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After the Second Hercynia Crisis, many Hercynians felt that having an
in-house mech manufacturer was a necessity for their defence. After all, using old
Ranger Swallowtails, Enkidus, and Worldkillers can only get you so far. In comes a
dysfunctional duo by the names of Bart Bart and Engineer Adams. Bart, the cousin
of William William and a skilled Enkidu pilot, was a survivor of the aftershocks that hit
Hivehome when Daylight was struck with the KKR. Adams on the other hand was a
survivor of Beggar 1’s hostile takeover of Evergreen. While Adams wasn;t much of a
mech pilot, he and Bart bonded through their shared hardships and love of mech
designing. After the Second Hercynia Crisis came to an end and proper printer tech
was re-established on Hercynia, Bart and Adams volunteered to spearhead
Hercynia’s chassis production and development, forming Hercynian-Egregorian
Systems & Hardware.
HES&H licences are all about engagement and adaptability. Whilst their
frames tend to lean on the squishier side of durability, they more than make up for
this with blinding speed, horrifying ambushes, and tech that allows them to force
hostiles to obey their terms of engagement. Even on the off chance an HES&H pilot
finds themselves on the backfoot, HES&H provides more than a few options for
regaining control of a scenario. If you want frames that thrive in the heat of battle and
function at peak performance when positioned properly, HES&H may be the
manufacturer for you.
Core Bonuses:
● Tardigrade Adaptive Chassis: When you stabilize and choose to restore HP,
you may instead spend 2 Repairs to restore 1 Structure instead of HP.
○ Through a mixture of enhanced self-repair protocols and built in
printers, the Tardigrade Adaptive Chassis is designed to keep a mech
in the fight for longer, allowing the pilot to repair severe structural
trauma mid-fight.
● Apex Predator Active Defense System: When a hostile character within
Range 3 of you takes Structure Damage, you gain 5 Overshield.
○ “A gift of [ferocity/hatred], the thrill of the hunt. When those who seek
your death fall victim to you and your [comrades/friends/family], may
this shield re-invigorate you to press forward. Never [stop/die], for we
had no choice. Never show [mercy/forgiveness] to the
[destroyers/Seccom/Armory], for we were never granted any.”
● Skitter Servos: Upon taking Structure Damage or Reactor Stress, you may
immediately move up to your speed in any direction, ignoring Engagement
and reactions. Additionally, you gain Soft Cover until the start of your next
turn.
○ A series of enhancements to the legs of a chassis, the Skitter Servos
trigger when said chassis suffers severe damage. To unskilled pilots,
this more often results in the mech either running into a wall or into a
horde of enemies. But to pilots with a basic grasp on controlling their
chassis, the Skitter Servos allow them to engage or disengage at a
moment's notice. The sudden burst of speed also makes it harder for
enemies to land hits, which is always a plus.
● Redline Acceleration Boosters: 1/round, as long as you are in the Danger
Zone, you may take 2 Heat to Boost as a free action.
○ Designed for lancers who just love to treat their reactor as a ‘resource’,
the Redline Acceleration Boosters grant those insane enough to pilot
Tokugawas or Enkidus even more speed. A secondary set of boosters
are mounted to the chassis, and are activated when the mech enters a
state of intense heat generation, allowing the pilot to move even faster
across the battlefield, but at the cost of more heat buildup from the
boosters.
● Cockroach Reactive Armor: 1/round as a reaction to taking AP damage, you
may gain X Overshield after the damage is resolved, with X being your
mech’s Armor times 2.
○ Through a series of moving under-armor and hull-mounted shield
projectors, the C.R.A. is designed to give pilots breathing room upon
being attacked with armor-piercing weapons. While for lightly armored
mechs the C.R.A. doesn’t do much, frames with high amounts of armor
benefit nicely from the extra protection.
HES&H Moss Mantis
Striker
The first mech frame designed by HES&H, the Moss Mantis is a peculiar
design. Bart-Bart, the lead designer for the company’s frames, came up with the idea
after cobbling together one of the most cursed franken-mechs to exist. They may
have claimed it was ‘just for the fun of it’, but what would later become the prototype
build of the Moss Mantis line was a terror on the battlefield.
Designed using pieces from an Enkidu and a Ranger Swallowtail, this
multi-limbed digitigrade-legged stealth mech took the Enkidu’s ability to track
weakened enemies, the Ranger Swallowtail’s knack for sneaking through dense
forestation, and some added extra hydraulics into the legs for good measure.
The result was a mech dedicated to not only assassinating squishy targets,
but also terrifyingly good at finishing off almost any weakened enemy, regardless of
size. Capable of diving enemies from across the battlefield, the only limitation to how
far you can travel and rack up kills in a Moss Mantis is entirely up to your skill as a
pilot. Use it well, and soon all enemies will fear the tall grass.
Moss Mantis
TRAITS:
Spindly Frame: The Moss Mantis cannot mount Heavy or Superheavy weapons, even from
Talents, Core Bonuses, etc.
Bloodsense: The Moss Mantis always knows if characters are at or under half of their
maximum HP, but not the exact number.
Killing Intent: 1/round, When you hit a Hostile Character affected by Bloodsense with a
Weapon Attack, you deal an additional 3 AP damage.
SYSTEM POINTS: 7
MOUNTS:
Main/Aux Flex
CORE System
The first dedicated support frame designed for the HES&H line, the Hirudo
was originally built to be a walking heat sink, until Bart-Bart decided to mess around
with hard-light shielding and decided to mix the two. The result is a frame capable of
absorbing heat that allies would take from either their own reckless actions(ex.
Tokugawa pilots) or from hostile electronic warfare systems, followed by using this
stored heat to power its ‘Hirudotherapy’ Defense Matrix: a hard-light shield projection
system that creates more powerful shields depending on how much heat the
Hirudo’s pilot is willing to hold at any given time.
The Hirudo’s goal as a mech is to run as hot as possible without melting
down, gorging itself on as much heat as possible to push ‘Hirudotherapy’ into
overdrive, as well as using the heat to enhance its speed and evasive potential. Side
effects of wearing what equates to a ½ sized miniature sun for extended periods
includes deep tanning at minimum, and several degree burns in case of reactor
meltdowns, but considering that surveys have shown a link between Hirudo pilots
having also piloted Enkidus, Tokugawas, and in a few niche cases Manticores, it's
not surprising that those who pilot this frame aren’t afraid of ‘a little sunburn’.
Hirudo
TRAITS:
Bloodsucker: As a reaction to an Allied Character within Sensors taking Heat from any
source, you may take the Heat instead. This reaction cannot absorb more heat than the
Hirudo’s heat cap, and cannot absorb more than its remaining heat capacity at a time.
Sanguine Vigor: Whenever the Hirudo enters the Danger Zone, it gains the benefit of Soft
Cover and its base speed becomes 6.
Fragile: The Hirudo receives +1 Difficulty on Hull checks and saves.
SYSTEM POINTS: 7
MOUNTS:
Main/Aux
CORE System
“Hirudotherapy” Defense Matrix
Passive: Bloodletting
1/round as a quick action, you may grant one Ally an Overshield equal to half your current
Heat.
Hawk Wasp
TRAITS:
The Bigger They Are: The Hawk Wasp gains +1 Accuracy on all attacks against characters
with a size larger than itself.
Maneuverability Jets: The Hawk Wasp can hover when it moves.
Fragile: The Hawk Wasp receives +1 Difficulty on Hull checks and saves.
SYSTEM POINTS: 5
MOUNTS:
Heavy Flex
CORE System
Passive: Joint-Lock
1/round, after landing a Critical Hit against a target within Sensors, you may force the target
to make a SYSTEMS save. On a failure, the target becomes Immobilized.
License II: Hawk Wasp Frame, ‘Bullet Ant’ Piercer Nexus, Neurotoxin Extender
‘Bullet Ant’ Piercer Nexus(Main Nexus, Smart, AP)[Range 8][1d3+2 Kinetic
Damage]
● If the target is Shredded or Immobilized, this weapon’s damage
becomes 1d6+4 Kinetic Damage.
● A swarm-type nexus designed by Bart-Bart to complement the
Hawk-Wasps innate joint-locking attacks, this weapon is average until
used against a weakened target. When used against a target that has
had its internals exposed or is immobile, the swarms will enter into a
‘frenzy’, targeting every exposed point on the target until all that is left
is a bored-out husk of a chassis.
Neurotoxin Extender(2SP, System, Unique, 3 Heat(self), Quick Action)
● As a Quick Action, select a target within Sensors that is suffering from
one or more of the following conditions: Impaired, Slowed, Shredded,
Immobilized. You may gain 3 heat to cause one of the conditions to last
until the end of their following turn, but you may only affect a target with
this system 1/scene.
● An upgrade for electronic warfare suites that mechs typically use, the
Neurotoxin Extender allows its pilots to brute force into an enemy
chassis rebooting systems and delay them. This system has been
noted by users to make their mech run quite hot, but the ability to keep
a priority target vulnerable for longer outweighs the cost of a ‘spicy
cockpit’.
Jorogumo
TRAITS:
Alluring Advance: 1/round: Before or after you make a Tech Attack, you may move 3
spaces. This movement ignores engagement and does not provoke reactions.
Caught In The Snare: The Jorogumo gains +1 Accuracy on attacks against Slowed or
Immobilized characters.
SYSTEM POINTS: 8
MOUNTS:
Flex Flex
CORE System
Psionic Lull
I heard her voice again. She was so close, I just had to walk a bit closer and I could see her
again. Then her jaws opened like a bear trap, and I knew I was a fool. - Excerpt from a test
Opfor pilot who displayed a severe reaction to the frame’s psionic effects.
Passive: Be Mine.
1/round as part of a Tech Attack, the Jorogumo may use an additional Quick Action to mark
the target as Prey. Characters with a Prey Mark take +2 Difficulty to any hostile actions
against the Jorogumo. Only one character may have a Prey Mark at a time, and marking a
new character removes the previous Mark. Prey Marks last until the end of the Scene, or
until the character is destroyed.
Active(Requires 1CP): I Plant My Teeth Into Thine Flesh; You Are Mine Forever.
As a Full Action, if a character with a Prey Mark is adjacent to you, you may force them to
make a Hull save. On a failure, the target becomes Shredded, can only draw line of sight to
adjacent spaces, and becomes Grappled by you; they remain Shredded and cannot draw
line of sight past adjacent spaces until they Stabilize. On a successful Save, the target is
only Impaired until the end of their next turn This ability is Efficient and will refund 1 Core
Point at the end of any scene in which this ability was used.
While the HES&H series of licenses tend to focus very heavily on single target
damage and aggressive support mechs, it still never hurts to have a front-line
bruiser. With Bart’s experience as an Enkidu pilot and Adams being a proud
Sagarmatha pilot, they came together to make the Vinegaroon.
Following the traditional HES&H design of singling out priority targets, the
Vinegaroon’s battle plan is simple: rush up the field, grapple an important target, then
make life hell for them and anyone nearby. Assisting this is arrays of built-in
dismantling saws and plasma cutters stored within the torso of the chassis, designed
to take apart any enemies the Vinegaroon manages to get its claws on. And if the
Vinegaroon finds itself getting overwhelmed, it deploys Eyebite, a specialised smog
and chaff mixture designed to interfere with enemy sensors and vision. If the
situation is truly dire, Vinegaroon pilots have discovered the option of releasing a
large cloud of Eyebite, either to make a getaway or to engage those trapped within
the smog. To those who have fought a Vinegaroon, the sound of rock-saws becomes
a sound to flee from.
Vinegaroon
TRAITS:
Brute Strength: The Vinegaroon gets +1 Accuracy on Hull checks and saves.
Crush Claws: When a hostile character grappling with the Vinegaroon moves/is moved out
of adjacency to break the grapple, ends the grapple, or attempts a contested Hull check
regardless of success or failure, they will take 3AP Kinetic damage.
SYSTEM POINTS: 6
MOUNTS:
Heavy Flex
CORE System