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HIGH VALUE TARGETS

By P.B. Cornylius
LANCER:
HIGH VALUE TARGETS
By
Porter “Cornylius” Botterud

Edited by
Malcolm Cooke

Cover Art by
@tidehunter115

Interior Art by
@commanderkaya (p. 7)
@Zhjake (p. 14)
@LymphOwned (p. 19)

Template used:
Lancer RPG Template by Michael Prijatelj, used under CC BY 4.0

Playtesting by
Cow Alchemist, BigMacH, PrendarTheThief, Kinda Bug Kinda Snack, Kaya, and Buttstrong

Special Thanks to
Valkyrion, for helping with the layout, and to Malcolm for editing despite the covid. Huge thanks to Tidehunter,
Kaya, Zhjake, and Oshlett for allowing the use of their fantastic art.
And as always, to Pilot.net for the amazing resources.

Inspired by Matthew Colville’s Action Oriented Monsters and MCDM’s Flee, Mortals!

Lancer: High Value Targets is not an official Lancer product; it is a third-party work, and is not affiliated with
Massif Press. Lancer: High Value Targets is published via the Lancer Third Party License.

© 2024 by Porter Botterud


Itch.io
@CornyliusB
Blog

Lancer is copyright Massif Press.

[2]
CONTENTS
INTRODUCTION 4
FINALE NPCS 5
COMBAT: THE COMMANDER 6
PERSEPHONE 8
COMBAT: THE KESTREL 9
HELIOS 10
COMBAT: THE CORP 11
CERES REMBRAN 12
COMBAT: THE QUEEN 13
[FORGOTTEN] 15
COMBAT: THE CAVALRY 16
ANGEL BLACK 18
FODDER NPCS 19
FODDER CLASSES 20

[3]
INTRODUCTION
It is said that the only thing more important than a good
introduction is a proper ending, and Lancer: High Value RULES AND STYLES
Targets provides the grand finales your mission This supplement includes a handful of new formatting
deserves. Whether you’re looking for a villain to styles to make information visible at a glance, and to
antagonize your players, mechanics for that boss make it easier to import the included NPCs into your
enemy you’ve been building up, or just something fun choice of virtual tabletop.
for your players to enjoy fighting for an evening, you’ll
find what you need here! SOURCE: Included in the list of tags for NPC features
are what CLASS or TEMPLATE the feature is from.
In this supplement you’ll find five bespoke combats, • Some features and mech stats include an
twice as many unique NPCs, and new features to asterisk (*) next to the source. This indicates that
ensure a satisfying challenge for your squad. the original feature is modified in some way.
• Renamed features include the original name
italicized in the feature description.
RESOURCES
Lancer: High Value Targets references content from
the Lancer: Core Rulebook, as well as NPC classes RECHARGE: Some features with the Recharge tag have
from Lancer: No Room for a Wallflower. There are also been given the 1/round tag as well, to reduce the odds
very small references to upcoming official Lancer of an ULTRA getting lucky and overwhelming the
releases, though these have no mechanical relevance. players. You may also choose to ignore the RECHARGE
trait and instead use the feature once per round.

CONTENT AND THEMES SAVE: Features that force targets to make a save now
Lancer: High Value Targets includes a number of have a tag to easily indicate the required skill (HUL,
characters designed to function as antagonists to the AGI, SYS, ENG)
players, each one the cruel, villainous people who
would require the attention of Lancers. Though each NOTE
NPC may have their reasons for being who they are, If an NPC enters combat in the middle of a round, they
their actions remain despicable. may activate during that same round unless specified
otherwise.
Jake Peralta: “Cool motive, still murder.”
– Brooklyn 99, S1E21
YOURS TO COMMAND
The content and themes present in the NPCs and their The combats and Finale NPCs provided here are each
associated combats are listed below. unique, containing sitreps, recommended NPC forces,
and full backgrounds to build the scene. However,
THE COMMANDER: Fascism, Nationalism, War, you’re welcome to ignore these to use the stat blocks
Terrorism, Colonialism. as you see fit!

The Kestrel: Misogyny, Gore, Manipulation.

The Corp: Capitalism, Egoism, Narcissism, Classism.

The Queen: Gore, Murder, Terrorism, Madness.

The Kavalry: Suicide (mentioned only), Murder,


Slavery, Abuse, Madness.

[4]
NEW RULES AND NPCS
DIRECTOR
FINALE NPCS DIRECTOR FINALES, similar to COMMANDERS, control a
The combats included in this supplement feature battlefield through the NPCs deployed alongside it.
FINALE NPCS; special enemies designed to act as Their FINALE ACTIONS often empower their allies.
powerful “bosses.” Being unique and threatening, each
SQUAD
FINALE includes special equipment, reactions, and a
SQUAD FINALES are unique in that their strength is
new feature called FINALE ACTIONS.
spread across up to 5 NPCs. They have 5 FINALE
FINALE ACTIONS ACTIONS, one for each NPC. In order for each FINALE
FINALES have access to FINALE ACTIONS, powerful ACTION to be used, the associated NPC must be
abilities that they can use at the end of a hostile present and capable of taking the action.
character’s turn with the following limitations:
• Only one FINALE ACTION can be used each round. FODDER NPCS
• Each FINALE ACTION can only be used 1/scene. FODDER are a special type of NPC designed to allow
• ACTIVATED: FINALE ACTIONS with the ACTIVATED GMs to field large numbers of enemies without
tag count as a hostile NPC activation, meaning a overwhelming the combat order. They are a powerful
player (or allied NPC) may activate afterwards. force on the field, and are extremely satisfying for
players to kill.
Because FINALE ACTIONS are taken by the NPC, they
cannot be used while a FINALE is JAMMED or STUNNED.
FIELD EFFECTS
USING FINALE ACTIONS FIELD EFFECTS allow for the battlefield itself to pressure
While all FINALE ACTIONS are given in a recommended the players both actively; through actions taken at the
sequence, they can be used in any order and don’t start or end of each round – and passively; through
need to be used every round either. If the players are ambient effects. FIELD EFFECTS always have a source,
on the back foot, you might delay the use of a FINALE usually an object or mech, and are only active as long
ACTION. Similarly, if the NPC is on deaths door, it might as the source is present and functional.
rush to its best card.
• The first FINALE ACTION shows the players that • Start: The Start tag means that the effect takes
they are fighting a unique foe, and shifts the place at the beginning of each round.
combat in the NPC’s favor. This will usually buff, • End: The End tag means that the effect takes
or debuff characters on the field. place at the end of each round.
• The second FINALE ACTION typically grants the • Action: The source must take the required action
NPC room to breathe, either by moving, buffing during its turn to use the FIELD EFFECT.
themselves, or hampering the players. • Players can SCAN the source of a FIELD EFFECT to
• The third FINALE ACTION is the most powerful; the learn the specifics of its mechanics.
final gambit as the battle reaches its end. These ▪ The players should always be made aware of
tend to deal incredible damage, and can make a the fact that a FIELD EFFECT is present, and
guaranteed victory uncertain. what might be its source(s).

SINGULAR
SINGULAR FINALES are incredibly powerful individuals
capable of taking on entire player squads alone and
often use the ULTRA template. Their FINALE ACTIONS
are more powerful, and have the ACTIVATED tag.

ACTION ORIENTED DESIGN PROPER PLANNING


The Finale and Fodder NPCs included in this If the players try to ambush or force a Finale
supplement are inspired by the “Action into combat on their own terms, the Finale
Oriented Monsters” and “Minions” featured in could be caught away from their associated
MCDM’s Flee Mortals! Field Effects.

[5]
COMBAT:
THE COMMANDER
Voice booming across the battlefield, Persephone SITREP: Special (see below)
calls to her legion. She shouts of envied martyrs, of
mankind’s destiny among the stars and the crimson RECOMMENDED FORCES
banner to lead it. Alit by zeal, her words ring hollow in PERSEPHONE FINALE/DIRECTOR PYRO (See
your ears, no more than the echoes of a general long Below)
dead. You wonder, in the final moments of calm, if LEGION BREACHER (+Thermal Charge)
she’s ever spoken a word of her own. FORCES ARCHER
GUNNERS
PERSEPHONE SHE/HER SCOURER
LOYAL, BRAVE, AND BLIND. ASSAULT (+Underslung Grenade
Aleksandra “Persephone” Rhudell has long fought Launcher)
under the Armory’s banner, pushing forward among the SPECIAL BARBAROSSA – VETERAN BOMBARD
legions in the Dawnline Shore. There, she faced many ASSETS (+Bunker Buster, Size 3)
who stood against the Armory, and their acts against it SALADIN – AEGIS (+Adaptive
only ever reinforced her steadfast dedication. She Shielding, +Guardian, Size 2)
quickly climbed up the military ladder, her ascent fueled FIELD APOCALYPSE RAIL
by deeds of valor and political maneuvering. There she OPTIONS
found success, recognition, and greater purpose as INCREASE +VETERAN TEMPLATE (Any Legion
rewards for her conviction. CHALLENGE Forces unit)
BOMBARD: +1 Stress/Structure
Though a talented tactician and gifted pilot, Aleksandra ARCHER: +Blinding Shells
hardly exists beyond her Armory pride, her identity built DECREASE SCOURER: +GRUNT Template
so fully on the Armory that to lose it would be to lose CHALLENGE GUNNERS: -1 per group.
herself. Whatever evidence she might see of the
Armory’s crimes, for Aleksandra to admit that the APOCALYPSE RAIL
Armory is not good is to admit that she is not all good, On the BARBAROSSA’S first turn, the APOCALYPSE RAIL
and she is simply unwilling to do so. begins charging. The players are aware of this effect,
GOALS and know that the BARBAROSSA will fire it on round 5.
What the Armory wants, Persephone gets. All she • 1/round, if the Bombard is moved, the
desires is to earn and keep her place, and that means APOCALYPSE RAIL is delayed by one round.
carrying the glory of the crimson banner in the name of
humanity. Her blind fanaticism makes her a valuable Apocalypse Rail Full Action, AGI
tool for the Armory, effective and disposable. The BARBAROSSA fires. All characters in a BLAST
2 Area must make an AGILITY Save or take:
FRAME
Failure: 10/14/18 AP EXPLOSIVE and STUNNED
Persephone’s mech, the FIRM HAND, is a GENGHIS
until the end of their next turn.
MK2-S, an evolution of the GENGHIS model featuring a
Success: Half damage, IMPAIRED, and SLOWED
lightweight Plasma Thrower and a pair of integrated
until the end of their next turn.
Vertical Rocket Boosters.

RUNNING THE COMBAT


COMBATANTS At the beginning of combat, PERSEPHONE, 2 GUNNER
The LEGION FORCES under PERSEPHONE’S command groups, and 1-3 LEGION FORCES as appropriate for
consist primarily of SHERMANS modified to fulfill various squad size are present on the field.
roles on the field, from basic mechanized infantry
(GUNNERS), to heavy fire support (ARCHERS), and At the beginning of round 2, the BARBAROSSA and
specialized anti-armor outfits (SCOURERS). TOKUGAWAS SALADIN appear in addition to other Reinforcements.
(BREACHERS) act as the vanguard of her force, while a During combat, PERSEPHONE will attempt to approach
special deployment of GILGAMESH frames (ASSAULTS) the players while maintaining a central position among
apply consistent area damage and control. her forces to best use her reactions.

PERSEPHONE has access to two SPECIAL ASSETS: The The combat can only end after PERSEPHONE has been
BARBAROSSA (VETERAN BOMBARD) and SALADIN defeated, regardless of any other objectives.
(AEGIS). Each can only be deployed once.

[6]
REINFORCEMENTS
At the beginning of each round, 1-3 LEGION FORCES Enemy Deployment/Ingress Zone
appear as reinforcements. No more than 2 of each NPC
class may be on the field at a time.

SITREP
PERSEPHONE, as a Strike Captain, fits best into a
battlefield that can reflect the forces at her disposal.
The sitrep provided here is not required, and acts only
as a recommendation.
Like distant thunder, the legion marches ever closer
with banners high and weapons ready. The air, burnt
by reactors and dripping plasma, promises a painful
death. The last line of defense, you court death to
stand against the burning tide. Let us hope she likes
Player Deployment/Enemy Objective
your charms.
In this sitrep, the players stand in defense of their allies,
and must hold the line against impossible odds. VICTORY CONDITIONS
SCORE • PC Victory: If the players defeat Persephone, the
legion is forced to retreat. The fewer points the
If an enemy NPC starts their turn within the player
players have, the more pyrrhic the victory.
deployment zone, the players lose one point, and the
• Enemy Victory: Persephone defeats the players.
unit is removed from the battlefield.

[7]
ENEMY MECH
PERSEPHONE Finale Commander Pyro
Director
HP: 10 + 3/pc Armor: 3 AS A FINALE, PERSEPHONE:
Evasion: 8 Speed: 3* • Can take 1 HEAT to clear one condition at the
E-Defense: 8 Save Target: 12* start of its turn and repair a destroyed system
Heat Cap: 16* Sensors: 8 or weapon at the end of its turn.
Structure: 3 Stress: 3 • Deal +1d6 damage on critical hits.
HUL: 1 SYS: -1 • OVERWATCH any number of times per round.
AGI: -1 + ENG: 3 + • If the result of a Structure check would Destroy
it, it is STUNNED instead.
TRAITS
GREATER INSULATED* Pyro* REACTIONS
PERSEPHONE and her adjacent allies are IMMUNE to Voice of Authority
BURN. Reaction, 1/round, Commander
MILITARY DISCIPLINE Commander Choose Wisely
GUARDIAN Bastion Reaction, 1/round
FOMORIAN Trigger: An attack would damage an ally within
PERSEPHONE is Size 2. PERSEPHONE’S sensors.
Effect: The attacker must choose to either allow
ACTIONS PERSEPHONE to SKIRMISH, or cancel the attack.
Plasma Thrower MK. II FINALE ACTIONS
Heavy CQB, 4 (Self), +1/2/3, +1 Accuracy
Ignition
[ 5 or 8][3/4/5 + 3/4/5 ] Action 1
Deal double BURN to targets that already have All of PERSEPHONE’S allies may BOOST and gain
BURN. 4/6/8 OVERSHIELD. While characters have this
This weapon can attack in a CONE 5 or LINE 8. OVERSHIELD, their attacks deal +2 BURN on a hit.
Napalm Bomb MK. II Form Up!
Main Launcher, Arcing, Loading, +2/3/4, Action 2
Pyro* PERSEPHONE and her allies may BOOST and enter a
[ 8] [ 2][4/5/6 + 2/4/6 ] phalanx formation. At the end of this action, she
Explosive Jet and any of her allies adjacent to at least one other
Recharge 5+, Quick, Pyro ally gain RESISTANCE to KINETIC and ENERGY
damage. This effect lasts until a character ceases
Explosive Vent to be adjacent to an ally.
Pyro
Rain Hell
Firebreak Shield Action 3, ENG
Shield, Pyro PERSEPHONE creates 4/5/6 BURST 1 areas within
RANGE 20 that cannot overlap. For each area they
are in, Characters must make an ENGINEERING save
or take 2/4/6 BURN, 1/2/3 HEAT, and become
SHREDDED until regaining HP. On a success, a
character takes half BURN and HEAT. The area of
the bursts become Difficult Terrain and characters
that start their turn inside or enter an area take
2/3/5 BURN.

[8]
COMBAT:
THE KESTREL
“Weak men and fool women here to scold me?” SITREP: See Below
Helios spoke with a vile, unimpressed confidence. His
machine jittered at the ready, mechanical knuckles RECOMMENDED FORCES
shifting at the hilt of a massive axe bound in chain. HELIOS FINALE/SINGULAR BERSERKER
FIELD COUNTERMEASURE HUB
“My women,” he seemed to spit the word from his OPTIONS
mouth as he paused. “They know their place.” His INCREASE +Retribution (Berserker)
machine lowering itself with a pneumatic hiss, CHALLENGE +Nail Gun (Berserker)
weapons ready and his mouth in a sneer. “I’ll gladly DECREASE COUNTERMEASURE HUB: No longer
show you yours.” CHALLENGE provides Cover.
V2 COREWORMS: No worms
applied on successful save.
“HELIOS” HE/HIM
IGNORANCE IS BLISS, AND SO IS DEATH.
Dressed in a flight suit decorated with a handful of COUNTERMEASURE HUB
patches, Luca Reyes, callsign Helios, is easy to identify A SIZE 2 object on one edge of the Battlefield, the HUB
at a glance as a member of the Albatross. His youthful is run by a small group of men and women who provide
vigor, smug attitude, and bold maneuvers all echo the HELIOS with electronic defenses. While active:
legends of scrappy pilots with hearts of gold who keep
the Union safe. His identity of derring-do and charming • HELIOS always has SOFT COVER.
heroics, however, is a flimsy façade behind which lies • Tech attacks against Helios take +3 DIFFICULTY,
Luca’s true self; A spiteful, sexist cretin who’s deeds and he gains +3 ACCURACY for SYSTEMS.
exist only to fuel his desperate vanity and cruel delights. • Helios has an E-DEFENSE of 18/20/22.
• The hub may use DRAG DOWN.
Once a prodigy, Luca was the best pilot his quiet planet
had ever produced. With arrogant confidence, he left The Hub itself has 6 Evasion and 6 E-Defense,
his home behind and became a Petrel, training among 20/25/30 +5/PC HP, and 7/9/9 +1/PC HEAT CAP. If the
the galaxy’s best, and for the first time, found himself building is destroyed, anyone inside is killed. If the
surrounded by other cadets who could equal – and building overheats, they are instead forced to evacuate.
exceed – his skill. Rather than push on, Luca refused Drag Down
his failures, placing blame on the female mentors and Field, End, Tech, SYS, Barricade*
classmates he trained with. To him, mechanized In a Burst 1 Area anywhere, targets of the HUB’S
platforms are a masculine tool, one which women, or choice must make a SYSTEMS Save. On a failure,
anyone else insufficiently masculine, are unworthy to targets take 2 HEAT, and then an additional 2/4/6
use. Luca maintains that he would have become the HEAT if they voluntarily move on their turn.
greatest Albatross pilot ever seen had it not been for
those women who conspired against him. OPTIONAL OBJECTIVE: CONVINCE THE HUB
The players might try to speak to the HUB to try and
GOALS convince them to turn against HELIOS, or at least to
Luca, excised from the Albatross, is fueled by a need abandon him on the battlefield.
to validate his ego. Offering shelter to the desperate,
he surrounds himself by anyone weaker so his work A SCAN or successful INVADE on the HUB opens a
might have an audience, one unable to question or channel. While open, the players may take a Quick
critique. In his downtime, he spreads his rancid ideals Action to speak to those inside by making a check with
among his following, and though some are truly loyal, a relevant trigger. 1/round, a player may do so as a
most remain only out of fear or desperation. Luca, Protocol instead. If the players can make 3-5
deluded by his beliefs, is blind to how little it would take successful checks, the HUB stops providing benefits to
for them to turn on him. HELIOS and, at the GMs discretion, may begin to use
DRAG DOWN against him.
FRAME
A true Frankenstein of a machine, the HIGH ADONIS is RUNNING THE COMBAT
built from the parts of countless IPS-N machines. From At the beginning of combat, HELIOS is present in the
the strengthened frame of the BLACKBEARD, to the center of the map, with the players deployed anywhere
mobility of the NELSON, the full catalogue of antipiracy within RANGE 8-12 of him. The HUB is on one edge of
– and pro-piracy – equipment is on display. the battlefield. The combat ends only when HELIOS is
defeated. The combat ends with his defeat.

[9]
ENEMY MECH
HELIOS
Finale Ultra Berserker
Singular
HP: 12 + 5/pc Armor: 2/2/3* AS A FINALE ULTRA, HELIOS:
Evasion: 10 Speed: 6/7/8* • Takes 2 turns, or 3 for 5 or more players.
E-Defense: 8 Save Target: 12 • Can take 1 HEAT to clear one condition at the
Heat Cap: 3* +1/pc Sensors: 5 start of its turn and repair a destroyed system
Structure: 4 Stress: 4 or weapon at the end of its turn.
HUL: 3 + SYS: -2 + • Deals +1d6 damage on critical hits.
AGI: 2 ENG: -1 • OVERWATCH any number of times per round.
• If the result of a Structure check would destroy
TRAITS him, he is STUNNED instead.
SYNTHETIC MUSCLE
HELIOS counts as Size 3 for GRAPPLE. Alternative Shielding
GRAPPLER Free, Limitless
Trigger: HELIOS takes damage and is grappling a
HELIOS has +1 ACCURACY on attacks against
character.
GRAPPLED targets, and can still Boost and take
Effect: HELIOS forces a GRAPPLED character to
Reactions while grappling.
absorb some of the blow. The attack deals half
AGGRESSION Berserker damage, Burn, and Heat to both HELIOS and the
TRAMPLE Cataphract Grappled character. Any additional effects are
taken by both characters. The grapple then ends.
AVALANCHE CHARGE
1/round, Quick, Recharge 5+, Berserker* FINALE ACTIONS
ACTIONS V2 Coreworm Infestation
Action 1, AGI, Active
Chained Shredder Axe All hostiles within RANGE 15 and line of sight of
Heavy Melee, +2/3/4, Thrown 5 HELIOS must make an AGILITY save. The target
[ 2][7/9/11 ] receives two V2 COREWORMS, or 1 on a success.
This weapon can make 2 attacks at a time, As long as the Coreworms are attached, a mech
targeting two different characters. If thrown, it takes 3/4/5 AP KINETIC damage at the start of their
returns at the end of Helios’ turn. turns. If the target loses a Structure, they become
On critical hit: Target becomes SHREDDED until the SHREDDED until removing the worms. If they are still
end of their next turn. attached after four rounds, the pilot is reduced to 0
Harpoon Cannon HP.
Main CQB, Berserker As a Quick Action, a player can remove one
COREWORM on themselves or an adjacent ally by
Impale succeeding on a SYSTEMS or ENGINEERING check.
Full, Recharge 6+, 1/round, HUL, Jump-Jets
Cataphract Action 2, Active
Hyperlight Armor HELIOS activates his Jump Jets. For the rest of the
Shield scene whenever he BOOSTS, he gains 2/3/3
Helios doubles his ARMOR against attacks made by OVERSHIELD and may fly, though lands at the end of
GRAPPLED targets. his turn. As a part of this action, he may then
BOOST without triggering reactions.
REACTIONS Subjugation Chains
Ablate Action 3, HUL, Active
Reaction, 1/turn All characters within RANGE 5 must make a HULL
Trigger: HELIOS is damaged by an attack. save or take 8/10/14 KINETIC damage, be pulled
Effect: HELIOS forces some of his equipment to adjacent to HELIOS and automatically become
absorb the blow. He forces the attack to miss and GRAPPLED. On a success, characters take half
destroys one system or weapon. If no equipment damage and are not moved.
can be destroyed, he cannot take this reaction.

[10]
COMBAT:
THE CORP
A figure stands on a four-legged platform, unaware of SITREP: See Below
your presence as he gazes across various screens.
Over comms, a voice speaks up. “Mr. Rembran, there RECOMMENDED FORCES
are-“ The warning is cut off with a hush, “Do not CERES FINALE/DIRECTOR SPITE (see
interrupt. Deal with it. My NHP will assist if you are so REMBRAN below)
inept.” A stiff silence fills the air as the defenses come EMPLOYEES RAINMAKER
alive. “Time to get to work.” VETERAN ASSASSIN
ASSAULT
CERES REMBRAN HE/HIM INTERNS GUNNERS
NARCISISTIC BUSINESSMAN SLASHERS
It takes a singular ego to climb the ranks of Smith- FIELD OPPRESSOR TURRETS
Shimano Corpro, and Ceres Rembran has plenty to OPTIONS
spare. One of the very few SSC board members not INCREASE TURRETS: +1 or +2 Turrets
born to a Constellar World, Ceres claims he worked CHALLENGE EMPLOYEE: +1 as Reinforcement
hard for his station. In truth, he was raised in wealth, EMPLOYEE: +Veteran Template
his rise fueled by cruel exploitation. From his pedestal, DECREASE HYPERACTIVE TARGETING: Remove
Ceres believes himself and his peers to be above the CHALLENGE TURRETS: -5 HP
rest of humanity. To him, there are those who deserve
respect, power, and wealth, and those who do not.
OPPRESSOR TURRETS
Dressed in a pitch-black suit, Ceres believes himself Three turrets sit on the field. REMBRAN has IMMUNITY to
infallible, any shortcomings in his pursuits excused damage, Burn, and Heat until all turrets are destroyed.
through the removal of whoever is close enough to Each turret is an object with 10/15/20 HP. They have 0
blame. Rembran is a stiff figure on the field, aloof and EVASION and E-DEFENSE. The first time a turret would
disconnected from the rabble around him even as they take Heat it becomes EXPOSED.
fight and die at his command. Undeniably intelligent,
Turret Lock Field, Start
his unshakable overconfidence is what allowed him to
rise above the rest, and so too is it what will lay him low. Each turret makes an attack against a character
within RANGE 15, dealing 4/6/8 ENERGY damage
GOALS on a hit. If the target has LOCK ON, deal double
Ceres sees the Deimos Accords as a rule for the damage on a hit, or normal damage on a miss.
masses, not for himself. He openly and eagerly
pursues transhumanism, from genetic modification to RUNNING THE COMBAT
cybernetic enhancement, and spares no expense of The goal of combat is to defeat REMBRAN, a task made
manna nor life to achieve it. Ceres commands loyalty complicated by the protection provided by the
through his power and money, but because dead men OPPRESSOR TURRETS and CRUNCH TIME. Generally,
pay no bills, his subordinates will have little reason to REMBRAN will keep a number of INTERNS nearby to act
seek revenge. as a buffer against hostiles, while his EMPLOYEES deal
PLATFORM the majority of damage. If desperate, however, he will
Rembran stands atop an SSC Mobile Command always put himself first, and will sacrifice EMPLOYEES
Platform, or MCP, a tetrapod mounted stage from as well.
which he orchestrates his work. Though it appears EMPLOYEES, while not tech based, can use the default
unprotected, magnetic generators create an invisible invade to synergize well with IMPRISON.
and impenetrable shield around the platform.
At the beginning of combat, CERES REMBRAN, 3
FORCES TURRETS, and 1-3 EMPLOYEES are present on the field
While the majority of his forces consist of subaltern as appropriate for squad size, as well as 2 groups of
INTERNS, inexpensive and automated workforce units INTERNS. Any employees that are not deployed are kept
(GUNNERS and SLASHERS), he also has a squad of in Reserve.
Constellar Security EMPLOYEES under his command REINFORCEMENTS
consisting of a MONARCH (RAINMAKER), MOURNING EMPLOYEES in reserve can appear as reinforcements at
CLOAK (ASSASSIN), and METALMARK (ASSAULT) all reserves have been deployed. As long as the
combat continues, REMBRAN will summon more
Linked to Rembran’s MCP are a set of OPPRESSOR FODDER on each of his turns, though he may call in a
TURRETS that also serve to boost his shields. full group once at the start of a round if his numbers
become too thin.

[11]
ENEMY MECH
CERES REMBRAN Finale Spite
Director
HP: 18 +3/pc Armor: 2 AS A FINALE, CERES:
Evasion: 6 Speed: 2 • Can take 1 HEAT to clear one condition at the
E-Defense: 10 Save Target: 13 start of its turn and repair a destroyed system
Heat Cap: 3* +1/pc Sensors: Special or weapon at the end of its turn.
Structure: 2 Stress: 2 • If the result of a Structure check would destroy
HUL: 0 + SYS: 2 + him, he is STUNNED instead.
AGI: -2 ENG: 2
TRAITS REACTIONS
HYPERACTIVE TARGETING Crunch Time
When CERES takes the Full Tech action, he can Reaction, 1/turn
LOCK ON as a free action Trigger: CERES would lose HP.
ENTRENCHED Spite Effect: CERES forces an ally to take the blow. He
gains IMMUNITY to the attack, and an ally adjacent to
CORPORATE DISCIPLINE Commander him is destroyed.
Military Discipline.
OMNIPOTENCE Finish The Job
CERES treats the full battlefield as within Sensors. Reaction, 1/round
TARGET LOCK Trigger: An ally who can hear CERES deals
When CERES applies LOCK ON, he can apply it to 1 damage but does not reduce the target’s structure.
additional target. Effect: CERES allows his ally to attack again,
dealing half damage on a hit.
HAMPER-LOCK
Targets with LOCK ON take +1 DIFFICULTY on saving
throws forced by Ceres. This consumes LOCK ON. FINALE ACTIONS
ACTIONS Set Deadlines
Action 1, SYS Save
Enthrone All targets of CERES’ choice gain LOCK ON, ignoring
System, Quick, Recharge 4+, Shield, Spite Line of Sight. When a character consumes this
Imprison Lock On, the target takes 2 HEAT and becomes
System, Quick Tech, SYS, Spite IMPAIRED until the end of their next turn.

Seize Get to Work!


System, Quick Tech, Recharge 4+ SYS, Action 2
Spite* All of CERES’ allies may BOOST then SKIRMISH
against targets by consuming LOCK ON. When a
Carceri target’s Lock On is consumed, they become
System, Full Tech, 1/scene SYS, Spite* Slowed.
CERES will only use CARCERI after his Turrets have
been destroyed. Pay Your Debts!
Action 3
New Hires All destroyed frames of CERES’ choice on the field
System, Protocol return with 8 HP, are IMPAIRED, and cannot act until
CERES summons 1d3+2 GUNNERS or SLASHERS. the next round. 1d3+2 GUNNERS then appear.

[12]
COMBAT:
THE QUEEN
Ahead of you a figure of swarming steel pulls itself to SITREP: See Below
a stand, manic laughter echoing through the hall.
“You failed,” her voice calls, “Its already done!” RECOMMENDED FORCES
FORGOTTEN FINALE/SINGULAR LURKER
Adrenaline floods your veins. Heart pumping, eyes (see below)
wide, you see her vanish from sight and sensors FINALE ACTIONS (see below)
before a blip reappears behind you. Alarms blare as
alerts flood your screens: Systems Unstable! FIELD PYRE
Weapons Hot! Danger! Danger! Danger! SHROUD ZONES
OPTIONS
INCREASE SCOURING WHIP: Attack twice
[FORGOTTEN] SHE/HER CHALLENGE against 2 different targets.
WHO? PYRE: 1/round create a SHROUD
In the wake of Union’s civil war, one planet, still when a target loses a Structure.
rebuilding and counting its dead, found itself terrorized DECREASE PYRE: Reforms only twice.
as an unseen force struck against its networks of power CHALLENGE SHATTER SYSTEMS: Remove
and communication when they were needed most. The
following years were a deadly game of cat and mouse
littered with inhuman acts of mass violence. Eventually,
PYRE
the game reached its end in an orbital dockyard where A PYRE sits in the middle of the battlefield, a SIZE 2
soldiers surged into a half-built frigate. The ship’s object with a HEAT CAP of 4/5/6 +1/pc and an E-
unstable engines came alive, and a moment later, all DEFENSE of 0. It cannot be damaged. While the Pyre is
souls on board vanished, launched in a nearlight bolt to active:
disappear among the distant stars. • Whenever FORGOTTEN takes HEAT, she gains
Five hundred years later, at the edge of a system light RESISTANCE, and the PYRE takes the amount of
years away, a decrepit wreck was found drifting in the HEAT resisted.
dark. Inside were corpses crushed into paste against • Forgotten is IMMUNE to damage, burn, and heat
the back walls, some picked clean of flesh, surrounded while inside a SHROUD ZONE.
by text gouged deep into the steel throughout the ship. • 1/round when a SHROUD would be destroyed, the
What little could be deciphered spoke of a deal, one Pyre may take 2 HEAT instead.
that sold the authors name, though for what – and to When the Pyre Overheats, all characters must make
whom – remains unknown. an ENGINEERING save or take 2/4/6 BURN, and the Pyre
Tense and rageful, Forgotten is swallowed by an alien becomes Inactive until the end of the next round, where
madness. Raised by a despot until Union erupted in a it reforms at 0 HEAT.
violent civil war, she dedicated herself to ThirdComm’s SHROUD ZONES
destruction for nearly a decade until she was forced to SHROUD ZONES are Burst 1 areas that empower
flee. Consequences, however, followed her, and she FORGOTTEN and weaken her foes. While she cannot
spent 30 subjective years in unstable nearlight travel, create them, the Pyre can.
accompanied only by corpses and a passing stranger.
Now stranded 500 years in the future, her goals remain Shrouds can be targeted by anything that targets E-
the same; kill, topple, and torture. DEFENSE. They have E-DEFENSE 8/11/14 and are
dispersed when hit.
GOALS
An anarchist in the most selfish sense, Forgotten is Create Shroud Field, Start
fueled by a deep sense of resentful individualism, The PYRE creates a SHROUD ZONE beneath any
convinced that if someone cannot survive alone, then character.
they do not deserve to. The primary target of this hate
is ThirdComm, its three pillars repugnant in her eyes. RUNNING THE COMBAT
At the beginning of combat, FORGOTTEN, the PYRE, and
MACHINE a number of SHROUD ZONES equal to half the number of
A paracausal amalgam of hate-bound metal, Forgotten players are on the field. The combat ends when
pilots a machine animated by inky black tendrils that FORGOTTEN is defeated.
lick upward like flame. Flickering like a dying lantern,
she is untethered from reality. What that does to a
human mind is as unknowable as her name.

[13]
[14]
ENEMY MECH
[FORGOTTEN] Finale Ultra Lurker
Singular
HP: 5* +5/pc Armor: 1 AS A FINALE ULTRA, [FORGOTTEN]:
Evasion: 10 Speed: 3 • Takes 2 turns, or 3 for 5 or more players.
E-Defense: 6 Save Target: 12 • Can take 1 HEAT to clear one condition at the
Heat Cap: 3* +1/pc Sensors: 5 start of its turn and repair a destroyed system
Structure: 4 Stress: 4 or weapon at the end of its turn.
HUL: 2 SYS: 0 • Deal +1d6 damage on critical hits.
AGI: 2 + ENG: -1 + • OVERWATCH any number of times per round.
• If the result of a Structure check would Destroy
TRAITS it, it is STUNNED instead.
OMINOUS HOVERING
FORGOTTEN hovers at all times. REACTIONS
SHADOWED SHROUD Lurker* Unmaker
While inside a SHROUD ZONE Reaction, 1/round, SYS
• FORGOTTEN becomes INVISIBLE and gains Trigger: FORGOTTEN is hit by an attack.
RESISTANCE to damage. Effect: The attacker must make a SYSTEMS save.
• Enemies become SHREDDED and IMPAIRED. On a failure, the attack deals half damage, and the
• FORGOTTEN’S movement becomes a teleport as attacker takes 2 Heat and becomes IMMOBILIZED.
long as it began inside a Shroud Zone.
SHATTER SYSTEMS 1/round Swallow Shroud
After a Critical Hit, FORGOTTEN may Quick Tech as Reaction, 1/round, Lurker*
a free action. Trigger: FORGOTTEN would receive a Status or
Condition from a hostile source.
ACTIONS Effect: FORGOTTEN consumes a SHROUD she is
within, ignoring one CONDITION or STATUS and
Annihilation Whip
gaining OVERSHIELD 5/6/7.
Heavy Melee, +1/+2/+3, Lurker*
[ 1][8/10/12 ] FINALE ACTIONS
While FORGOTTEN is within a SHROUD ZONE, this
weapon gains THREAT 3 and +1 ACCURACY.
/CLIP/
Action 1, AGI, Activated
On Hit: The target is pulled adjacent to FORGOTTEN
All targets within line of sight are teleported partially
or as close as possible
into the ground, and must make an AGILITY save.
On Crit: As above, and the target is immediately
Failure: 6/10/14 KINETIC, PRONE, and IMMOBILIZED.
GRAPPLED.
Success: Half damage, IMMOBILIZED.
This weapon can attack INTANGIBLE targets.
Characters must succeed a HULL or AGILITY check
Shadow-Killer Swarm at the end of their turn to escape. Players may
Main Nexus, +2/+4/+6, Smart, Seeking, spend a Quick Action to free an adjacent ally.
Hive*
[ 10][3 ] /JAUNT/
While FORGOTTEN is within a SHROUD ZONE, this Action 2, Activated
weapon deals BURN instead of ENERGY damage. FORGOTTEN teleports anywhere within line of sight
At T2, this weapon can be used twice, or three and gains 10 +3/pc OVERSHIELD. 1/turn When this
times at T3. OVERSHIELD is damaged, the attacker takes 2/3/4
Energy and FORGOTTEN teleports 3 in any direction.
Umbral Shift
System, Quick
/CONSUME/
Impale Systems Action 3, ENG Save, Activated
Quick Tech, +2, Recharge 5+, 1/round, A SHROUD ZONE is created beneath each character,
Hornet* and all characters must make an ENGINEERING save
or take 6/8/12 AP Energy and 2/3/4 HEAT, or half on
a success. For the rest of the scene, players inside
SHROUD ZONES can’t draw line of sight outside
them.

[15]
COMBAT:
THE CAVALRY
they killed the hunting squadron one by one. Despite
ANGEL BLACK knowing what his brother did, Gus’s loyalty now lies
Equal parts revered and reviled; ANGEL BLACK are a only with Mika and the rest of ANGEL BLACK, who have
mercenary squadron known for their brutal efficiency helped fend off Union ever since.
and cruel willingness to do whatever a contract
HAMMER pilots a well-worn TORTUGA, green paint
demands. Though they know no true allegiance, ANGEL
peeling away to reveal thick steel armor underneath.
BLACK maintain their reputation through ensuring the
On one shoulder, a half-covered Trunk Security logo
job gets done, no questions asked, no bullet spared.
belies his former allegiance, while nearly two dozen
decals on the other reveal his long combat record.
BLACKLIGHT SHE/HER
SIOBAHN RHUDELL
Siobahn “BLACKLIGHT” Rhudell is a trained soldier
SUICIDE HE/HIM
MIKA HUYANG
through and through. Raised in the Armory and eager
Once a promising pilot, Mika “SUICIDE” Huyang
to write her name on the battlefield, she quickly enlisted
flourished under the tutelage provided to him by Union
into the legion. There, after half a decade of black ops
DOJ/HR, and eventually wound up on the humanitarian
wetwork suppressing rebellion and dissent, she
frontline. There, however, his twisted desires would
became bored with the rigid rules of military structure.
reveal themselves: while his fellows fought for justice,
Now a deserter, she takes glory of her own, scarring
Mika fought for thrill. Eventually, swallowed by a lust for
her name into the mud with beams of boiling plasma.
death, he found an ally hilt-deep on his blade, and
BLACKLIGHT pilots a SHERMAN with violent ease, a wasted no time in turning on the rest. Hunted by the
cigarette seemingly always in hand. As she teleports, survivors, Mika sought refuge with his brother, and
she leaves behind only a flash of light and splash of together they put an end to the pursuers who had once
blood. The phrase “OUTSHINE ‘EM ALL” is written called him friend.
messily across her rifle.
SUICIDE pilots a sleek EVEREST. Largely plain, the clean
white exterior is broken only by a blood red X painted
BLOODIRON THEY/THEM across the Union insignia that once declared his
UDAN KRAWL allegiance. His frame carries a single weapon, a huge
Elongated and weak from a lifetime in microgravity, blade with a gentle curve, sharpened to a sheen.
Udan “BLOODIRON” Krawl is bound to the interior of their
gravity-lifted mech. For a time, they found solace in the
presence of NHPs, mutually bound to machine bodies,
SUNSPOT SHE/HER
SAMANTHA IFRINU
but this kinship did not last. Covetously jealous of any
Born to a Constellar World, Samantha “SUNSPOT” Ifrinu
intelligence to rival their own, Krawl has since
is an elegant woman who speaks in a calming lilt.
dedicated their life to the destruction of caskets, and
Highly educated, her work on nanomachinery began in
acts as Angel Black’s resident specialist in the killing of
the Baronies during the wake of the Sanjak Revolution.
machine minds.
Ifrinu quickly became obsessed with its elegant design
BLOODIRON all but lives inside a frame reminiscent of and cruel efficiency. With success came funding, and
the HYDRA and GOBLIN patterns. Between the shattered with funding came field experiments and clandestine
caskets adorning their mech’s torso, and the disfigured deployment. With each test she was overjoyed at the
subalterns managed by an NHP trapped in a looping blood-stained results, but as Union’s eyes began to
cascade, BLOODIRON’S cruelty to the nonhuman is bear down, her patrons severed ties and ended the
impossible to miss. program, leaving Ifrinu alone and adrift. Now her work
continues with ANGEL BLACK, the chance to experiment
being payment enough.
HAMMER HE/HIM
IGUSAN “GUS” HUYANG SUNSPOT’S frame appears wholly unique; a thin, veiled
Gus “HAMMER” Huyang, is a slow, watchful guardian, outline barely visible within a roiling machine swarm.
and a necessary anchor to his brother’s fast and violent Her SLASHERS appear as clouds of nanomachines,
disposition. Once a well renowned Trunk Security propagating out from her and any wreckage nearby.
officer, Gus has more than a decade’s experience Though reminiscent of the DUSK WING, her frame’s
fighting piracy in the vast void. His work came to an BALOR heritage is clear, and a scan reveals only one
end, however, when his brother appeared at his door, name: HECATONCHEIRES.
pursued by Union DOJ/HR CAM team. Without
hesitation, Gus stood at his brother’s side and together

[16]
SITREP: n/a. SQUAD TRAITS
These traits are shared among all members of ANGEL
RECOMMENDED FORCES BLACK.
BLACKLIGHT OPERATOR (see below)
BLOODIRON PRIEST (see below) STRENGTH OF NUMBER
SUNSPOT HORNET (see below) The first time a member of ANGEL BLACK would
HAMMER COMMANDER SENTINEL (see below) lose a structure, they instead remain at their current
SUICIDE RONIN (see below) structure, rolling a single Structure Check die.
OPTIONS They then return to maximum HP, and take any
INCREASE ANY UNIT: +Reinforced (Veteran) remaining damage as normal. Once this effect
CHALLENGE SUICIDE: +Vipers Speed (Veteran) activates, it cannot trigger again for any other
DECREASE Remove 1-2 squad members. member.
CHALLENGE LEGENDARY Veteran
Members of ANGEL BLACK may roll structure and
THE BUILD UP overheating checks twice, choosing either result.
The best way to ensure a finale is as engaging and
VETERANCY Veteran*
exciting as it deserves to be is by letting your players
Each member of ANGEL BLACK gains +1 ACCURACY
know their enemy. Whether its through encountering
on all checks and saves made with their highest
the aftermath of ANGEL BLACK’S missions, learning
mech skill (Hull, Agility, Systems, or Engineering).
through rumor and reports of their histories, or fighting
their subordinates, your players’ investment in the FINALE ACTIONS
outcome of a final combat will raise the tension.
Sieging Steel
A particularly challenging tool to pull off, but one that is Action 1
highly effective at building investment, is creating a BLOODIRON deploys a group of GUNNERS anywhere
situation where the players come face to face with their within sensors.
enemy but are unable to stand and fight. Sitreps where
success requires focusing on something other than War Cry
ANGEL BLACK, such as a GAUNTLET with ANGEL BLACK Action 2
in pursuit, are one way to do this, as even player victory HAMMER shouts a command. Each member of
can feel like a loss, making their final victory even ANGEL BLACK who can hear him may BOOST or
sweeter. SKIRMISH as a Reaction.
Oppressive Fire
RUNNING THE COMBAT Action 3
At the beginning of combat, all active ANGEL BLACK BLACKLIGHT makes an attack with the RAPTOR
members are present on the battlefield. If ANGEL BLACK PLASMA RIFLE against each hostile in range, dealing
is able to begin with the upper hand (such as through half damage (or full damage at T3). Characters hit
ambushing the players) a group of BLOODIRON’S by this attack cannot take Reactions until the end
GUNNERS may be present as well. of their next turn.
USING FINALE ACTIONS Summon Swarm
As detailed under New Rules and NPCs (p. 5), FINALE Action 4
ACTIONS are presented in a recommended order, with SUNSPOT creates a group of SLASHERS within
earlier actions setting up the battlefield, and later sensors. She and the SLASHERS may then BOOST.
actions being highly deadly.
Supreme Strike
While SQUAD FINALES have access to more FINALE Action 5
ACTIONS than DIRECTORS or SINGULARS, it’s very SUICIDE moves up to his speed and attacks once
possible, even likely, that some FINALE ACTIONS will (twice at T3) with the CARBON FIBER SWORD. They
never have the chance to be used! Each FINALE ACTION may repeat this action (moving and attacking) as
is taken by a specific member of the group, and so if an long as there is a valid target that has not been
NPC is destroyed or incapacitated before having the attacked with this action yet.
chance to use theirs, then the players prevent its At the end of this action, SUICIDE gains 2/3/3
activation. OVERSHIELD for each target destroyed or structured,
including allies.

[17]
ENEMY SQUAD
ANGEL BLACK Finale Cavalry
Squad

BLACKLIGHT SUNSPOT
CAVALRY OPERATOR CAVALRY HORNET

Raptor Plasma Rifle Operator Stinger Pistol Hornet


Trace Drive Operator Nanoswarm
CORE, System, Unique
Annihilation Beam Characters take 2/3/4 AP ENERGY damage if they
Full, HUL/AGI Save, 1/scene start their turn adjacent to SUNSPOT.
In a LINE 20, all characters must make HULL saves
or take 8/12/16 Energy + 4 BURN, and must then SSC Total Suite Hornet
make an Overheat check. Characters adjacent to Hornet, Quick
the line must make an AGILITY save or take 5/7/9 Impale Systems
Energy. Characters who succeed on either save Consume-Control 1/turn
take half damage and no other effects. Trigger: A mech within Line of Sight loses a
STEP Operator Structure
Effect: SUNSPOT creates a SLASHER adjacent to
the triggering mech.
BLOODIRON WEAVE Hornet
CAVALRY PRIEST
ADAPT/EVADE/DISENGAGE Hornet*
Dispersal Shield Priest, Quick After ignoring GRAPPLE this way, SUNSPOT and
her attacker each take 1 HEAT.
Dreg Drone Quick
Place 1d3 GUNNERS within Sensors.
Iron Sacrifice Protocol HAMMER
Destroy 1 fodder unit within sensors and grant CAVALRY COMMANDER SENTINEL
4/6/8 OVERSHIELD to an ally within sensors.
Combat Shotgun Sentinel
SSC Total Suite Hornet
Retractable Sword Sentinel
Abjure Priest, Quick
Eye of Midnight Sentinel
INVESTITURE Priest, Quick
HARDENED TARGET Priest Seismic Stomp
Quick, AGI Save, 1/scene
Grounded characters within a Burst 3 area must
make an AGILITY save or be knocked PRONE and
SUICIDE take 4/6/8 Kinetic. On a success, characters
CAVALRY RONIN
become SLOWED and take half damage.
Carbon Fiber Sword Ronin Fearless Defender 1/round, Bastion*
Rebound Ronin Trigger: An allied character within range 3 of
HAMMER is damaged.
Pathetic 1/round Effect: HAMMER can move adjacent to the ally
Trigger: SUICIDE is missed by an attack. and take the damage instead.
Effect: BOOST without triggering reactions, or Commander
SKIRMISH against a target within Threat.
Voice of Authority
BACKSTABBER 1/round GUARDIAN Sentinel
Suicide may reroll an attack made against a REINFORCED Commander
target ENGAGED with one of his allies. FOMORIAN
CHAFF LAUNCHERS Ronin HAMMER is Size 2.

[18]
FODDER NPCS
FODDER are a unique type of NPC which allow GMs to ACTIONS
deploy large numbers of enemies on a battlefield Instead of normal NPC actions, FODDER have a short
without slowing combat down. Multiple Fodder can act list of special Group Actions. All Fodder that share a
on the same turn, and use Group Actions to speed up turn take part in the same group action. If an NPC ability
play. would allow the FODDER to take an action (such as
SKIRMISH), up to 1+1/PC FODDER may take part in the
FODDER GROUPS equivalent GROUP ACTION instead (GROUP SKIRMISH).
When deployed on the battlefield, Fodder appear in GROUP ACTIONS
groups. A group consists of 1+1/PC FODDER which all • GROUP SKIRMISH: A Fodder makes an attack with
share the same features. any bonuses provided by its group.
GROUP BOOST: All Fodder acting on this turn may
TURNS •
move up to half their speed.
When one Fodder takes its turn, up to 1/pc additional
Fodder of the same type may take theirs as well. On GROUP REACTIONS
their turn, each may move up to their speed, and one • GROUP OVERWATCH: If a target’s movement would
may take a group action while the rest take part. trigger OVERWATCH from multiple FODDER, all
FODDER for which OVERWATCH would be triggered
GROUP ATTACKS may GROUP SKIRMISH (1/round).
When a FODDER makes a group attack, the action gains
bonuses based on how many Fodder are taking part in DAMAGE AND HEAT
the attack. FODDER can only take part in an attack if the While largely identical to other NPCs, FODDER have a
target is within their range. handful of mechanics to make them simple to run and
engaging to fight.
• Group attacks gain an additional +1 to hit for
each FODDER taking part in the attack. • Damage: When hit by an attack, or when FODDER
• Damage dealt by FODDER weapons is multiplied fail on a save, the damage gains ignores armor.
by the number of FODDER taking part in the attack. • Heat: When a FODDER takes any HEAT, it
▪ Bonus damage is not multiplied. automatically becomes EXPOSED. Any future HEAT
• ARMOR is doubled when reducing damage dealt becomes AP ENERGY.
by group attacks. ▪ A FODDER with EXPOSED explodes when
• ACCURACY and DIFFICULTY are taken from the destroyed, dealing 1d3 EXPLOSIVE in a BURST
FODDER with the most ACCURACY, and the 1 area, or half on a successful AGILITY save.
FODDER with the most DIFFICULTY, and applied to • Group Saves: To save time, you may choose to
the attack as normal. roll only a single save for a group of FODDER.
• If an action applies an effect requiring a specific
source (such as KNOCKBACK), the GM may
choose which FODDER the effect originates from.
• If a group action triggers a reaction or similar
effect that would apply to a single attacker, the
triggered character may choose which FODDER is
considered the source of the effect.

[19]
GUNNER
Ranged Striker Fodder
SLASHERMelee Striker Fodder
Gunners make up the bulk of many Armed with heated daggers and
ground forces. They may be weak light exoskeletons, Slashers
individually, but a full group is harass targets with their
as dangerous as any full frame. mobility and numbers.
STATISTICS STATISTICS
MECH SKILLS MECH SKILLS
Agi: +2/3/4 H/S/E: 0 Hull: +2/3/4 A/S/E: 0

CORE STATS CORE STATS


HP: 1 Armor: 1/2/2 HP: 1 Armor: 2/3/4
Evasion: 8/10/12 E-Defense: 8/10/12 Evasion: 6/8/10 E-Defense: 6/8/10
Speed: 4 Size: 1/2 Speed: 6 Size: 1/2
Heat Cap: 1 Save Target: 8/10/12 Heat Cap: 1 Save Target: 8/10/12
Sensors: 10 Sensors: 5
TACTICS TACTICS
GUNNERS are most comfortable at range, firing from SLASHERS swarm their enemies with overwhelming
cover while remaining near each other. numbers, threatening to surround their targets.

BASE SYSTEMS BASE SYSTEMS


FLIMSY SHIELDING FLIMSY SHIELDING
When this unit is hit by an attack or fails a save, the When this unit is hit by an attack or fails a save, the
damage ignores ARMOR. damage ignores ARMOR.
FORMATION FIRE SWARM
When making a GROUP ATTACK, if at least half the When making a GROUP ATTACK, If the attacking
GUNNERS are adjacent to another GUNNER, the SLASHERS combined Size is equal or larger than
attack gains +1 ACCURACY. their target’s, they gain +1 ACCURACY
TANDEM TARGETING HAGGARING BLOWS
When making a GROUP ATTACK, the attack deals When a SLASHER critically hits with while benefitting
+2/3/4 bonus damage. from SWARM, the target becomes SHREDDED until
the end of its next turn.
Rifle
Main Rifle Blade
[ 10][1/2/3 ] Main Melee, Reliable 1/1/2
The damage dealt by this weapon is multiplied by [ 1][2/3/4 ]
the number of FODDER taking part in the attack. The damage dealt by this weapon is multiplied by
the number of FODDER taking part in the attack.

[20]

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