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CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT


RECALL
Amity, LL 9
Far-Field Team
! /14
"
2 
8 
6 #
3
HULL AGI SYS
SKILL TRIGGERS
+6 Assault +4 Blow Something Up +2 Hack or Fix
!
2 !
1 !
4
+4 +6 +2 ENG

!
Invent or Create Patch Show Off

+2 Take Control
4
LICENSES
 IPS-N Tortuga III  HORUS Gorgon III  SSC Black Witch I
 IPS-N Nelson I  HORUS Goblin I
TA L E N T S
BRUTAL


When you roll a 20 on a die for any attack (sometimes called a ‘natural 20’) and critical hit, you deal the
maximum possible damage and bonus damage.

 Your critical hits gain Knockback 1.


 persists until you hit.
When you make an attack roll and miss, your next attack roll gains +1 Accuracy. This effect stacks and

VANGUARD

 Gain +1 Accuracy when using CQB weapons to attack targets within Range 3.
You’ve modified your sensors and ammo to punch through, disregard, or otherwise ignore cover at close
 range. As long as you have line of sight, you ignore both soft and hard cover when using CQB weapons to
attack targets within Range 3.

 your Threat, no matter whether they started their movement there.


You may attack with Overwatch using CQB weapons when hostile characters enter, leave, or exit spaces within

TECHNOPHILE
You have developed a custom NHP. This NHP can speak to you and has a personality, but they are less
advanced than most NHPs and are incapable of independent thought, relying on you for direction. When acting
 alone, they will follow the last direction given and defend themself as needed; however, they have limited
initiative and don’t benefit from your talents.
You may choose for your mech to gain the Servant-Class NHP System
Your custom NHP has developed further, and is now capable of independent thought. It can make complex
 decisions and judgments and act independently, without instruction. Replace your mech’s Servant-Class NHP
with the Student-Class NHP
COMBINED ARMS

 As long as you’re Engaged, you and any allies adjacent to you count as having soft cover.
 You don’t gain Difficulty from being Engaged.
ENGINEER
When you perform a Full Repair, you can, with some trial and error, install a prototype weapon system on your
mech. You may choose characteristics for your prototype weapon based on the following profile each time you
perform a Full Repair, rerolling 1d6+2 to determine Limited each time:
Prototype Weapon
Main [Melee, CQB, Rifle, Cannon, Launcher, Nexus], Limited [1d6+2], Overkill
 This weapon is an experimental prototype, customized according to your specific requirements.
When you install it, or during a Full Repair, you may choose a new weapon type, damage type, and either
Threat 1 (melee) or Range 10 (all other types). Additionally, each time you perform a Full Repair, reroll 1d6+2
to determine this weapon’s Limited uses.
Damage: 1d6+2 Kinetic, Explosive or energy.
This weapon counts as an integrated mount and does not require a mount.
You can tweak the essential components of your prototype weapon in order to increase its effectiveness. When
you perform a Full Repair, choose two:
Tweaked Optics: Your prototype weapon always gains +1 Accuracy on attacks.


Tweaked Computer: Your prototype weapon is Smart.
Stripped reactor shielding: Each time you attack with your prototype weapon, you may choose – at the
cost of 2 Heat – to attack with one of the following options, depending on its weapon type:
Ranged weapon: Cone 3, Line 5, or [Blast 1, Range 10].
Melee weapon: Burst 1.
CORE BONUSES
AUTO-STABILIZING HARDPOINTS
Choose one mount. Weapons attached to this mount gain +1 Accuracy.
TITANOMACHY MESH
1/round, when you successfully Ram or Grapple a mech, you can Ram or Grapple again as a free action.
Additionally, when you knock targets back with melee attacks, you knock them back 1 additional space.
INTEGRATED WEAPON
Your mech gains a new integrated mount with capacity for one Auxiliary weapon. This weapon can be fired 1/round
as a free action when you fire any other weapon on your mech. It can’t be modified.
PILOT LOADOUT
HEAVY HARDSUIT / / A R M O R HEAVY SIGNATURE LIGHT SIGNATURE
+2 Armor / E-Def: 8 / Evasion: 6 //WEAPON //WEAPON
HP Bonus: +3 / Speed: 3 Range 10 | 4 Variable Damage Range 3 | 1 Variable Damage
When a signature weapon is When a signature weapon is
acquired, choose its damage type acquired, choose its damage type
– Explosive, Energy, or Kinetic. – Explosive, Energy, or Kinetic.

TERTIARY ARM / / G E A R ANTIPHOTON VISOR / / G E A R STIMS / / G E A R


A powered third arm mounted on a Designed to protect the wearer’s These chemical stimulants are
bracket on the hardsuit. Tertiary eyes from intense bursts of light, sometimes administered
arms are powered and controlled antiphoton visors are commonly automatically by injectors built into
using the same neural bridge found among breach teams and a pilot’s suit, or even implanted
processes that allow hardsuits to solar-forward operators. They are within their body. Uncontrolled use
respond to user input. They can effective against flash weapons, can be addictive and dangerous to
be equipped with manipulators to intense UV light, and incidental health in the long-term and is a
allow for fine motor control, charges from energy weapons. problem for some pilots.
weapons to enhance combat Expend a charge for one of the
efficacy, or specialty tools. following effects:
Kick: Keeps a pilot awake
and alert for up to 30 hours.
Freeze: Keeps a pilot calm
and emotionally stable;
deadens fear and other strong
reactions.
Juice: Heighten senses and
alertness, reduce fatigue, and
shorten reaction times. Juice
occasionally provokes rage in
some users.
IPS-N TORTUGA OVERCHARGE
GOLDENTIDE REACH +1$ +1d3$ +1d6$ +1d6+4$
R E PA I R
HULL AGI SYS ENG CORE POWER

! ! ! ! 
2 1 4 4 %/1 C A PA C I T Y

/7
STRUCTURE HP STRESS H E AT

 !  $
ARMOR

/4 /19 &2 /4 /10


ATK TECH SAVE SPEED E-DEF EVASION SENSORS LTD SYS
+5 ATK
15 3 14 7 15 +2
+5
FRAME TRAITS
SENTINEL GUARDIAN
The Tortuga gains +1 accuracy on all attacks made Adjacent allied characters can use the Tortuga for
as reactions (e.g. Overwatch). hard cover.
CORE SYSTEM
WATCHDOG CO-PILOT
For the rest of this scene:
If you have less than threat 3 with a ranged weapon, it increases to 3.
1/round, you may take an additional Overwatch reaction.
Any character you hit with Overwatch becomes Immobilized until the end of their next turn.

PRIMARY / / L O A D O U T
INTEGRATED WEAPON
Thermal Pistol G M S A U X I L I A R Y CQB

Line 5 |2 Energy Damage

MAIN MOUNT
Deck-Sweeper Automatic Shotgun IPS-N MAIN CQB
Range 3 Threat 3 |2d6 Kinetic Damage
Inaccurate

HEAVY MOUNT
Daisy Cutter I P S - N H E AV Y C Q B
!!!!
Cone 7 |3d6 Kinetic Damage

THROUGHBOLT ROUNDS //APPLIED MOD


Limited 4

INTEGRATED MOUNT
Prototype Weapon II MAIN SPECIAL
Threat 1 Range 10 |1d6+2 Variable Damage
Limited 1d6+4 (+2) Overkill Set Max Uses Set Damage Type
SYSTEMS
Mimic Mesh HORUS SYSTEM
On activation, choose an allied character within SENSORS: until the end of your next turn, you gain the Battlefield
Awareness reaction.
'Activate Mimic Mesh (Quick)
EFFECT
Until the end of your next turn, you may use the Battlefield Awareness reaction.
Battlefield Awareness (Reaction)
TRIGGER
A hostile action is taken against your target.
EFFECT
You may move 3 spaces towards your target, by the most direct route possible. This movement interrupts and
resolves before the triggering action, ignores engagement and doesn’t provoke reactions. This reaction can be
taken as many times per round as it is triggered.
Unique Quick Action Reaction

Custom Paint Job GMS SYSTEM


When you take structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage – the hit simply
‘scratched your paint’.
This system can only be used once before each Full Repair, and is not a valid target for system destruction.
Unique Indestructible

//SCORPION V70.1 HORUS TECH

Any time you or any allied character adjacent to you is missed by a tech attack or succeed on a save against a
hostile tech action, choose one of the following:
The attacker becomes Impaired until the end of their next turn and takes 2 heat.
The attacker becomes Jammed until the end of their next turn.
Unique

Student-Class NHP AI
Your mech gains the AI tag.
Your custom NHP has developed further, and is now capable of independent thought. It can make complex
decisions and judgments and act independently, without instruction.
1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new
result, even if it’s worse.
AI Unique 1/Round

Bulwark Mods IPS-N SYSTEM


Your mech’s extended limbs, additional armor, redundant motor systems, and other reinforcements allow you to
ignore difficult terrain.
Unique

Personalizations GMS SYSTEM


You gain +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your
mech.
This mod has no numerical benefit beyond the additional HP it grants, but could provide other useful effects. If the
GM agrees that this mod would help with either a pilot or mech skill check, you gain +1 Accuracy for that check.
Unique
H0R_OS System Upgrade I HORUS TECH

Puppet System (Invade)


EFFECT
Your target moves its maximum Speed in a direction of your choice. They can be moved into hazardous areas
and other obstacles, but are still affected by difficult terrain, obstructions, and so on. This movement is
involuntary, but provokes reactions and Engagement as normal and doesn’t count as Knockback, pushing, or
pulling.
Eject Power Cores (Invade)
EFFECT
Your target becomes Jammed until the end of their next turn as you temporarily disrupt their systems, ejecting
ammo magazines and cooling rods. Characters adjacent to your target take 2 energy damage. This can only be
used 1/scene on each character.
Unique Invade

GMS DRONE
Turret Drones !!!!!
Expend a charge to deploy a turret drone that attaches to any object or surface within Sensors and line of sight.
Gain the Turret Attack reaction, which can be taken once for each deployed turret drone. Turret drones cannot be
recalled and expire at the end of the scene.
'Deploy Turret Drone (Quick)
Turret Drone
Size ½ HP: 5 Evasion: 10 E-Defense: 10
Gain the Turret Attack reaction, which can be taken once for each deployed turret drone. Turret drones
cannot be recalled and expire at the end of the scene.
Turret Attack (Reaction)
TRIGGER
An allied character within Range 10 of a turret drone makes a successful attack.
EFFECT
The turret drone deals 3 Kinetic damage to their target, as long as it has line of sight to their target.
Limited 5 Unique Drone Quick Action

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