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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.
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.
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.
! ! ! !
2 1 4 4 %/1 C A PA C I T Y
/7
STRUCTURE HP STRESS H E AT
! $
ARMOR
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
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
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
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
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