
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
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
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.
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LICENSE I:
DIALOGUE NEXUS, POWDER-COATING RESTORATIVES
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LICENSE II:
AQUINAS FRAME, MRTC SHAPER CANNON, MINMAX COLDCORE MIXTURE
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LICENSE III:
BLOODBOIL REACTOR STIMULANTS, TRANSMUTATION CHARGES
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HA
FUJITA
Controller/Support
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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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LICENSE I:
70K FROSTTHROWER, PRECISION HYDROELECTRIC CONDUIT
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LICENSE II:
FUJITA FRAME, RAIJIN CG-DMR, WAVE-MOTION CORIOLIS GENERATOR
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LICENSE III:
HEAVY SLEET NEXUS, FUJIN-CLASS NHP
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.
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