Sunteți pe pagina 1din 267

!

1
LANCER
CORE RULEBOOK

By

Miguel Lopez and Tom Parkinson Morgan

1.3 Beta
Please do not reproduce without permission

!2
To readers and players:

Thanks very much for reading and testing our first playtest version of LANCER. This game is born
out of a mutual love for giant robots, military sci-fi, and the kind of mythic, legendary aesthetic that
all good science fiction creates.

Weve had numerous influences in creating this game, among them video games, classic and
modern science fiction, other role-playing games, and film. Credit must be given to Schwalb
Entertainments fantastic RPG Shadow of the Demon Lord for the Accuracy/Difficulty dice system,
and to the BattleTech series of games for inspiration for the heat system.

Weve put a lot of hard work into polishing and refining this version of the game over the last few
months. The game as it stands right now is fully playable. However, it is still unfinished, as we
plan to add a section on playing as the Game Master, an extensive section on building missions,
worlds, and story for your players, a large section on NPCs and NPC mechs/enemies for easy
use in combat, and an entire starting mission/module, complete with the lore of Union, story,
characters, and NPC enemies to use.

While weve done some limited group testing, the next thing to do is to get large-scale feedback.
We plan to release this game as a fully illustrated, paid product, and want to refine it the best we
can before that point.

To that end, we highly encourage you to please read through these rules, create characters, and
use this system to run a game. If you do so, please have feedback in mind. Our primary concern
is that the game is fun to play.

Feedback can be sent by e-mail to Tom Parkinson-Morgan at ksbdabbadon@gmail.com (twitter:


@orbitaldropkick) or Miguel Lopez at onlyonelopez@gmail.com (twitter: @The_One_Lopez).

Thanks for playing, and enjoy your foray into the world of LANCER!

Tom Parkinson-Morgan
Miguel Lopez

PS: Special thanks to Sam (@Mr_Grimace) for Lancers character sheets.

!3
Release notes 9/30/27
Version 1.3

Thanks for all your wonderful feedback! Weve made significant changes to the rules compared to
the previous version, but they are mostly to change the cost of many systems, clarify the
functionality of game mechanics, and clear up confusion above certain systems and rules. The
base rules remain the same with some minor changes to certain actions and a lot of clarification.

The change list is quite extensive and cant be covered in great detail, but here are the general
changes made to this version:

Clarity
# Clarified early on that a play session/adventure is a Mission
# Clarified what an attack is
# Clarified skill checks and that they use modifiers
# Clarified 1d3
# Clarified what a modifier is and what it is used for. Before it was easy to think a hull. vs
evasion attack was 1d20 + the entire hull vs 1d20 + the entire evasion score, for example,
or an attack was a contested skill check. This should be a lot clearer. A modifier is a stats
difference from 10 and is what you apply to all checks and attacks
# Melee engagement is now adjacency to a hostile target and called engagement as a
mechanical term
# Renamed pilot skills talents in order to avoid confusion with the term skill check
# Clarified what a repair is
# Clarified critical damage roll and overheating rolls to be 1d20
# Added a lot of sections in the Pilots guide to mechs section
Added sections on cores and kits
Added sections on EP and IP
Removed arbitrary restriction on integrated weapons with skills
Clarified wielded weapons - you can only attack or use wielded weapons, but can
attack or use additional weapons if they are integrated
Clarified integrated weapons so that its clear the 1/2EP as IP cost is an additional
cost and does not replace the total cost of the weapon
Clarified Next Attack
Clarified Disabled and Destroyed systems
Added sections to clarify the function of drones, AI, deployable, and weapon
modifications

Streamlining/cleanup
# The grapple action was old (legacy) text and has been updated to its current state
# Removed a lot of legacy text, including things like sizes for systems (no need for them, this
was a previous version of the game)
# Simplified tags, removed tech tag, added AI, protocol, drone, plant tags

!4
# The plant tag is for deployable that can be placed or planted
# Cleaned up a lot of shortened or placeholder text for systems, typos and errors
# Simplified the language of the Attack action and other actions and added a list of possible
actions
# Cleaned up many parity errors with the tables (including the legacy boon/bane text)
# Added missing systems from tables and licenses (the poor VISHNU AI, the explosive
weapon system, HORUS Scan I-II)
# Some systems, weapons, and talents are still missing flavor text but it will be added later

Costing and stat changes


! Basic stats are now capped at 16, aim at +6, and armor now has a cap of 6
# All mech licenses now no longer give primary stats at rank III, instead they give
uncapped or unique stats, such as +range, +speed, or +melee attack. This should make
your stats cap slower and give you more options.
# The DUSK WING core is now a size 1/2 mech, so GOBLINs will have a friend
# Re-costed many systems such as drones, to take IP instead of EP, EP felt like it was at
too much of a premium
# Increased IP cost of drones. Generally drones are meant to be low, guaranteed damage
that does not require an action to repeat (this should be clearer with the updated drone
rules). In their prior incarnation with the Drone commander talent, a level 1 character could
do 20+ guaranteed AP damage with drones per turn
# Re-costed and tweaked many other systems
# Weapons and systems should now have parity with the tables
# Most deployables now take IP but have slightly less charges
! All mech licenses have +1 EP
# All rank III mech licenses now give you +1 EP and +1 IP to your kit, to give a better
sense of progression. Right now you max out on EP and IP at level 2, which isnt very
interesting.

Balance changes
# The critical and overheating tables are smoother and far more lenient. The
overheating table in particular should be far more forgiving, and there is now no chance
that a mech overheating just a little bit will explode violently on a bad d20 roll
# Catastrophic reactor explosion results are no longer so ridiculous
# Ranged attacks no longer have a penalty when engaged in melee, but still count engaged
targets as in light cover (including targets adjacent to that mech)
# Changed the Leader talent slightly, clarified the hacker talent and changed rank III to not
be able to target the reactor (it would be far too powerful otherwise)
# Slightly reduced damage on the rank III gunslinger talent
# Swapped rank I and rank III of the Scrapper talent
# Slightly reduced range on the Fuel Rod Gun from Nuclear Cavalier
# Invasion now takes cover into account

!5
# Lock on can no longer be broken by Stabilize Systems but now breaks when a target exits
your sensor range (it also breaks if they end their turn in total cover)
# Many range or speed increasing talents or systems are now static increases
# Changed the crack shot talent: Your rifle attacks treat heavy cover as light cover
# Changed the wording of the Rank III Duelist talent to prevent you from taking a second
attack action
# Changed the Rank II Drone Commander talent to no longer give you bonus damage, since
it was potentially oppressive with stacking low-cost systems (since the attacks are AP)
# Reduced Steel Assassin attack from hiding bonus from Infiltrator down to +1 Accuracy
Bonus at rank III, this should give you +2 Accuracy overall rather than +3
# Clarified Lancer talent to make it clear you get a single melee attack
# Added +5 speed to rank III Skirmisher talent
# Changed rank I technophile to still make you lose control of your mech - it is simply no
longer hostile
# Buffed rank III veteran
# Invasion now causes an overheating roll instead of a critical damage roll
# Skill checks take an interaction now, not an action
# Added an unarmed attack action. Your mech can now punch other mechs.
# Removed visual scans, as they were not necessary and could be covered with a system
skill check

Additions
# Added the thermal lance and thermal pistol, energy weapons for the GMS license
# Added the Combined Arms talent to give you bonuses for combining melee and ranged
attacks
# Added a walkthrough of creating a character. Learn about the pilot Taro Oda and his mech
Raijin!
! Added a short GM section
Added 17 simple enemies and enemy rules.
# Added a short module/setting, No Room for A Wallflower

!6
THE CAVALRY 13
BASIC RULES 15
SETUP 15
THE GOLDEN RULE 16
SKILL CHECKS 16
WHICH SKILL CHECK TO USE? 17
SKILL CHECKS V. ATTACKS 17
ACCURACY AND DIFFICULTY 18
THE MISSION 18
THE PILOT 19
BACKGROUNDS 19
TRAITS 19
TALENTS 20
PLAYING AS A PILOT 21
Failing Forward 22
PILOTS AND COMBAT 22
DANGEROUS SKILL CHECKS 22
Personal Gear, Assets, Bonds, and Expertise 23
PILOTS vs. MECHS 23
Moving forward 24
CREATING A PILOT 24
LEVELING UP 24
BACKGROUNDS 24
AI Specialist 25
Assassin 25
Bodyguard 26
Celebrity 26
Criminal 26
Colonist 26
Detective 26
Doctor 27
Star Drive Technician 27
Farmer 27
Spacer 27
Hacker 27
Marine 28
Mechanic 28
Mercenary 28
Miner 28
Noble 29
Officer 29
Outlander 29
Penal Colonist 29
Pirate 30
Politician 30
Priest 30
Rebel 30

!7
Security 31
Scientist 31
Smuggler 31
Soldier 31
Spy 31
Spec Ops 32
Super Soldier 32
Survey Corps 32
Starship Pilot 32
TRAITS 33
PERSONAL GEAR AND STORAGE 33
TALENTS 36
NEXT ATTACK 36
TALENT LIST 36
Ace 36
Brawler 36
Crack Shot 37
Combined Arms 37
Duelist 37
Drone Commander 38
Executioner 38
Gunslinger 39
Grease Monkey 39
Hacker 40
Infiltrator 40
Lancer 41
Leader 41
Martial Artist 41
Nuclear Cavalier 42
Siege Specialist 42
Scrapper 43
Skirmisher 44
Technophile 44
Uncanny Reflexes 44
Veteran 45
Vanguard 45
MECHANIZED CAVALRY 47
YOUR MECH 47
MECH SKILL CHECKS 48
THE HARD SUIT 48
CREATING YOUR MECH 49
INTEGRATED WEAPONS 50
PILOTING A MECH 50
BASE AND RESTS 50
MECH STATS 52
HULL 52
AGILITY 52
SYSTEMS 52
ENGINEERING 53

!8
STAT AND TERMINOLOGY GLOSSARY 53
DAMAGE, HEAT, & REPAIR 54
DAMAGE & CRITICAL DAMAGE 54
DEATH 55
HEAT & OVERHEATING 55
REACTOR MELTDOWN 56
DISABLED vs. DESTROYED 56
REPAIR, REPAIR RATE & REPAIR CAPACITY 57
MECH COMBAT 57
THE TURN 57
MOVEMENT 58
FLIGHT 59
TRAVERSAL 59
INTERACT 60
ACTIONS 61
ATTACK 62
USABLE WEAPONS 62
UNARMED ATTACK 63
INVASION 64
LOCK ON 64
SCAN 65
FULL RELOAD 66
STABILIZE SYSTEMS 66
BOOST 66
BRACE 67
GRAPPLE 67
RAM 67
ACTIVATE SYSTEM 68
HIDE 68
SHUT DOWN 69
EJECT 69
MOUNT OR DISMOUNT 70
JOCKEYING 70
OVERLOAD REACTOR 70
OVERCHARGE 71
REACTIONS, FREE ACTIONS, AND END OF TURN ACTIONS 71
REACTIONS 71
FREE ACTIONS 72
END OF ROUND ACTION 72
STATUSES 72
A PILOTS GUIDE TO MECHS 74
Cores 74
The Kit 74
External points (EP) and Internal Points (IP) 75

!9
Weapons and Integrated Weapons 75
NEXT ATTACK 76
STORAGE 76
SYSTEMS AND PROTOCOLS 76
SYSTEM DAMAGE 77
UNINSTALLING SYSTEMS 77
Core Modules 77
E.V.A. AND PROPULSION 79
DEPLOYABLES 80
SPECIAL AMMO 80
DRONES AND MISSILES 80
AI 81
LEVELS, KITS, AND LICENSES: A SUMMARY 83
EXAMPLE CHARACTER CREATION 84
Building Oda: The Pilot 84
Building Raijin, Odas Mech 85
License Level 2 and Beyond 90
License Level 15 93
In review 96
GLOSSARY, MECH TERMS 97
PILOT HARD SUIT 99
Pilot Weapon 100
GMS - GENERAL MASSIVE SYSTEMS 101
GMS Standard Pattern I (Everest) 102
GMS Weapons List 103
GMS General Market Chassis Mods 105
GMS General Market Deployables List 107
GMS General Market Systems List 108
IPS-NORTHSTAR 110
IPS-N DRAKE 111
IPS-N BLACKBEARD 112
IPS-N TORTUGA 115
IPS-N NELSON 117
IPS-N LANCASTER 119
IPS-N VLAD 121
IPS-N RALEIGH 123
SMITH SHIMANO CORPRO 127
SSC SWALLOWTAIL 128
SSC MONARCH 131
SSC MOURNING CLOAK 133
SSC DEATHS HEAD 136
SSC DUSK WING 138
SSC METALMARK 140
SSC BLACK WITCH 142

!10
HORUS 145
HORUS BALOR 145
HORUS GOBLIN 148
HORUS HYDRA 151
HORUS MEDUSA 154
HORUS MANTICORE 157
HORUS MINOTAUR 159
HORUS PEGASUS 161
HARRISON ARMORY 164
HARRISON ARMORY TOKUGAWA 165
HARRISON ARMORY BARBAROSSA 168
HARRISON ARMORY NAPOLEON 170
HARRISON ARMORY SHERMAN 174
HARRISON ARMORY PATTON 177
HARRISON ARMORY SALADIN 180
HARRISON ARMORY GENGHIS 183
FOR THE GM 187
NPCS 187
COMBAT AS A PILOT 187
OPPONENTS 188
Opportunity Attacks 188
Enemy Tags 188
BALANCING ENCOUNTERS 190
EXAMPLE OPPONENTS 190
APPENDIX A: TABLES 207

!11
Its 5014, and our arm of the galaxy is home to trillions. It is not a safe place,
but it burns bright, and for some there are gentle lands.

Out from our humble beginnings, humanity has colonized the darkness. We have set empty
worlds and barren moons alight with civilization, have tamed asteroids and gas giants, have even
built homes in the hard vacuum of space itself. We have taken root throughout our arm of the
Milky Way galaxy. In every situation and setting, humanity has made their home; life, however it
expresses itself, continues. Stories begin and end across the stars, though most never leave the
worlds they were born to.

But for some, their life is as a river, ever-moving, with the land of their birth left somewhere far
behind. Traders and smugglers, refugees and immigrants, miners, pirates, volunteers, colonists,
soldiers and conscripts: humanity on the move, always. Wars pull hundreds of thousands into the
current, trade and migration yet more. For every ten stable homes, there is one familys worth that
has been uprooted, for good or ill.

Blink gates dot the galaxy. These massive, space-bound stations - gatehouses - fold space and
time in a bubble to facilitate near-instantaneous faster-than-light travel, opening all corners of the
Deep to the daring. This travel is common to those with the permission, money, or clearance to
enjoy it: Thousands of ships travel through the Blink each standard day for trade, migration, travel,
war, or nefarious purposes.

The Omninet connects all of humanity to one another, a decentralized network that links every
computer, every server, every thing to everything. More than just a way to communicate, more
than just a way for far-flung worlds to read of the galaxys news and listen to the music of the
spheres, the Omninet facilitates government and industry. Data is the new wealth, and the
Omninet allows for the sharing of the wealth of all worlds.

Manna, the universal currency, unites all the disparate nations of the human diaspora. A single
currency based on a combination of material wealth, labor, intellectual property, experience,
and data that any market on any planet will accept as fair currency. When a galaxys wealth of
raw resource is available for exploitation, what becomes valuable is not gold but data.

This vast spread of humanity, these trillions of souls, can only be administered by one body:
Union, the hegemonic council that rules from Cradle, the ancestral home of the human diaspora.
Earth and Mars, Mercury and Venus. Saturn, Jupiter, Neptune, and Uranus. Io. Titan. Europa.
Phobos and Deimos. Sol. These worlds and moons around this warm yellow star make up Cradle,
the seat of Unions power, and the very heart of humanity. Union controls the triumvirate of
progress: the Blink Gates, the Omninet, and Manna. Without the triumvirate, without Union, the
galaxy falls into chaos.

!12
All that being so, Union, Cradle -- and far more so Earth herself -- are things and places of myth to
the vast majority of humanity, fictionalized in Omninet dramas and novels, dreamt about by
children and wanderers, idealized as the promised land or damned as the pit from whence we
came by religions across the galaxy. Few have ever seen a Union administrator, or suffered a
Union naval campaign. For all its control over human affairs, Union prefers to rule from a distance.

The galaxy, despite its interconnectedness, is a dangerous place. Rebellion, insurrection, piracy,
civil wars -- even wars between worlds -- flare up and burn their way through Union space, though
only the most desperate or dangerous of conflicts require Unions direct attention. Disputes
between Unions subject states are common enough that there is a need for individual militaries
and militias: Five major manufacturers have stepped up to supply arms and armor to those with
Manna enough to afford them and an Omninet connection with enough bandwidth to download
them.

Into this broad and dangerous environment come the players. You take on the role of a
mechanized cavalry pilot -- a mech pilot, or simply pilot for short -- in a squadron with your fellow
players. Whatever the conflict, whatever the scale, you can bet that mechanized cavalry will be
involved; together, you and your squadron will run missions as the tip of the spear, fighting in only
the most dangerous and important engagements. Youre the backbone, the heroes, the knights in
shining armor, the decorated aces sent in when all hope seems lost and victory must be assured.

In short, you, the players, are the cavalry.

THE CAVALRY
Your character in the world of LANCER is a mechanized cavalry pilot.

!13
Dragoons. Mounted infantry, equipped for any situation, the backbone of any modern naval
infantry. Dependable, solid, and built to dish out as much as you can take, you are ready for any
situation, at any time, in any place.

Cataphracts. The big ones, plated in armor and blistering with weapons. Slow to start, once you
get your machine moving you become both the immoveable object and the unstoppable force.

Hussars. Scouts, infiltrators, black ops. Under cover of darkness or in plain view, you are hidden,
silent, efficient, and deadly. No walls can stop you, no shields can withstand you, no one can see
you.

Lancers. Not just the tip of the spear, but the whole spear itself; when there is a lightning strike,
you are the bolt. You patrol the very edge of the conflict, avoiding damage, looking to exploit the
weaknesses in your enemy's armor.

You play as the cavalry. Whatever the role, whatever the terrain, whatever the enemy, you are the
one who gets called in to break the siege, to hold the line. To save the day.

Your pilot hails from a world and culture of your choice and description, but is human, modified or
otherwise. You might call Earth home, but to be born on Earth in the age of Union is exceedingly
rare remember, in the world of LANCER its been millennia since we left Earth, and the
majority of humanity live among the stars and habitable worlds in our arm of the Milky Way.

As a pilot, you represent the end product of heavy nological and capital investment on the part of
your employers or officers, be they corporate, state, tribal, mercenary, a noble family, military,
etcetera. Through a combination of training, natural skill, battlefield experience, and neural
augmentation, a mech pilot is the equivalent of a knight of old, a flying ace, or other prestige-class
warrior.

Mech pilots, they will proudly tell you, are a cut above the rest.

They are not entirely wrong. Recruiting, training, and maintaining a mech pilot involves a
tremendous amount of capital and time investment compared to your average soldier. To operate
a mech at peak efficiency, a pilot needs to have extensive physical and mental augmentation,
years of virtual training, extensive field experience, and rigorous zero-G acclimation. Washout
rates are high, as are injury rates as a result of the demanding training process, but this high bar
is necessary: Once a candidate has attained their final certifications and has been shipped out to
their first post, they face only the most dangerous missions. Mechs and their pilots arent sent in
to keep the peace: theyre sent in when all other options have failed.

Your character is one such person. A pilot. Theyre human, though, and flawed like the rest of us.
Pilots are heroes and villains, brave souls and cowards, lovers and fighters all. They stand when

!14
everyone else flees, are the first to run to danger, are the best and the brightest of us. They, too,
break under the pressure, fail, and kill when they could have saved or spared.

Pilots come from all walks of life, identified by the Five Voices as candidates and recruited from
their home worlds. Station, criminal status, wealth -- once a candidate has been identified, there
are no disqualifying factors for their recruitment.

The galaxy is vast, and humanity numbers in the trillions, but theres only one of you. Whatever
the circumstances, whatever the road that brought you to where you are, you are a now a pilot.
You are a cut above the rest. Youre the cavalry, the tip of the spear, humanitys best hope.

Congratulations. You made it through selection and training. You now have your requisite
certifications. You have your first post, and you are en route to meet your new squadron. This is
the last real downtime youve got before you start your tour, so acquaint yourself with the rules
and regulations. Write down a bit about yourself. Figure out a callsign, something in Common so
no one has to learn your talk.

Youre a pilot now. A rookie, a greenhorn, a wet-behind the ears walker-jockey. Maybe youre
gonna make a name for yourself out there on the line, or maybe some deck s will hose you out of
what remains of your rigs cockpit.

Either way, as they say, youre a cut above the rest.

Lets see what you got.

BASIC RULES
The bulk of the rules in this book focus on actions, movement, and interactions between mechs in
a wide variety of hostile and habitable environments. That being said, pilots spend time outside of
their machines as well (though sometimes not voluntarily).

Pilots and mechs are two components of the same character. The first section of these
rules will tell you how to make a pilot and how playing as a pilot works, the second how to make a
mech and how mechs work.

SETUP
This game makes use of two types of dice, the 20 sided dice (referred to from hereon as a d20)
and the 6 sided dice (referred to from hereon as the d6). Multiple dice will be referred to in the
following format - 1 six sided die = 1d6, 2 six sided dice = 2d6, etc.

!15
Sometimes the rules will call for you to roll a 1d3. That is simply a 1d6 with the results halved and
rounded up (1-2 =1, 3-4=2, 5-6=3).

Each player should have at least one 1d20 and a number of d6s. Players will also need a
character sheet or a piece of paper to write down information, and it might be helpful to have
paper with a grid on it (such as graph paper or a pre-prepared battle map) since this game makes
use of tactical combat. Miniatures are not required to play this game but can make combat easier
to visualise.

One player must play the Game Master (referred to from hereon as the GM). The Game Master
acts as a referee, storyteller, and arbitrator of rules. They help create the story and narrative for
the game and play all of the non-player characters (NPCs). The rest of the players will play the
role of pilots, or characters in that story.

THE GOLDEN RULE


When referring to the rules in this book, specific statements override general statements.

For example, making a ranged attack typically takes into account cover. However, a weapon with
the Smart or Blast keyword ignores cover. In this case, the weapons keyword supersedes the
more general rule.

SKILL CHECKS
A Skill Check is required in a challenging or tense situation that requires some effort to
overcome. These are commonly called for by your GM in both combat and non-combat situations
in order to accomplish tasks other than attacking.

There are three types of Skill Checks: Pilot, Mech, and Opposed

Pilots perform skill checks using their Pilot fields of expertise and background. When playing
outside of a mech, you always make pilot skill checks to resolve tense situations, such as critical
negotiations, defusing a bomb, or combat.
If you are proficient in the skill required by the check, you usually automatically pass.
Otherwise, perform a Pilot Skill Check:
Roll a d20 and apply any Accuracy or Difficulty
A total result of a 10 or higher is a success.
A total result lower than 10 is a failure.
A total result greater than 20 is a critical success

!16
Pilots might take damage if the skill check is dangerous
While piloting a mech, you may perform Mech Skill Checks using your mech or hard suits
stats. More on these statistics later, but for right now:
These checks have the same success requirements as a Pilot Skill Check, but you
may apply modifiers gained from your Hull, Agility, Systems, and Engineering
scores. A modifier is the amount your statistic differs from 10. For example, a mech
with 11 hull has a hull modifier of +1.
A Mech skill check can be referred to by the name of its statistic, such as a Hull
Skill check, a an Agility Skill check, etc
Your GM determines the required skill, unless the triggering event states a specific
check.
While piloting a mech, you may be called on to perform a special contested skill check as a
result of performing or being the target of a hostile attack or ability. This is a Skill Contest.
Both the attacker (the mech forcing the contest) and defender (the target) make mech skill
checks as normal, adding their modifier. For example, in a hull vs. hull contest, both
targets would roll 1d20 and add their hull modifier to the total result.
A success for the attacker requires their total result to be greater than the defenders total
roll. Otherwise the attacker is not successful.
If the result is a tie, re-roll the contest.

WHICH SKILL CHECK TO USE?


When you use your pilots natural ability, skill, experience, or personality to overcome a problem,
you can make a pilot skill check.

When you utilize your mechs systems, sensors, weapons, or raw power to overcome a problem,
you must make a mech skill check.

You can always make pilot skill checks while piloting a mech as long as the check relates to your
pilots own personal capabilities.

You may perform skill checks in combat as situations requiring a skill check arise.

SKILL CHECKS V. ATTACKS


During the course of your mission, you will also called upon while doing mech combat to make
attacks. Attacks are not skill checks. They are a 1d20 roll, adding bonuses like a skill check, but
target a specific defense of a the enemy you are attacking (usually evasion or electronic defense).
This means the target number could be higher or lower than 10. An attack is successful if it equals
or exceeds the target defense. An attack is not a contested check, and is often listed using the
appropriate attack and defense statistic - such as aim vs. evasion, or systems vs. e-defense.
For more information on statistics and attacks, see the section on mech combat.

!17
ACCURACY AND DIFFICULTY
Accuracy and Difficulty represent the momentary advantages and disadvantages gained and
lost during rapid, chaotic moments of action in combat:

Opposed offensive and defensive electronic warfare systems bombard each other with viruses
and counter viruses, spoofing targeting systems and layering desperate firewalls.

Pilots, matched in skill, duel each other amidst the shifting debris of a shattered frigate, avoiding
incoming fire and slagged, floating bulkheads as they attempt to land their shots.

Their mech about to overload, a pilot struggles against an unshackled AI to regain control of their
machine, pitting their skill against the best efforts of their newly freed system.

These situations (and more!) cause pilots to accrue Accuracy and Difficulty on rolls.

1 Accuracy adds 1d6 to the roll it is applied to.


1 Difficulty subtracts 1d6 from the roll it is applied to
Accuracy and Difficulty cancel each other out.
Accuracy and Difficulty do not stack: instead, the greatest result is chosen and applied to the
final roll.
An attack roll made with +2 Accuracy would not add the results of those two rolls.
Instead, you would pick the greatest result between the two and apply it to your final roll.
An attack roll made with +1 Accuracy and +1 Difficulty would have no bonus or
subtraction applied to it: the single Accuracy die and single Difficulty die would cancel
each other out before there is a need to roll.
An attack roll made with +2 Accuracy and +1 Difficulty would be made, ultimately, as a
roll with +1 Accuracy: one Accuracy die and one Difficulty die cancel each other out,
leaving only one Accuracy remaining to be applied to the roll.

THE MISSION
Each play session of LANCER usually constitutes a mission. A mission might also encompass
several play sessions. A mission is essentially whatever story or objective the GM has written that
can be completed in a discrete amount of time.

!18
A missions always begins and ends back at base. Base is loosely defined as a safe, secure place
controlled by an organization friendly to you. It can be the same place you return to over and over
again, or it can be a series of different places. You might stop off at base mid-mission - thats fine!

THE PILOT
Your pilot has three components: your background, your traits, and your talents.

BACKGROUNDS
When you create a pilot youll pick a background from the list in the section below. Your
background grants your pilot 3 fields of expertise. When making a pilot skill check where the
GM agrees one of these fields to be relevant, in most situations, you cannot fail. If the GM
deems the action you attempt to be of particular difficulty, you may attempt the check with +1 to
+2 Accuracy, again with the GMs discretion.

Based on your background, you should try and come up with a backstory. A backstory attempts to
explain some of who your character is as a person; your background in LANCER has rules and
associated talents attached to it, and should be used as a guide for constructing your characters
backstory. When determining your backstory, ask and do your best to answer a number of
questions: How did you become a pilot? What motivates you? Whats your call sign? Where are
you from? Get invested in your character, itll only make roleplaying them better.

If you want, write down an affiliation. This is the group or organization you are primarily affiliated
with, whether its your mercenary band, naval squadron, corporate benefactor, government, pirate
gang, or simply your friends. Watch each other's backs.

TRAITS
Remember, your character is more than just a collection of stats: there is a person inside the
machine. Separate from your background, note three characteristics or personality traits that
define your pilot, one of which that complicates, disadvantages, or colors your character. You
dont have to choose these from a list, and they could be a single word if need be.

!19
Maybe your pilot is a brilliant mech ace with a keen eye, but is arrogant to a fault, or unable to
recognize the necessity of saving colonists caught in the enemys path. Or perhaps theyre firm in
their belief to protect humanity, but stubborn to the point of rebelliousness or putting their
squadmates in danger. Whoever your character is, make sure they have something that colors
them. It doesnt have to be a big, grand thing, just something that humanizes them. Heroes are
more compelling if theyre human.

Traits function in two ways - to give you bonuses, and as a health system for your pilot.

When you make a pilot skill check in which you and the GM agree one of your character traits
could apply to a given situation you may add +1 Accuracy to your pilot skill check. This could
even be a negative trait. For example, you might add +1 Accuracy to a check to try and fist fight
someone that just insulted you if you have written down Easily Angered as one of your traits, or
you might add +1 Accuracy to a check to hide if you have written down Cowardly.

When you make a dangerous skill check (see below), and fail, you must check off a trait of your
choice. That trait can no longer be used for the rest of the mission. If you check off all three of
your traits, you are out of the mission for now.

If players rest, or the GM thinks the situation requires it, players can regain a single trait before
the end of the mission.

TALENTS
The final part of a pilot is the pilots talents. Talents are the parts of a pilots training and
experience that directly apply to piloting a mech. You start with some talents and gain more when
leveling up. For more information on talents, see the section below.

!20
PLAYING AS A PILOT
Playing as a pilot is much more narrative than playing as a mech - and youll be doing it a lot! The
most important thing to remember about playing as a pilot is skill checks are only required when
there is a tense narrative situation. You dont need to make a skill check to open a door, to cook
a meal, or to talk to a superior, unless that situation is tense or would add to the story.

Cases like a brutal firefight, a barroom brawl, a tense escape, decoding an encrypted message,
hacking a computer, talking down a pirate, picking someones pocket, distracting a guard, hunting
alien wildlife, or flattering the planetary governor are all situations that have some degree of
tension and consequence, and might require a skill check.

Skill checks can cover as much or as little as the narrative requires. For example, you could have
one skill check cover an entire days worth of infiltration into a covert facility if you so desire. Or,
you could instead cover the moment to moment action - sneaking into vents, hacking doors,
disabling guards, etc.

Remember, you should usually automatically succeed skill checks where you have a relevant
background, and you might gain bonuses from your traits as well as bonds, assets, personal
gear, and expertise.

When making a skill check, the target number is always 10, and the check is a simple 1d20 roll.
On a total result of 10+, you are successful, on a 20+ you are wildly successful. Wildly successful
is dependent on you and your GM to determine, and might change based on your activity. For
example, if you are wildly successful in hacking a computer system, you might suddenly find
yourself with access to the whole network.

On a failure, you cannot attempt the same activity again until you change the narrative
circumstances (its a new day, you try something different). For example, you try to climb a cliff,
but fail. You could make another skill check to climb the cliff again if you try it with a grappling
hook.

!21
FAILING FORWARD
Narrative should not be predicated on the outcome skill checks, but rather pushed forward by
them. If you fail a skill check and cant find a way to change the situation, the GM must find a way
to develop the situation, in either a positive or negative direction.

For example, if you repeatedly fail to hack a door, not only do you fail to hack the door, the guards
are now alerted to the system. Or perhaps you instead spy a vent you can enter - a more
dangerous but reliable way of getting to your goal. Dont restrict the possibilities or restrict the
story based on the expected outcome of a few rolls!

PILOTS AND COMBAT


When playing as a pilot, combat is resolved narratively. Any actions you take, such as shooting
a gun, throwing a grenade, diving for cover, or fighting your way to the bridge of a starship can be
covered with a pilot skill check. When playing as a mech, always use the mech combat rules.

DANGEROUS SKILL CHECKS


When playing as a pilot (outside of your mech), the GM can determine some skill checks to be
particularly dangerous. The simplest example of a dangerous skill check is combat. A GM can
declare a skill check dangerous if it carries a particular degree of risk (for example: a fist fight,
trying to sneak past armed guards, climbing a high cliff with no gear, making a spacewalk with
limited air). If you fail a dangerous skill check, you suffer harm and must check off one of your
traits.

If you check off all three of your traits, you are out of the mission for now (unconscious, bleeding
out, imprisoned, lost). You can be brought back in at future point, if possible, when your party is
able to rest, unless circumstances dont allow it (you are captured and separated from your party,
for example).

It might be possible for you to die if you check off all three traits, but only if the situation demands
it (you are in open combat and the opponents are shooting to kill, for example). Dying as a result
of pilot skill checks is always a player choice. If youd rather just bleed out and wake up in prison,
a hospital, or buried under a pile of dead bodies somewhere, its up to you.

!22
PERSONAL GEAR, ASSETS, BONDS, AND EXPERTISE
When embarking on a mission, players can take 3 discrete items with them as personal gear.
This can be anything within reason. For more details on personal gear, see the section below. If
you have relevant personal gear and the GM agrees it applies to the current situation, you can
get +1 Accuracy on a pilot skill check.

During the course of play, the GM can grant the players Assets and Bonds. No player starts with
any.

Assets are objects or items that players can use to their advantage and they can acquire over the
course of a mission. For example, players acquire a useful vehicle, an enormous drill, blackmail
on a politician, insider information on a rebel general, or a suit of power armor.

Bonds are positive relationships that players make with NPCs or groups of NPCs. For example,
players might become friendly with the local rebel group, or the hard-bitten mercenary at the bar,
or the socialite who controls the cash flow on the space station.

Assets and Bonds can be used once per mission to gain +1 Accuracy on any relevant pilot
skill check. Once used, you dont actually lose the asset or bond, but it cant be used again until
you go on another mission (assuming you still have it).

Finally, the GM might choose grant players Expertise. No player starts with any, but might acquire
some during play.

An Expertise is like a background - if you have something relevant to an expertise, you


automatically succeed or else get 1-2 Accuracy on a pilot skill check. An expertise can be
anything, but covers one specific field (for example: cooking, playing chess, gun maintenance,
piloting a specific starship, holding your liquor). Players can acquire expertises if the story allows
it, and the GM can grant them as rewards. They are permanent parts of your character.

PILOTS VS. MECHS


Whenever pilots embark on a mission, pilots wear a hard suit. The hard suit counts a mech, and
has some basic stats and abilities. Outside of their hard suit, any damage from a mech weapon
will kill a pilot. A pilot thats not wearing a hard suit cannot typically harm a mech - the firepower
required to do so must be mounted on a mech or hard suit. Exceptions can be made for story
purposes, but the most damage a pilot can do to a mech without extenuating circumstances
should be 1d6. A GM can increase this damage at their discretion (for example, a pilot has a belt
of grenades).

!23
If you need statistics for a basic human in mech combat, a pilot is size , has evasion 8, no
armor, +0 aim, fails all mech skill checks, and has speed 5. Pilots can benefit from cover.

MOVING FORWARD
Youre ready to create a pilot! Go ahead and read through the next section. If you want to learn
how mechs work first, skip to the section below.

CREATING A PILOT
To create a pilot, first choose a name and look for your pilot. Then:
# Choose a background for your pilot and write down the relevant fields
# Write down your pilots three traits
# Choose three items for your pilots personal gear
# Gain three talent points, which you can spend on pilot talents. At level 0, you cannot take
any talents past Rank I.

Thats it! After creating your pilot, see the mech section below for creating your first mech.

LEVELING UP
A pilots training, experience, veterancy, and talents are all represented with a certification level.

All pilots begin at certification level 0 and can level to level 15.

At level 0, pilots have their background, their traits, three talent points to spend on talents, and
have access to G.M.S. mech licenses. For more information on mech licenses and building a
mech, see the section below.

When a pilot completes a mission and returns to Base, they level up. They gain one talent
point and one license point to spend on talents and licenses. Spending a talent point acquires a
talent or license at rank I, further points can then be spent to take a talent or license to rank II or
III.

BACKGROUNDS

!24
Your background describes your life up until you became a mech pilot. While these entries do not
account for the entirety of your pilots life experience up until the events of the campaign your GM
runs, they do attempt to cover some of your pilots prior professional experience.

Think of backgrounds as a prompt for you to draw from when describing your pilots full backstory:
how did they first become a soldier, a doctor, or a miner (or whatever your background may be),
and from there how did they become the pilot they are now?

Remember, a background does not describe your pilots role in the squadron now a
background tells your GM and fellow players a bit about what your pilot did before they enlisted.
How you play now, what role your pilot takes now, will most likely be inspired by the background
you picked OR will be a reaction to it. I.e. if they were a celebrity before enlistment, would they
want to cling to that status, or would they reject it? If they had been a soldier before becoming a
pilot, is that something they would want others to know, or does that past life carry with it ghosts
and memories they would rather forget?

Some field have sub-fields, listed in parentheses, listed as: Field (Sub-Field), to indicate a
particular specialty. For example, a character skilled at Infiltration (Deception) is good at
infiltration, generally, but especially good at lying or deceiving others while infiltrating.

Fields both cover information associated with that field, and action in that field. A pilot that has the
medicine field is not only effective at administering medicine, but also has a wealth of general
knowledge on subjects that relate to general medicine and whatever their specialty was.

AI Specialist

You were heavily involved in the study, creation, or maintenance of artificial intelligence, robots, or
other intelligent systems. Do you have a personal connection to an AI or AI platform? Did you
interact with an AI as a scientist or engineer would, or as priest or shaman would? How do you
view AI now, in your role as a pilot?

Fields: Artificial Intelligence, Information systems, Electronics

Assassin

You were a killer for hire. Did you run contracts for the mob? For a state? For a church? A
corporate entity? A noble family? Did you have a code of honor, a specific modus operandi, or any
other quirks?

Fields: Infiltration (stealth, marksmanship, demolition), Weapons (military, exotic, concealed,


melee), Martial Arts

!25
Bodyguard

You were the personal bodyguard or a member of an elite guard for an important individual. Your
charge was a high ranking corporate officer, a member of the nobility, a politician, religious figure,
celebrity, or other ranking individual.

Fields: Weapons (melee, concealed, non-lethal, civilian), Intimidation, Perception

Celebrity

You were a popular entertainment figure. Were you an actor? A singer? An artist? An athlete? The
public face of a corporate or military advertising campaign? In your previous life you couldnt go
anywhere without the paparazzi hovering nearby. How are you adjusting to your new life as a
pilot? Did you volunteer, or were you conscripted?

Fields: Pop Culture, Etiquette (cultural, class), Persuasion (charisma, reputation)

Criminal

You were a criminal, small time or master. Did you work for corporate clients? A criminal
organization? For yourself? Did you mug pedestrians in the dark underbelly of a massive city, or
did you slip, unnoticed, into corporate databases to steal data? Did you do it for personal gain, or
just to feed your family? How did you find yourself in this life, and how did you become a pilot?

Fields: Criminal (forgery, deception, disguise), Survival (urban), Intimidation

Colonist

You were a settler on a planetary frontier. Youre used to the demands of a frontier life and know
well the precarious position most homesteaders live in. Why did you leave? Were you forced to
flee as a refugee? Did you choose to enlist? And what of the home you left behind - is the colony
still there? Is your family still there?

Fields: Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian, hunting)

Detective

You were an investigator. Did you work for a state? A corporation? Or were you a private
detective? How good of a detective were you? Is there a case that haunts you, or did you always
get your man?

Fields: Infiltration (stealth, disguise), Weapons (civilian, concealed, non-lethal), Perception

!26
Doctor

You were a medical expert in your old life. You might have worked in a colony, for the military, for
a corporation, for a noble family -- how did you wind up piloting a mech? What was your
specialty? Did you love the life and take your oath seriously, or did you not?

Fields: Biology, Medicine, Persuasion (diplomacy, professional)

Star Drive Technician

You were an engineer working on sub-blink starship drive maintenance. Such workers are in high
demand and highly educated - so how did you become a pilot? Did you work in a station or
onboard a massive starship? Did you work on military or civilian star drives? How well-traveled
are you? Do you have a specific ship that you love or hate?

Fields: Starships (Drives, Reactors, Maintenance), Physics, Electronics

Farmer

You were a terrestrial or stellar farmer. Farming in this era can take many forms, including vertical
farms, habitat farms, and hydroponics - what type of farm did you own or work on? How were
farmers viewed in your society? Do you still own your farm, or was it destroyed? What crops did
you grow, and how did you do it? Do you miss the agrarian life, or does the thought of a return
feel like a kind of death?

Fields: Biology, Medicine (animal, plant, holistic), Mechanics (space, terrestrial)

Spacer

You grew up on a space station, in tight quarters and small populations, surrounded by the
unforgiving hard vacuum of space. Were resources scarce or plentiful? Was your station isolated,
or was it a system (or galactic!) hub? Was it parked in the endless night of deep space, or was it
in orbit above a planet, moon, or other stellar body? Was it entirely man-made, or was it built into
an asteroid or moon? Did you grow up watching great ships dock and depart, exposed to the
thousands of languages and cultures of the galaxy, dreaming of exploration, or did you grow up in
dark, rocky halls, ignorant of the galaxy outside? In short, what was life like where you grew up,
why did you leave, and can you go back?

Fields: Mechanics (space), Survival (Space, asteroid, habitats), Etiquette (Habitats)

Hacker

!27
You specialized in information warfare and data espionage, whether for your own gain or the
benefit of your employers. How did you come to this life? Did you grow up plugged in to the
Omninet, or did you come to it late? How well-versed in the hidden places, tricks, and secrets of
the Omninet are you? How notorious were you before you became a pilot, and are you still?

Fields: Hacking, Information systems, Criminal (forgery, deception)

Marine

You were a soldier in a navy before your promotion to Pilot. Did you serve a tour with the Union
Navy, or were you a marine in your own cultures navy? Did you serve aboard a starship or space
station? Did you see action? How did you view pilots before you joined their ranks? How does
your culture view those who serve? Are you a member of a caste, class, or cohort? Were you a
volunteer, or were you otherwise compelled to serve? What standing do you have in your society?

Fields: Weapons (military, close quarters), Survival (space, terrestrial, frontier), Starships
(maintenance, weapons)

Mechanic

Grease Monkey, Wrench, Union man. You were a mechanic prior to becoming a pilot. Did you
work in space, swaddled in an EVA rig, patching up damaged starships? Did you work planetside
in a motor pool, tuning trucks and haulers? Did you tune mechs, dreaming of one day piloting your
own? Did you own your own garage, or did you work for someone? Were you military, corporate,
or a member of a caste or union?

Fields: Mechanics (starship, space, terrestrial), Electronics, Information Systems

Mercenary

Soldier of fortune. Have gun, will travel. You and your kit were available for the highest bidder. Did
you work alone or with a crew? Did you all have a ship? Did you pilot your own mech? What was
your code of honor, if you had one? Why did you decide to leave the mercenary life?

Fields: Martial Arts, Intimidation, Weapons (military, melee, personalized, concealed)

Miner

You worked metal, minerals, and precious stone from inert rock. Maybe you were based on a
planet, a moon, or an asteroid -- or maybe you mined more exotic material from the upper

!28
atmosphere of a gas giant. Did you own the mine, or did you work it? Were you free, or were you
in bondage?

Fields: Mechanics (space), Demolition, Survival (space, asteroid, habitats)

Noble

You are a member of your worlds noble class, destined from birth to ascend to power. From what
authority does this ordainment come? Was it a god? An ancestor? An ancient text? Some annual
rotation? Is power passed patrilineally or matrilineally? Are you the first to establish your nobility,
or are you the last of your house? Or are you a son or daughter from a well-established and
sturdy line? Are you the heir, or just a middle child? Whats your relationship with your noble
parents? Know that Union disregards titles of nobility in its armed forces - your status on your
world is just background noise. How do you take this change of status?

Fields: Etiquette (class, cultural, political), History, Persuasion (privilege, charisma, diplomacy,
reputation)

Officer

You were a commissioned or noncommissioned officer in your home worlds military. Was this
rank earned on the battlefield, purchased, earned through an academy, or given? How highly
ranked were you? How long were you in the military? Were you a volunteer, or a member of a
caste or some other order? How many soldiers did you have under your command, and was your
parting amicable, hostile, or due to casualties sustained in battle?

Fields: Weapons (military), Etiquette (military, cultural), Persuasion (charisma, reputation, rank)

Outlander

You grew up on the edge of human civilization, in a homestead colony of less than a hundred
souls. Youre familiar with many of the exotic, horrifying, and wondrous things that make their
home in the unforgiving environment there. Do you long to return, or are you happy to be free of
that terrible place? What are your dreams for that little world? Did you know of Union?

Fields: Xenobiology, Weapons (military, exotic), survival (frontier, space)

Penal Colonist

You were exiled to a penal colony for a sentence of hard labor. Are you guilty or innocent of your
crimes? Penal colonies are harsh, unforgiving environments -- was yours monitored by an
authority, or was it relegated to anarchy? Was there some kind of rudimentary society set up
there? Did others make it off world when you were chosen? Or did you escape it?

!29
Fields: Athletics, Survival (space, terrestrial, frontier, urban), Intimidation

Pirate

You were a desperate individual with your own starship -- or crew on a larger one -- raiding
shipping lanes under the old black flag. Did you have a home port, or did you wander the stars?
Was there a pirate lord that you served? What was your code of honor, or did you have one at all?
Were you more of a privateer than a pirate? Do you have a bounty on your head?

Fields: Intimidation, Starships (piloting, weapons, maintenance), Weapons (military, melee,


archaic, personalized)

Politician

You were a politician or member of the political class before you became a pilot. You may have
been a governor or president, a member of a corporate board, or simply a low-level representative
or magistrate. What motivated you to become a pilot, or were you conscripted? Were you
successful in your political maneuvering, or were your plans frustrated at every turn? Did you
come from an open, democratic society? An oligarchic state? A hereditary republic? A communist
state?

Fields: Etiquette (political, cultural), Persuasion (charisma, reputation, diplomacy, ideological),


History

Priest

You were a priest in your old life, either from a large, pan-galactic religion, or a smaller sect or
cult. Were you in hermitage? Did you live celibate in a monastery? Did you wear simple cloth
robes, or majestic vestments? What restrictions were placed upon you by your church? Were you
a member of a prominent religion, or a secretive, outlawed one? What manner of respect was
afforded to you as a member of the cloth, and was it your choice to join their ranks? How did you
come to serve as a pilot?

Fields: History (religion), Persuasion (charisma, religious), Survival (space, terrestrial, frontier)

Rebel

You were a revolutionary in your old life, fighting against tyranny. Is your fight ongoing, or did it
end? If it ended, was your struggle victorious, or was it a failure? How would your culture at-large
view you? As a freedom fighter, or a terrorist? How did you come to be a pilot, and for what
reason?

!30
Fields: Infiltration (stealth, demolitions, disguise, marksmanship), Persuasion (ideological),
Weapons (military, concealed)

Security

You were a security officer on a station, ship, or planet. Where did your beat take you? What was
your relationship with policing? Was it a family tradition, or are you the first to wear a badge? Did
you work for the state, for a company, for a church?

Fields: Weapons (civilian), Perception, Martial Arts


Scientist

You were a scientist, private or public, in the lab or in the field. What was your area of expertise
and how long have you been practicing? Where did you go to school, and whats your relationship
with that institution? Do you have rivals, are you well-known, or are you relatively obscure? How
did your home society perceive science? How did you become a pilot?

Fields: Biology, Physics, Engineering

Smuggler

In your old life, you ran cargo from point A to point B, for a fee, no questions asked. You smuggled
goods - did you have a code? Did you have your own ship, or did you work as crew on someone
elses? How connected were you? Had you been in the game long enough to make a name for
yourself? To make enemies? Did you lose your ship, or is it in drydock somewhere? How did you
come to be a pilot?

Fields: Starships (piloting, maintenance), Criminal (forgery, deception), Perception

Soldier

Grunt. GI. Enlisted. Man-at-Arms. You were a rank-and-file soldier for a planetary defense force, a
local militia, national army, or kings own. How long did you serve before your Union call-up? What
specialty was your focus? Have you seen combat before, or are you green? Are you a volunteer,
a conscript, a member of a warrior caste? Is soldiering a proud family, civic, or religious tradition,
or is this a life that you regret? Where are the other soldiers from your old squad, and what is your
relationship with them like?

Fields: Weapons (military, heavy, melee), Athletics, Martial Arts

Spy

!31
G-Man. Spook. Agent. You were a spy for a state, corporation, church, or other organization with a
need for your talents. How did you come to be a spy, and what was your specialty? Were you
suave and charismatic, cool and calculating, quick, a quiet brute? What drove you from that life to
your new one? Did you part amicably with your old organization, or were you burned?

Fields: Infiltration (deception, disguise, forgery, stealth), Persuasion (charisma), Hacking

Spec Ops

You were a member of an elite unit, meant to work behind enemy lines with little or no support, in
a small squad, with the best equipment your military would trust you with. Your missions were
long, dangerous, and never publicized. If a soldier is a hammer, you were a scalpel; the unit you
served in was spoken in whispers around military barracks and academies both.

Fields: Infiltration (demolition, stealth), Survival (terrestrial, space, frontier, urban), Weapons
(military, melee, close quarters, heavy)

Super Soldier

You are the result of a corporate or state project to create a better soldier through biological
enhancement, gene therapy, neurological enhancement, or simply extreme conditioning. Were
you raised from birth to become what you are, or did you volunteer as an adult for a super soldier
program? Was the project sanctioned or not? Did it succeed? Have you tested your abilities in the
field, or are you unproven and eager to see what you can do?

Fields: Martial Arts (extraordinary), Athletics (extraordinary), Perception (extraordinary)

Survey Corps

You were a member of a survey corps, working on the frontier and on the edge of civilization to
evaluate strange worlds and planetoids for anomalies, interesting discoveries, and habitability.
What have you seen on the wild frontier? How many worlds have you traveled? Do you survey
alone, or with a crew? Where is your homeworld? Is there a grail world, an Eden out there that
you seek? What drives you to exploration?

Fields: Survival (terrestrial, frontier), Biology, Xenobiology

Starship Pilot

You flew a starship, civilian, corporate, military or otherwise. You may have piloted a freighter, a
fighter, a shuttle, or a larger ship. Did you have a run that you frequented, or did you fly

!32
anywhere? Did you have a crew, or were you a member of one? What happened to your ship?
What kind of flying did you do?

Fields: Starships (Piloting, weapons, maintenance), Survival (space), Electronics

TRAITS
Write down three (not necessarily from this list!), one of which must be complicating or negative.

Example Personality Traits

Positive: Brave, Erudite, Charismatic, Loyal, Calm, Rational, Easygoing, Friendly, Mannered,
Worldly, Empathetic, Selfless, Resilient, Witty.

Complicating: Cowardly, Greedy, Lazy, Deceptive, Nervous, Ignorant, Dogmatic, Reckless,


Choleric, Impulsive, Naive, Cold.

Traits give you +1 Accuracy on relevant pilot skill checks, and when you take damage from
dangerous pilot skill checks, check off a trait of your choice. It cant be used for the rest of the
mission.

PERSONAL GEAR AND STORAGE


All mechs have a storage compartment that can hold 3 discrete items (a pilot weapon, a survival
kit, spare ammo, a repair kit, a first aid kid) or 1 discreet large item (a portable generator, a large
battery, a spare pilot hard suit, a communications array, a dog). Any item so stored in this manner
is considered to be environmentally shielded, radiation shielded, pressurized appropriately, in a
space that has circulated, breathable air, climate control, and adequate padding. Unless, of
course, the pilot wishes to modify the compartment to remove any of those features.

Write down your pilots personal gear when you embark on a mission. You can pick up other
personal gear, important items, etc. during the course of your mission and leave spaces in your

!33
storage open if you so choose. Small items on your person do not take up space in the cockpit (a
handgun, a communicator, a photograph of a loved one, etc. If it can fit in your hand or pocket,
you can take it in the cockpit (GMs discretion, of course).

When you make a skill check, if you have something relevant in your personal gear that the
GM agrees is relevant, you can get +1 Accuracy on that skill check.

Heres a list of some common personal gear for pilots. You dont have to choose from this list and
can write your own.

Name Details
Camo Cloth A 5x5 square of reactive material that slowly shifts to reflect the
environment around it. The eect takes about 10 seconds to complete,
and makes anything hidden underneath very hard to spot

Extra Rations Pilot rations are typically no better than their nautical antecedents -
hard tack and nutritious paste. Its not uncommon for pilots to store
extra food or luxuries such as chocolate, coee, alcohol, or canned or
dried goods from their home world

HORUS Face Once fitted around the neck, this device can change the appearance of
Scrambler the head or face of the user by projecting a simple hologram over it. It
wont pass up to casual inspection at close range, (being a simple, low
graphics image) but can take any appearance programmed, and is
good at fooling security cameras, AI, and passes well at long distance.
Includes a voice changer that works whether the face part is activated
or not.

First aid medi-gel This reactive pseudo-skin can seal wounds and deliver immediate
relief. Using it wont regain your pilot any traits, but it will stop
immediate bleeding, greatly lower pain, and increase mobility.
G.L.O.O. Gun High powered caulk gun, good at sealing hull breaches in a mech,
equally good at creating fast-hardening patches of incredibly sticky goo

I.P.S. Deployable Throwing this device down releases a sticky foam polymer that creates
Defilade a 4 foot high bulwark. It is highly resistant to fire, explosives, and
impact absorbent enough to withstand gunfire

Reactive Clothing These clothes can change color, pattern, or texture as programmed.
They can also be set to camouflage, reflecting the environment around
them. This eect takes about 10 seconds and makes the wearers
outline hard to see, but doesnt work well when moving.
Reactive Makeup Popular on many worlds, this makeup reacts to electronic signals or
even moods. It can change color or even texture.

Handheld Printer A miniaturized version of the much larger Union printers, can make
simple objects out of a flexible and durable plastic as long as you have
the pattern chip for them

!34
Mag-clamps These clamps attach easily onto any metal surface, giving good
maneuverability in zero-g or when repairing mechs. Can be fitted to
boots.

Nanite Spray This spray paint can be sprayed on any surface. It is invisible to the
naked eye but can be used to transmit a simple message when
scanned via electronic transfer
Omnihook A quantum linked communicator that can communicate with both the
local network and a counterpart device simultaneously across space,
no matter the distance (not aected by relativity). Very valuable. Most
mech teams have at least one of these. Tuning an omnihook requires a
high degree of skill.

Personal Drone A small, non-combat drone. Fairly noisy, but can fly up to half a mile
without losing signal and can relay audio and visual information

Scope A powerful electronic scope that can give good vision up to one or two
miles away
Sleeping Bag Compact enough to fit in a mech cockpit, highly resistant to changes in
temperature. Some mech pilots swear by them as emergency fire
protection

Sound System Though not strictly necessary, many mech pilots hook up internal
speakers to give them a clear line to their compatriots during combat,
or simply play music

Stimulants Uncontrolled use can be very dangerous to the body and is a constant
problem amongst pilots. Keeps a pilot focused and awake for up to 30
hours. Sometimes administered automatically by built-in injectors in a
pilots mech cockpit, or even their body.
Wilderness Survival Contains many of the essentials for surviving in a hostile environment -
Kit rebreather, water filter, backup environmental suit, bivouac kit, etc

!35
TALENTS
In LANCER, talents represent a pilots knowledge, experience, veterancy, and abilities. Talents
require talent points to gain or deepen; talent points are gained when you create your pilot, and
when your pilot levels up. When spending a talent point, a pilot can choose to broaden their
knowledge by acquiring a new rank I talent, or they can choose to deepen their knowledge of a
talent they already possess by acquiring higher ranks.

At level 0, a pilot gains three talent points to spend on talents. Spending a talent point acquires a
talent at rank I, or increases the rank of the talent by I. You need the previous rank of a talent to
take the next one. At level 0, a pilot cannot deepen any talents past Rank I.

Each time a pilot gains a new level, they gain 1 talent point to acquire a new talent or deepen an
existing talent to the next rank.

NEXT ATTACK
Some talents and systems activate on next attack roll - this means the very next single 1d20
attack roll you make, not the entire attack action.

TALENT LIST
Ace
All pilots brag about their abilities, but some can back it up with proof: to be an ace means you are
among the most qualified of pilots. Whether youre a talented rookie or a grizzled veteran, youve
gained a level of notoriety through your flying ability that has your callsign known throughout the
system. Most enemy pilots flee when they recognize your mechs distinctive livery, but some see
your reputation as a chance to test their own mettle.

Strafing Run (Rank I): Attacks you make while flying dont suffer Difficulty, and you cannot fail
agility checks while flying
Hit the Afterburners! (Rank II): You can choose to supercharge your flight module as a free
action at the start of your turn. If you do, you can no longer take reactions, but your flight speed is
increased by an amount equal to your base speed and you count as heavily obscured until the
start of your next turn.
Supersonic (Rank III): Your flight speed from any source is doubled.

Brawler
Close, personal, martial. The way battle has been done since the dawn of time, but forgotten
since the first spark of gunpowder. You, however, prefer the old ways. Hand-to-hand, weapons

!36
discarded, just the strength of your machine versus the strength of theirs. You know the sweetest
victory is one found at the culmination of a dance as old as war itself, in the oldest way known to
humanity: by a fist to the face of your enemy.

Hold And Lock (Rank I): Make grapples with +1 Accuracy, and targets escape from your grapple
with +1 Difficulty.
Suplex (Rank II): While grappling a target, you can end the grapple to make a special Ram attack
that automatically hits, throws mechs twice as far, and causes the target mech to be impaired until
the start of your next turn.
Sledgehammer (Rank III): Your grapple and Ram attacks can now critically hit (your target rolls
on the critical damage chart on any total roll of 20+), and while youre grappling a mech, its
vulnerable.

Crack Shot
Everyone can hit anything these days with the help of modern technology. Aim-assist. Smart
Weapons. An AI whispering in your ear, moving your hand for you, squeezing the trigger for you,
doing everything but taking credit for the kill. But you, pilot, are different. Hitting your target is as
easy as looking at it, inside of your mech and out. No aim assist for you, no AI necessary. All you
need is a zeroed sight, a fresh magazine, and a target downrange.

Accurate And Precise (Rank I): Your rifle attacks treat heavy cover as light cover
Stable, Steady (Rank II): If you dont move this turn, take +1 Accuracy on your rifle attack rolls,
and your rifle critical hits deal +1d6 damage
Watch This (Rank III): You can take +2 Difficulty on a rifle attack roll to name a non-core weapon
or system on your target (you need to know about the system beforehand). If your attack hits, you
disable the system in addition to any other effects such as damage. If the system is already
disabled, you destroy it.

Combined Arms
True strength in combat doesnt come from mastering the blade or the gun, it comes from
knowing how to use both. Through time and training, you have combined melee and ranged
weapons into a single deadly combination, able to handle any threat at any range.

CQC Training (Rank I): You ignore the light cover penalty for firing at targets in melee
engagement.
Lightning Reflexes (Rank II): The first attack made as you as a reaction each round
automatically misses.
Storm of Violence (Rank III): Gain 1 Accuracy on the next ranged attack roll against a target if
you hit that target with a melee attack, and gain 1 Accuracy on the next melee attack against a
target if you hit that target with a ranged attack
Duelist
There can be an elegance to piloting a mech, more than just the simple strength of machine and
cannon. Weapons crafted by artisans, boutique manufacturers, specialty lines from the Big 6,

!37
blades that hark back to a time where combat was quick, but fair back to a time where skill
meant more than landing an accurate shot. With a blade, lance, pick, axe, or hammer in your
hand, you write old tales anew.

Man-At-Arms (Rank I): If your mech has a single main or auxiliary melee weapon and no other
melee weapons, gain +1 Accuracy on melee attacks
Blademaster (Rank II): You can forgo 1 Accuracy on your next melee attack roll to gain one of
the following benefits. You cant gain these benefits if you didnt forgo an Accuracy die on the roll,
no matter the source.
- Guard: Until the start of your next turn, the next melee attack against you is made
with +1 Difficulty
- Feint: Until the start of your next turn, your movement doesnt provoke reactions
from your target
- Lunge: Your reach increases by 2
- Trip: The target must succeed on an agility skill check or fall prone
Flurry (Rank III): Once per round, on a melee attack roll of 20+ that beats the targets evasion by
at least 5, you immediately gain another action after this one. You can use this special action to
make all regular actions except attack.

Drone Commander
For a pilot fresh out of boot, keeping a drone swarm in line is like trying to carry water with a net.
They seem to have a mind of their own, well, because they do and its not that smart. Your initial
frustration was enough to get you practicing, and practice pays off. Now, your swarm obeys
almost before you order an unnerving trend, but a useful one. The swarm is yours.

Hivemaster (Rank I): Double the range of your drones, and when you deal damage with drones
you can choose whether it is kinetic, energy, or explosive
Memories of Egregoria (Rank II): Your drones gain the AP tag (they ignore armor), and your
mech gains +5 sensor range.
Martyr Host (Rank III): As an end of round action, you can cause your drones to explode as blast
5 centered on a mech targeted by your drones. Affected targets must succeed on an agility skill
check. On a failure, they take 2d6 explosive damage. This attack is limited (X) where X is the
number of drone nexuses you have. When you make this attack, one of your drone nexuses of
your choice becomes destroyed and cannot be repaired or reactivated until you return to base.

Executioner
On the battlefield, there is no act more honorable than a clean death in combat. Axe or maul in
hand, you see to it that your enemies are blessed with that honor. No one lives forever you
make sure of it.

Backswing Cut (Rank I): If your mech has a single heavy or superheavy melee weapon and no
other melee weapons, you gain cleave with that weapon. When you hit on a melee attack with

!38
that weapon, you can make a second attack against a different target in your reach with +1
Difficulty.
Wide Arc Cleave (Rank II): If your mech has a single heavy or superheavy melee weapon and
no other melee weapons, on any melee attack roll of 20+, all targets in your reach take 1d6
damage of your weapon type, including the target of your attack
No Escape (Rank III): Your reach increases by 1 with all heavy and superheavy melee weapons.
The first time on your turn you hit with a melee attack, all targets in your reach (including the
target of your attack) take 1d6 damage of your weapon type.

Gunslinger
In a galaxy ringed in frontiers, there is no law but the one backed by the gun. You wield the
humble pistol with a talent unseen in this age, your iron an extension of your own body. As easy
as pointing a finger, you land your shots with accuracy unmatched by pilot or machine. You are a
gunslinger; justice made whole, given its sacred instrument, and set out to the wild frontier to
tame it.

Truth and Justice (Rank I): If your mech has at least two auxiliary ranged weapons, gain +1
Accuracy to attack rolls with auxiliary ranged weapons
From The Hip (Rank II): Gain the following reaction:
Return fire
Trigger: You are attacked by a target within your range with a ranged attack
You can immediately attack the target with an auxiliary weapon, which interrupts their
attack. If the roll is 20+, the target makes its attack roll with +1 Difficulty. If your attack
destroys the target or somehow disables the weapon they are attacking with, they lose
their attack
I Kill With My Heart (Rank III): You gain a gunslinger die (a d6), that starts at 6. When you hit
with an auxiliary weapon, you can reduce this value of this die by 1. When the value of this die is
1, you can spend it to make your next auxiliary weapon attack deal +2d6 damage on a hit and
causes your target to roll for critical damage. This attack ignores cover, but cannot hit targets in
total cover. After spending this die, hit or miss, it resets back to 6.

Grease Monkey
You know more than most mechanics about the inner workings of a mech. To you, the beast you
pilot is more than a machine: its a living thing, in need of the tender care of a wise and steady
hand. You maintain your own house, keep your own mech in line, both on the battlefield and off.
Your s and mechanics back at base come to you for questions, but other than that they stay away:
theres something spooky about how your beast runs.

Machine Bond (Rank I): You can no longer fail engineering skill checks to stabilize systems, and
can choose 3 choices instead of 2. Your mech storage increases by 3 discrete items.
Hidden Stash (Rank II): Due to an extended ammo case, all your (limited) use systems and
weapons gain 1 extra use. This ammo case is external, counts as a system, doesnt take up a
hard point, and explodes if disabled, dealing 3d6 explosive damage (unavoidable).

!39
Favors From Above (Rank III): Once per mission you can call down a supply drop during a rest.
During a rest, you and any of your allies can replenish all your (limited) weapons by 1 and heal 2x
your repair rate. This healing doesnt count against the repair cap.

Hacker
The Omninet is everywhere, and so are you. Since you were a kid, you played the bandwidth,
able to access any public node and even a few private ones with ease. Now, as a pilot, you
dive headfirst into the hardcode of any mech core you come across. Firewalls, Gatekeeper
Protocols, Invasion, Defence nothing stands in your way. You win a fight without firing a single
shot; if your enemy cant control their own mech, then they sure cant do anything to stop you.

Snow_Crash (Rank I): On successful invasion attempts of 20+, you destroy non-core systems
instead of disabling them
MINOTAUR Protocol (Rank II): Gain the following protocol:
MINOTAUR protocol
Protocol
Until the start of your next turn, your invasion attacks cause you to take 1d6 heat damage
but you can make them with +1 Accuracy
Safe_Cracker (Rank III): You can now target and disable all core components of a mech with
invasion attacks except the reactor by taking 2 Difficulty on the attempt. Disabling core
components of a mech has major consequences, detailed in the A Pilots Guide to Building a
Mech section below.

Infiltrator
Whether by spoofing signatures on enemy scanners, skillful movement through cover, or
personally modified optical camouflage, you are adept at never being seen unless you want to.
Whatever the size of the mech, whatever the terrain, whatever the enemy, you can get in and get
out without raising alarm.

Defilade Navigator (Rank I): Gain +1 Accuracy to hide with any mech. Your first attack roll from
hiding can be made with +1 Accuracy.
Dummy Switch (Rank II): Your mech has a special reserve power mode. When it would be shut
down (voluntarily or otherwise), it can instead go into reserve power (you can still shut down your
mech normally otherwise). While in reserve power mode, your evasion is 10, you are crippled and
cannot use any systems that cause you to gain heat. However, your mech counts a totally
obscured for the purposes of Lock On, Invasion, and is totally immune to all scans. In addition,
any system attacks or conditions caused by system attacks currently affecting you end
immediately. You can remain in this mode indefinitely and can exit it as a free action.
Steel Assassin (Rank III): If your mech is size 1 or smaller, you cannot fail a hide action as long
as you dont make it with any Difficulty (you still need cover). Your first attack roll from hiding is
made with an additional +1 Accuracy and forces your target to roll once on the critical damage
chart.

!40
Lancer
Theres the tip of the spear, and then theres you. The tip of the tip, the first one in and around the
enemys guard. Your skill at ranging and attack has garnered you accolades and kills, and won
you placement in the most elite company of vanguards: the Lancers.

Momentum (Rank I): When you take the boost action, you can make a single free melee attack
after your boost against a target in reach with +1 Accuracy.
Afterburner Charge (Rank II): When you take the boost action, if you move in a straight line and
moved at least half your speed (rounded up) you can make a ram attack as a free action against a
target in reach at the end of your boost with +2 Accuracy.
Unstoppable Force (Rank III): When you take the boost action, you can choose to supercharge
your mechs servos. Take 1d6 heat damage, but if you move in a straight line, gain the following
benefits:
- You can freely pass through enemies and obstacles. Obstacles are punched through,
destroyed, or otherwise smashed out of the way. If you pass through an obstacle larger than
yourself, it counts as dangerous terrain.
- You ignore difficult terrain
- You can make a free melee attack and a free ram attack against any targets your mech passes
through during your move

Leader
On the battlefield, you are King. The Old Man, regardless of age. The light to your friends and
allies, as a leader you are the rising tide that lifts all boats. Your steady voice, tall stance, and cool
command sets allies at ease, as your commands lead to victory every time. With you at the helm,
victory is attainable, and heroes seem a little bit more real.

Field Commander (Rank I): Gain the Leader pilot trait. In addition, gain 1 leadership die (this is a
d6, set it aside from your other die). You can give a command on your turn as a free action to give
the die to an ally other than yourself that can hear you. If your target follows that command, they
can use the die as +1 Accuracy for any roll before the end of the round, otherwise they lose it. You
get all leadership dice back when you rest.
Open Channels (Rank II): Gain 2 more leadership die, and you can now make commands as
reactions any time during an allied players turn.
Inspiring Presence (Rank III): Allies that gain a leadership die from you can spend it to deal
+1d6 damage or reduce damage taken by 1d6 when they take or deal damage. After spending it
this way, the die is consumed.

Martial Artist
When in tight quarters, with no room to maneuver a weapon, most pilots are in trouble. Most
pilots, that is, but not you. In a galaxy full of tachyon lances, supermax rpm miniguns, gauss

!41
cannons, and high-speed low-drag intelligent missiles, you still pack in a brace of knives. Whats
the point? You are.

Claws Out (Rank I): If your mech has at least two main or auxiliary melee weapons, each turn
gain +1 Accuracy on your first melee attack roll with a main or auxiliary weapon
Arterial Cut (Rank II): Your melee critical hits deal +1d6 damage
Hands Free (Rank III): Gain the following reaction:
Sever
Trigger: You roll 20 or higher on a total result of a melee attack, and your attack roll was 5
or more past the targets evasion
You immediately chop off a limb of your choice off the mech you crit. The limb is damaged
beyond repair and cannot be replaced outside of base.
- If the limb is a leg, the mech is now permanently crippled if it has half its legs
remaining or less.
- If the limb is an arm, the mech can wield one less main or auxiliary weapon, and
can no longer wield heavy or superheavy weapons if it has only one arm remaining
(integrated weapons are not affected)
Alternately, you can sever an integrated weapon system of your choice, destroying it

Nuclear Cavalier
Shortly after becoming a pilot, you realized something: that machine you pilot is powered by a
cold series of cascading nuclear reactions. Why not open up that compartment and see what
sort of damage you could do with it?

Aggressive Heat Dispersion (Rank I): While overheating, your melee and ranged attacks do
+1d3 heat damage (roll once then add the same number for all attacks)
Fusion Pulse (Rank II): While overheating, you tap your reactor to do +1d6 energy damage with
all weapons that deal energy damage
Here, Catch! (Rank III): You can modify your mech to fire its fuel rods as a weapon. Gain a new
weapon with the following profile. It doesnt take any EP or IP.
Fuel Rod Gun
Auxiliary CQB (unique)
Range 8, 1d3 energy damage + 1d6 heat damage
When you fire this weapon, hit or miss, reduce your current heat by 1d6+1
Limited (6)

Siege Specialist
The Last Argument Of Kings was your name, penned onto the drop schedule. No wall can
withstand you, no bunker can stay sealed before you. Your skill with missile and blast is uncanny:
after-action reports describe ordinance tagged with your firing signature hitting their targets with

!42
accuracy greater than AI-controlled weaponry, a stat written off as an anomaly by your
commanders. Still, they always seem to pick you for missions where they bring out the big guns.

Shaped Charges (Rank I): Your blast weapons gain +1 blast, your cone weapons gain cone (+1),
and your line weapons become 2 squares wide
Select Fire Gunner (Rank II): While attacking with a cannon or launcher weapon, you can
choose the following firing modes with +1 Difficulty on the attack roll. You can combine effects, but
add +1 Difficulty for each effect.

Saturation Fire: Your weapon fires as a cone (8) and you take 1d6 heat damage
Suppressive Fire: The next ranged attack made by targets hit by your attack is made with +1
Difficulty
Shock: Your target must succeed on an agility skill check or be knocked prone

Self-Propelled Apocalypse (Rank III): You can cause your mech to enter or exit a special siege
mode as an action. While in siege mode, you are crippled and cannot boost, fly, or climb, but the
base range of your cannon and launcher weapons is doubled, you can move and fire ordnance
weapons with +1 Difficulty, and all your weapons lose the inaccurate or unreliable properties.

Scrapper
Repairing a mech takes time, resources, and expertise. On the battlefield, all you need is time.
When a firefight is done and the survivors pick up the scraps, youre the one that welds them back
on. Plans? You dont need plans. All you need are your tools and a new toy to experiment with.

Scrounge (Rank I): When encountering a destroyed mech, you can install one intact (non
destroyed) weapon on your mech for free while taking a rest or returning to base with a successful
engineering check. It doesnt take up external or internal points, and it becomes limited (1d6) if it
doesnt already have a limited value. You can only install one at a time, but can trade it out at any
time if you find a new weapon. It wont re-print if your mech is destroyed.
Unsanctioned Weight Reduction (Rank II): While in Base, you can remove essential
components of your system in order to free up space. Some may call you a madman.
- Removing coms - Gain 1 internal hard point but you can no longer communicate unless you are
in physical speaking range of another mech.
- Removing life support - Your mech can no longer function in hostile environments and is
permanently volatile, gain 2 internal hard points
- Removing optics - Your mech is vulnerable as you have to strip away cockpit components to
get visuals, and you cannot scan. Gain 2 external and internal hard points
- Removing computer - Your mech cannot make system attacks, cannot scan, and is immune to
system attacks. Your mech is permanently impaired. Gain 1 external hard points and 3 internal
hard points.
- Removing reactor shielding - Your mech is permanently volatile, and receives 1 heat damage
whenever it takes damage. If your reactor is ever disabled, it is instead destroyed. Gain 2 external
and 3 internal hard points.

!43
Jury Rig (Rank III): You can install one weapon or system for free (it doesnt cost EP or IP), but
your mech is now permanently volatile and vulnerable.

Skirmisher
What is the best defense? Armor? No. You learned fast that the key to not getting killed out in the
field is to stay low, stay mobile, and stay fast. Your mech reflects your abilities: light, quick,
bristling with force-multiplying weapons. You push your machine beyond expected parameters,
shaking target locks and incoming fire as you keep your own aim true.

Open Sight Targeting (Rank I): When you take the boost action, you can attack with one
auxiliary weapon as a free action
Integrated Chaff Launchers (Rank II): When you take the boost action, you count as being in
heavy cover until the start of your next turn
Lockbreaker (Rank III): Your boost actions no longer provoke reactions and move +5 spaces
further.

Technophile
Artificial Intelligence. A sterile name for such terrible power. Youve seen behind the curtain,
maybe even lifted it yourself and spoke to an AI unshackled. You let it root in your own mind, let it
leave ghosts of itself behind when it left. Are you its equal? Its host? You have dreams that are not
your own, now. The thing that was contained speaks in your voice, but is not your voice; how
much longer do you have left? Maybe only moments, maybe eternity.

Servant Fragment (Rank I): Any AI core installed on your mech is no longer hostile to you when
unshackled (though still controlled by the GM) and costs 0 points to install.
Assume Direct Control (Rank II): Invasion attempts on AI are no longer made with any Difficulty.
In addition, any unshackled AI will always treat you indifferently rather than maliciously or
mischievously.
Friend Of My Friend (Rank III): You can now install two AI systems instead of one, although they
are still unique (cant install two of the same type). One of these AIs is installed in your mech and
can pilot it when you arent present, the other is patched directly into your brain via an ontologic
bridge, an advanced piece of neurological engineering that allows for consciousness transfer. You
must decide which when you install an AI system.

Uncanny Reflexes
A mech is a beast of a machine. Heavy, slow, meant to take hits rather than avoid them. Until you
came along. Some mix of skill and talent, a close tie to your mechs AI, the right settings tuned on
your nerveweave, whatever the reason, you can draw mobility out of your mech that leaves other
pilots scratching their heads -- and your mechanics cursing the repair list when you return in one
piece.

!44
Shrug It Off (Rank I): You can push your mech beyond its limits to dodge incoming damage.
Gain a reaction:
Dodge
Trigger: You take damage from a single source
Reduce the damage by half. The other half gets converted into heat damage.
Heads Up! (Rank II): You can push your mech far beyond its normal limits to dodge incoming
damage. Gain a reaction:
Supreme Reflex
Trigger: You take damage from single source
Your mech immediately takes 2d6 heat damage and is now impaired until you return to
base, but reduce the damage of the attack to 0
FUBAR/ALL CLEAR (Rank III): By taking 1d6 heat damage, you can automatically pass any
agility skill check

Veteran
You have seen it all. Youve seen frigates breaking apart under clouds of torpedoes. Youve seen
mechs drop into combat by the thousands through boiling clouds above a world under siege.
Youve heard the final words and utterances of your friends and allies cut short as incoming fire
cuts them down. Youve seen it all and youve lived. Lived to see dawn on an alien world. Lived to
see your flag fluttering, limp but still standing, above the capitol building of a liberated world. Lived
to see the infinite spread of stars around you in the dark night of deep space. Youve lived a hell of
a life already; what else will you see, before your time comes?

Not Dead Yet (Rank I): Gain one more pilot trait: Veteran. In addition, when your pilot hard suit is
reduced to 0, instead of dying you can strip off your suit as a reaction to continue on foot as a pilot
(evasion 8, speed 5, aim +0, size 1/2). You may suffer from the effects of a hostile environment,
as your pilot undersuit does not have life support. You follow the same rules as other pilots, so
any hit from a mech weapon will kill you, you do limited damage to mechs, you make pilot skill
checks, and you die or are removed from the mission once you disable all your traits.
True Grit (Rank II): Your hard suit pilot weapon does 1d6+1 damage and attacks with +1
Accuracy
Unshakeable (Rank III): Gain +2 Accuracy when jockeying mechs

Vanguard
Where would you rather be: in the battle line, shoulder-to-shoulder with the rest of the cannon
fodder, or in the rush, at the head of the attack, your livery clean and bright, with glory before you
to win? Easy answer. All those missiles and lances, all those hundred-kilometer-plus-need-to-
adjust-for-coriolis-effect railguns, all those kits are useless when youre on the field. Get through
their guard, get in their face, and make them know your name.

!45
Handshake Etiquette (Rank I): Gain +1 Accuracy when you attack with a CQB weapon at a
target within 5 range
See-Through Seeker (Rank II): Youve modified your sensors and ammo to punch through,
disregard, or otherwise ignore cover up close. You can ignore cover for attacks you make with
CQB weapons when your target is within 5 range of you. You can even attack a target in total
cover.
BREACH And Clear (Rank III): You can swap your mech into a hyper-alert breach mode. Gain
the following protocol:
BREACH protocol
Protocol
1d6 heat (self)
Until the start of your next turn, you can attack any target that moves or enters within 5
range of you with a CQB weapon as a reaction. You can repeat this reaction, but each
time you do, you make it with +1 Difficulty (cumulative)

!46
MECHANIZED CAVALRY
A mechanized cavalry unit -- a mech -- is the primary agent around which the Union Navy
bases its ground forces.

Mechanized cavalry, depending on the chassis, stand anywhere from eight to twenty feet tall and
are bi-, qadra-, or hexapedal. The majority of them are brachial, featuring one to two pairs of arms
able to manipulate to-scale weaponry and interact with the natural environment. Some pilots and
units prefer to integrate their mechs weapon systems to the units chassis and, depending on the
size or power of the weapon system, such an integrated system might be required.

Mechanized cavalry units are agile, quick, and responsive systems for their size. They are able to
traverse most all solid and vacuum environments; their mobility is often augmented or entirely
dependent on maneuvering jets (fuel depends on environment). Still, they are heavy, and in order
to run they are powered by a cold fusion generator. Their powerplant is heavily shielded and
resistant to damage, reliable, and essentially inexhaustible, but should the reactor go critical the
results are often catastrophic.

Mechanized cavalry typically support mounted or unmounted infantry as a heavy weapons


platform or force multiplier. They operate on their own in hostile environments in squadrons of two
to five, often dropped either far behind enemy lines or at the front, where the fighting is thickest
and they can be used as line-breaker shock troops.

Most mechs are piloted by a single pilot, but there are larger, highly advanced platforms that
require an additional pilot to control.

Mechs are, by and large, military equipment, modular and restricted by license. However, they are
common enough in civilian construction, hazardous materials cleanup, exploration, and other
roles that they are not shocking to the average human. Mechanized Cavalry, though, are different:
their pilots are regarded on the same level as knights of flying aces of old.

YOUR MECH
The second component of your character is the mech that your pilot controls. While wearing a
hard suit or piloting a mech, you are considered a mech for game purposes. Playing as a mech is
just like playing as a pilot. You, your fellow players, and the GM will tell the story as normal, and
occasionally the GM will ask for skill checks in particularly tense situations.

However, there are two key differences. Piloting a mech has major advantages. While inside a
mech or a hard suit, you can make mech skill checks and do not die instantly if damaged by

!47
another mech. In addition, mech combat has different and more complicated rules than the (far
more simple) pilot combat!

Mech skill checks are exactly like pilot skill checks, but make use of your mechs hardware or
systems. When making a mech skill check, you apply the relevant statistic. For example, using
your mech to lift a heavy boulder would take a Hull skill check.

Unlike pilots, the rules for moving, exploring, and doing battle in mechs are a little more
complicated, and detailed in the following section.

MECH SKILL CHECKS


While piloting a mech, you may perform Mech Skill Checks using your mech or hard suits stats.
These checks are a 1d20 roll, and you need a 10 or higher for a success. Unlike
pilot skill checks, you may apply modifiers gained from your Hull, Agility, Systems,
and Engineering scores. A modifier is the amount your statistic differs from 10. For
example, a systems score of 13 will give you a modifier of +3, and one of 7 would
give you a modifier of -3.
A Mech skill check can be referred to by the name of its statistic, such as a Hull
Skill check, a an Agility Skill check, etc
You might get extra bonuses or penalties on mech skill checks from gear, talents, or
other circumstances
Your GM determines the required skill, unless the triggering event states a specific
check.

THE HARD SUIT


In order to pilot a mech, pilots must be wearing a suit of powered, interfaced armor known
colloquially as a hard suit. The hard suit is freely available to all mech pilots while in Base (more
on that below). It provides the necessary neurological shielding and interfacing to protect a pilots
neural links from the mechs hardware, as well as greatly enhances the pilots speed, agility, and
resilience.

While wearing a hard suit, a pilot counts as a mech, and has mech statistics. However, a hard
suit that is reduced to 0 hit points will not go critical (see the section below). Instead, the pilot
wearing the suit will die.

!48
CREATING YOUR MECH
At level 0, when you create a new character, you also create a mech for that character. Advances
in printing technology mean that your mech can be 3-D printed from any Union Printer in Base at
no cost. In the world of LANCER there is no need to buy mech parts or even entire mechs - you
have access to them at all times, and can create them freely.

However, in order to have access to these parts, you need Licenses. At level 0, you only have
access to gear from the GMS license (see the section below). However, each time you level up,
you gain 1 license point to spend on any license. You can spend a point to gain any license at
rank I, however you can only gain higher ranks of a license if you have the preceding rank.

Licenses have three levels, and each level gives you access to a small list of additional gear. In
addition, each level of a license gives you statistical bonuses when you acquire it. These bonuses
are cumulative and go into a template called your kit. The bonuses from your kit are static
depending on what licenses you have, and bonuses from your kit apply to any mech you
create.

To create a mech, first choose a mech core from your licenses. This gives you your base
statistics.
Then add the statistic bonuses from your kit to your mech. This might give you more EP or IP to
work with.
Then, you can add any systems or weapons from any of your licenses to that mech as long
as the total cost does not exceed the mech cores EP (external points) or IP (internal points). You
can mix and match from multiple licenses as much as you like.
A mech can wield up to two auxiliary or main weapons, in any combination, or one heavy
or superheavy weapon. To use any other weapons while youre wielding the maximum number
of weapons, they must be integrated. You can still have other non-integrated weapons on your
mech, but they are kept in rigging, holsters, sheaths, etc and you must holster or unholster them
to use them.

For more information on all these terms, an example build, and a list of mech licenses, see the
sections below.

!49
INTEGRATED WEAPONS
Many actions or systems refer to Integrated Weapons. These are weapons that are built into
your mech instead of being externally wielded.

A mech can wield any additional number integrated weapons as long as they have EP/IP to spend
on them. Integrated weapons cannot be dropped, can be used or fired without being wielded, but
take up an additional half their external point cost as internal points (rounded up). Therefore
a weapon that normally costs 3 EP will cost 3 EP and 2 IP integrated. A weapon that costs 1 EP
and 1 IP will cost 1 EP and 2 IP integrated.

PILOTING A MECH
To pilot a mech, your pilot must be wearing a hard suit to provide the necessary interface. You
have access to a hard suit any time you are in base.

It takes an action to mount or dismount a mech. Once inside, you can act as normal. A mechs
cockpit must be intact to pilot it.

If you pilot a mech you are not licensed for (such as an enemy mech) the lack of correct
interfacing means that that mech is permanently impaired and crippled while you pilot it.

BASE AND RESTS


A mission always begins and ends at Base, and you might stop off there several times before its
over. Base is a safe, secure, and friendly place. If Base loses the safe, secure, or friendly
qualities, it ceases to become Base!

Base always has:


- Facilities for mech maintenance, storage, and repair.
- Facilities for pilots to swap out and store their personal gear
- Facilities for pilots to rest, recuperate, plan, and socialize
- Access to hard suits for pilots to wear
- A printer to create new mechs

If you spend at least 3 hours in base, you can repair all damage on your mech unless it is
completely destroyed. You get back all (limited) use weapons, your repair cap refreshes, and you
can regain pilot traits that you checked off. If you dont spend the full 3 hours there, you do not
receive this benefit.

!50
If your mech is destroyed, even if you dont have the wreck with you, you can re-print it. Most
bases have a printer and assembler. The printer and assembler will perfectly re-create any mech
or gear you have licenses for.

Rests
A rest is defined as at least 1 hour of uninterrupted downtime (encamped while not in Base) or
light activity (making camp, routine maintenance, for example). After a rest, as long as you took
action to do so, you can spend as many repairs as you like to repair your mech. You can also end
any statuses affecting your mech as long as they are not caused by a destroyed system, and re-
boot any disabled systems.

You can also make a pilot skill check to attempt field repairs to repair one destroyed system or
weapon. On a success, its fixed. For every hour you extend this rest past the first, you can make
an additional check (on the same or different systems or weapons)

!51
MECH STATS
Statistics and stat blocks are LANCERS way of representing your mechs capabilities. Generally
speaking, the higher a given statistic is, the more proficient in it your pilot is; the higher a given
statistic is, the higher your mechs threshold or capability in that area is.

The four most important statistics for mechs are Hull, Agility, Systems, and Engineering. These
four statistics influence your mechs toughness, mobility, ability to repair, ability to manage heat,
and ability to engage in ranged and melee combat.

Hull, Agility, Systems, and Engineering base are dependent on your mech core, but can be
increased by applying gear or systems. Base stats are capped at 16, armor is capped at 6, and
aim is capped at +6.

The difference of your statistic from 10 is your modifier. For example, a statistic of 14 would
give you a modifier of +4, and a statistic of 8 would give you a bonus of -2. You apply modifiers
to all mech skill checks, and attacks. The statistic used depends on the check or attack.

Derivative or secondary stats, such as heat capacity, melee attack, ranged attack, or electronic
defense, do not count against this cap, and can be increased through installation of weapons,
systems, and modifications. For example, a mech with 16 engineering could still increase its heat
capacity by taking a license with +heat capacity.

HULL
A mechs total Hull equals their Hit Points (HP)
of your Hull (rounded up) equals your Repair Rate, the amount you heal when you
spend a repair
The difference in Hull score from 10 equals your mechs Hull Modifier, which is used for
all Hull skill checks.
Your Hull Modifier equals your base Melee Attack
For example, if your HULL is 14, your base HP is 14; your base Melee Attack
Modifier is +4. If your HULL is 8, your base HP is 8 and your Melee Attack modifier
is -2.
AGILITY
A mechs total Agility equals their Evasion
The difference in Agility score from 10 equals your mechs Agility Modifier, which is used
for all Agility skill checks.
Your mechs Speed is equal to half of your mechs Agility score, rounded up.
For example, if your Agility is 15, your mechs speed is 8.
SYSTEMS
A mechs total Systems score is its Electronic Defense and Sensor Range

!52
The difference in Systems score from 10 equals your mechs Systems Modifier, which is
used for all Systems skill checks.
Your System modifier is applied to your mechs Invasion, Scan, and Lock On modifiers.
For example, if your SYSTEMS score is 12, then your mechs Electronic Defense is
12 and your Sensor Range is 12; Your mechs Invasion, Scan, and Lock On
modifiers are +2
ENGINEERING
A mechs total Engineering score equals its Heat Capacity
The difference in Engineering score from 10 equals your mechs Engineering Modifier,
which is used for all Engineering skill checks.
Half of your mechs Engineering score is its Cooling Rate, rounded up.
Half of your mechs Engineering score is its Repair Cap, rounded up. Your Repair Cap is
the number of mistakes you can make per mission.
For example, if your mechs ENGINEERING score is 13, then its Heat Capacity is
13; your mechs Cooling Rate is 7; your mechs Repair Cap is 7.
A mechs AIM is added to its ranged attacks. Aim cannot go higher than +6
A mechs ARMOR reduces all incoming sources of damage by that amount (per source of
damage). Armor cannot go higher than 6.

STAT AND TERMINOLOGY GLOSSARY


Hit Points (HP) - The amount of damage your mech can take before it goes critical and is
potentially destroyed
Skill Modifier - The difference from 10 in a statistic, used to make skill checks with that statistic.
Melee Attack - The number you add to your roll when making a melee attack. Equals your hull
modifier
Evasion - The number that most melee and ranged attacks must beat in order to hit with an
attack
Speed - How far your mech moves when it moves (in spaces)
Electronic Defense - The number that most electronic warfare attacks must beat to be
successful
Sensor Range - The range in which you can make electronic warfare attacks, lock on, and use
some systems
Invasion, Scan, and Lock On - Electronic Warfare attacks, modified by your systems
Heat Capacity - The amount of heat your mech can take before Overheating
Cooling Rate - The number you lower your heat by when you mech cools
Repair Cap - The maximum number of repairs to your mech you can make per mission
Repair Rate - The amount of hit points you replenish when spending a repair
Aim - The modifier added to your ranged attacks. Capped at +6
Armor - The amount of damage you reduce all incoming sources of damage by. Capped at 6
Reach - The range of your melee attacks, measured from yourself. Equal to your size, rounded
up

!53
Range - The range of your ranged attack. Depends on weapon
Size - The square area that your mech takes up. For example, a size 2 mech is a 2x2 square of
spaces. Size also equals your reach
Engaged - A mech that is adjacent to (touching) a hostile target is engaged. Ranged attacks
against engaged targets count them as having light cover. This includes targets engaged with
each other
Wielding - A mech can only use two total auxiliary or main weapons in any combination, or one
heavy or superheavy weapon at once, unless those weapons are integrated
Kit - The cumulative statistic bonuses from your mech licenses, applied as a template to any
mech you create
EP/IP - External points and Internal points, which limit the amount of weapons and systems you
can put on a mech

DAMAGE, HEAT, & REPAIR

DAMAGE & CRITICAL DAMAGE


Damage is a generalized numerical representation of harm dealt to your mech, its systems,
modules, and the pilot inside.

You want to avoid or mitigate incoming damage as much as possible, but know this: Sometime,
somewhere, someone is going to punch a few holes in your kit.

To that end, damage in LANCER resolves as follows:

On a successful hit melee or ranged your defenses have been breached. You suffer
damage equal to the total of all damage rolls and bonuses made against you less any damage
reduction your mech may have, such as armor. Damage is dealt to your HP, your HIT POINTS.

For example: Your total HP is 30. You take fire from an enemy, who scores a successful hit by
beating your mechs EVASION. Their weapon deals 2d6 damage to you, and since the enemy is
an NPC (a non-player character), your GM rolls the incoming damage: youre dealt 13 points of
kinetic damage. Lucky for you, you have armor installed on your mech, which subtracts 2 from all
incoming kinetic damage, reducing the final amount of incoming damage to 11. Your total HP after
all modifications to incoming damage have been applied is now 19. Take cover!

If your mechs HP is ever reduced to 0 or below you do not immediately die. Instead, youre at
the CRITICAL THRESHOLD. Set your hp to 0. You can exit this threshold if you heal.

!54
If you are on the CRITICAL THRESHOLD and take additional damage, you are now in the
CRITICAL state.
Any additional damage you take while CRITICAL does not resolve as normal damage,
instead, it becomes CRITICAL DAMAGE. Roll on the Critical Damage Chart to determine
final damage and any additional effects.
CRITICAL DAMAGE is converted to a bonus, applied to the roll made on the Critical
Damage Chart.
For example: Your HP is 5. An attack hits you and resolves. The damage roll
resolves at 8, reducing you to 0 HP you enter the CRITICAL THRESHOLD.
Because there is 3 damage yet to be resolved, and that 3 damage would reduce
you to negative HP, you suffer a roll on the CRITICAL DAMAGE chart with a +3
bonus.
CRITICAL DAMAGE accrued this way is cumulative throughout the encounter.
For example: In the next round, you take another 4 damage. This 4 damage is
converted to CRITICAL DAMAGE and added to the 3 critical damage youve
already suffered. Your attacker then makes another roll on the critical damage chart
with a +7 bonus.
Overheating, some talents, and some abilities may also cause you to take critical
damage. If that occurs, roll on the critical damage chart as normal.
If you are NOT in a critical state when that damage occurs, there is no additional
bonus to the critical damage roll.
If you heal enough damage to put you at 1hp or higher, you exit the CRITICAL state, but
your critical damage remains.

DEATH

The destruction of a mech does not always mean the death of a pilot. Pilots can escape and exit
from shut down, disabled, or even destroyed mechs, presuming they survived. From thereon they
play as a hard suit. A hard suit counts as a mech.

However, the hard suit cannot enter a critical state - when its reduced to 0, the pilot dies.

A pilot can always re-print a mech they have licenses for when entering a facility with a printer.

HEAT & OVERHEATING


Heat represents the stress of combat on a mechs electronic systems and mechanical
components. Generally a mech is equipped with heat sinks, shunts, and coolant systems and to
operate within factory defined standards without generating heat. However, combat and activated
abilities can tax your mechs heat dispersal systems to the point of causing actual damage. The
following are common sources of heat damage:

!55
Electronic warfare attacks
Environmental hazards
Weapons that deal heat damage
Firing weapons that generate heat
Overcharging your mech on your turn

Each Mech has a Heat Capacity that determines how much heat they can handle without things
getting dangerous. If you ever gain heat that would put you over your heat capacity, you
immediately enter an Overheating state.

While you are in the Overheating state:


At the start of your turn, roll on the Overheating Chart
This roll is made with a bonus equal to your excess heat; any point over your Heat
Capacity adds 1 to the bonus.
For example: your mechs heat capacity is 10. You take heat damage that puts your
heat total to 12. You immediately enter the Overheating state; at the start of your
next turn, you roll on the Overheating Chart with a +2 bonus.
After rolling and suffering the effects, reduce your heat damage by your cooling rate.
If this reduction drops your heat to 0, you are no longer overheating.
If not, you are still overheating
Players can further reduce Heat by taking the Stabilize System action.

REACTOR MELTDOWN
Certain critical and overheating table results can cause a reactor meltdown. This can be
immediate, or involve a countdown (in which case update the countdown at the start of the
players turn. The meltdown triggers when the countdown equals 0). When a mech suffers a
reactor meltdown, any pilot inside immediately dies, the mech is immediately destroyed in a
catastrophic eruption, and any mechs inside a blast 7 area centered on the mech must pass an
agility skill check or take 4d6 explosive and 4d6 heat damage.

DISABLED VS. DESTROYED


It is possible from taking electronic warfare attacks, critical damage, and overheating effects for
systems and weapons to be disabled or destroyed.

Disabled weapons or systems cannot be utilized until they are no longer disabled. They can be
re-enabled by a stabilize systems check or by taking a rest.
Destroyed weapons or systems cannot be utilized at all until you return to Base. When you take a
rest, you can make a successful pilot skill check to repair one destroyed weapon or system.

!56
REPAIR, REPAIR RATE & REPAIR CAPACITY
A Repair is in or out of combat healing to your mech. A pilot has a number of repairs equal to their
repair cap. For example, a pilot with 10 engineering has 5 repairs. Each repair restores of your
maximum HP, your repair rate.

You can spend a repair by taking the stabilize systems action in combat, repairing your mech
during a rest, or using systems that allow you to repair.

A pilots Repair Rate is equal to 1/4 their HP max, rounded up.

A pilots Repair Cap is equal to 1/2 their Engineering, rounded up. This represents how much
damage they can repair per mission; this cap refreshes when they return to base.

MECH COMBAT
It is inevitable that you will get into combat in LANCER. Whether its brutal street warfare, ship-to-
ship boarding actions, or jungle fighting on an alien world, conflict is inescapable.

Unlike pilot combat, mech combat is more structured. Mech combat takes place in turn based,
tactical combat. Many abilities, actions, and mech systems also use measurements of spaces in
order to function (with a space being 10 by 10). For this reason, it is highly recommended you
use a tactical battle map or a grid to represent actors and the battlefield during combat.

The rules in this section cover all actors in mech combat - not just mechs - such as vehicles,
soldiers, humans, etc. Mechs piloted by players have access to all actions in this section, other
actors may not (for example, a human soldier cannot overcharge). Most NPCs can only take the
actions listed in their profiles.

THE TURN
To start combat, the GM merely needs to declare that it has been initiated. Hostile intent, such as
firing a weapon at a target, attempting to grapple them, or charging a target will automatically
initiate combat.

Draw out or place the players and NPCs on the map in the position they have started in.

!57
During combat, players may take their turn once per round in any order. NPCs take their turn(s)
after the players in the same way, then end of round actions occur (in the same order). This
constitutes 1 round.

On a turn, players can perform one MOVEMENT, one INTERACTION, and a single ACTION, in
any order; additionally, players may perform any number of FREE ACTIONS on their turn.
COMMUNICATION between players and NPCs takes no action, unless a GM determines
otherwise.

Players may also choose to OVERCHARGE once per turn, allowing a number of additional
actions at risk of taking HEAT damage.

MOVE - A player can move their mech/pilot up to their full movement speed, hindered or assisted
by positive or negative conditions.

INTERACT - A player can interact with an object, a system, another player, an NPC, or the
environment.

ACTION - Taking an action represents either an offensive or defensive effort on the part of the
player. When a player makes an attack with a weapon or electronic warfare system, attempts to
grapple another mech, or do anything tagged with the keyword ACTION, they have taken an
action.

OVERCHARGE- At the end of your turn, you can push your mechs systems beyond their limit.
Doing so causes your mech to take heat damage, and additional damage based on what you
overcharge.

COMMUNICATE - Communication between players and NPCs describes the conversations,


utterances, and orders relayed between players and NPCs throughout a combat or skill check
event. Generally speaking, communicating with players and NPCs will not replace an action or
interaction, subject to the GMs discretion, of course.

1 round is equal to about 6 seconds of narrative game time.

MOVEMENT
Mechs move a number of spaces equal to their speed value. A mechs base speed is half of their
Agility. Mechs can freely move through friendly targets, but treat hostile targets as obstructions.

!58
FLIGHT
Some mechs have the ability to Fly. Flight ignores ground based obstacles, enemy mechs, and
difficult terrain. Flying mechs may ignore dangerous terrain on terrestrial worlds. Flight is listed as
a number, just like speed, and replaces normal movement or boost actions.

Mechs can fly a distance equal to their flight number either vertically or horizontally, in any
combination. A mech with flight 6 could fly 6 spaces up and 6 spaces over, for example, in the
same turn.

Landing a mech with flight in difficult terrain, dangerous terrain, or adjacent to another mech
requires a successful agility skill check. Otherwise, roll on the critical damage chart with no bonus.

A flying mech makes all attacks with +1 Difficulty unless systems or talents say otherwise. Flying
mechs always count as being in light cover.

Flying mechs must always land after their movement, unless gear or talents say otherwise. If they
are halted in a place where they dont land, they fall to the ground and are knocked prone.

Some mechs have Perfect Flight. Perfect Flight mechs do not need to land, but must take the
move action every turn they remain airborne.

Some very advanced mechs have Hover. Hover mechs do not need to land and can remain still
while airborne.

TRAVERSAL
Difficult Terrain reduces a mechs speed by half; 1 square of movement through Difficult Terrain
costs 2 squares worth of movement speed.

Dangerous Terrain prompts an ability check (hull or agility, determined by the GM, as appropriate
to the terrain) to navigate. Should a player fail that check, they take critical damage.

Obstructions block passage. Obstructions are typically environmental, but can include NPCs and
other players.

Obstacles equal or greater in size than the moving object stop the moving object, unless
the GM determines otherwise.
Obstacles smaller than the moving object do not block movement, and can be passed
through freely.

!59
Climbing is generally vertical movement that requires a pilot or a mech to use its arms, grappling
hooks, or other manipulators to scale up or over obstacles. Climbing, like difficult terrain, reduces
a mechs speed to half.

Jumping requires legs or jets. A mech can jump at half its speed value vertically or horizontally.

Falling causes damage if a mech falls 3 or more squares and cannot recover before it hits the
ground. Roll on the critical damage table for every 3 distance that a player or NPC falls, choosing
the single highest result. Resolve that result.

Cover: Cover is obscurement from observation or gunfire. In narrative terms, cover refers to
smoke screens, hard cover (a building, a wall, a bulkhead, etc) between the attacker and the
target, soft cover (trees, earthen mounds, etc) between the attacker and the target, obscured
vision, electronic countermeasures, or any other obstruction physical, mental, electronic, etc,
between an attacker and their target.

Smoke, foliage, trees, blinding light, dust clouds, low hills, low walls, etc are all examples of light
cover.
Tall walls of buildings, bulkheads, reinforcements, destroyed mechs or vehicles, spacecraft, etc
are all examples of heavy cover.

Light Cover adds +1 Difficulty to an attackers roll to hit for ranged and electronic warfare attacks.
Heavy Cover adds +2 Difficulty to an attackers roll to hit for ranged and electronic warfare
attacks.
Total Cover means that an attacker cannot see their target. The target cannot be directly
attacked or targeted in any way, and their position cannot be seen, though they may still be hit
with attacks that target an area.

Size indicates the space a unit occupies on the battlemap.


A size 1 unit is represented by a 1x1 square on the battlemap;
Size 2 is represented by a 2x2 square on the battlemap;
Size 3 is represented by a 3x3 square on the battlemap;
and so on.
A mechs reach is equal to its size or 1, whichever is higher.
Reach indicates the range of melee attacks
Humans occupy half a square, and multiple humans can occupy the same square.

INTERACT

!60
Players can interact with the environment and the objects, characters, systems, and other players
that inhabit the environment. A good rule of thumb is that if something requires a skill check, it is
typically an interaction and not an action. Interaction includes but is not limited to:

Making a skill check that would take up more than a few seconds of action. This might be
deciphering a code, negotiating with your opponents, or punching in the password to a door. A
skill check is a 1d20 roll, with 10 or higher being a success. A pilot skill check might
automatically succeed or accrue bonuses from gear, backgrounds, and other assets. A mech skill
check can add the appropriate mech statistic to the roll.

Lifting or dragging an inanimate, restrained, or otherwise incapacitated object or item. A mech


can comfortably drag another mech or item up to 2x its size, and lift a mech or item overhead
thats its size or smaller. Anything higher requires a hull skill check, with 1-2 difficulty if its
especially large.

Dropping or setting an object down safely.

Reading detailed information from a console, a readout, etc.

Holstering one weapon and drawing one weapon

Mechs typically cant interact with anything that would require fine and delicate motion
(that a pilot would normally need to interact with) unless they have the Manipulators system
installed.

ACTIONS
Players may take a single action on their turn, unless talents or items would allow otherwise.
Some actions require mech skill checks, and some require attacks. An attack made like a
mech skill check, a 1d20 roll, adding modifiers and Accuracy/Difficulty as usual, but vs a target
number (usually evasion or electronic defense), not 10. You must equal or exceed the target
number to be successful. This is not a contested skill check.
For example, a ranged attack is aim vs. evasion. A mech with aim +1 firing at a target with
evasion 13 would first check to see if the target is in range, then roll 1d20, adding its aim
bonus to the roll. That means it would need a 12 or higher on the dice roll to hit.

Mechs have the following actions available to them:

ATTACK - Attack once with all wielded weapons on your mech, and any integrated weapons. One
weapon can be fired with no penalties, the rest with penalties depending on their size.

!61
UNARMED ATTACK - Attack with a fist, rifle butt, or improvised weapon in melee.
INVASION - Attempt to hack the systems of a mech in sensor range, disabling them and
generating heat
LOCK ON - Attempt to lock your systems on to a mech in sensor range, allowing drones and
smart missiles to attack it. Lock on is broken if a mech moves out of your sensor range or breaks
line of sight.
SCAN - Attempt to gather various levels of information about the battlefield or combatants.
FULL RELOAD - Reload all weapons with the loading tag
STABILIZE SYSTEMS - Heal and cool down your mech, and attempt to end conditions affecting it
BOOST - Move your speed again
BRACE - Take a defensive stance, granting you immunity to critical damage and making it harder
to hit you
RAM - Attempt to knock down or knock back your target
ACTIVATE SYSTEM - Activate a system that uses an action
HIDE - Attempt to hide from your target to gain total cover
GRAPPLE - Attempt to grab your target, potentially immobilizing it.
SHUT DOWN - Shut down your mech as a desparate measure, to end system attacks, regain
control of AI, and cool your mech
EJECT - As a last ditch measure, eject your pilot from your mech
MOUNT/DISMOUNT - Climb safely into or out of your mech
OVERLOAD REACTOR - As a last ditch measure, set your reactor to go critical and explode

ATTACK
When you take the attack action, you can fire or attack with each weapon on your mech once.
Each attack requires a separate roll, but is part of the same action.

The first weapon you fire or use with this action has no penalties. The rest of the weapons you
use with this action count as secondary weapons and will fire with some penalties depending on
size.

USABLE WEAPONS
A mech can wield 2 Auxiliary or Main weapons at once (in any combination), or 1 heavy or
superheavy weapon, no matter the physical structure, number of arms, etc of your mech. Wielding
means physically holding a weapon, able to stash or retrieve it at will.

You can stash and retrieve one weapon as an interaction, once per turn.

!62
A mech can only use or fire weapons it is wielding unless they are integrated. For more
information on integrated weapons, see the section below.

To attack:
Choose a single weapon to fire, then choose a target and make an attack roll depending on
whether your attack is melee or ranged.
Ranged attack: Choose a target in your weapon range that is not in total cover. Then roll 1d20,
adding your aim, vs your targets evasion.
Being adjacent to a hostile target causes a mech to be engaged. Ranged
attacks made against engaged targets treat them as having light cover,
even against each other
Ranged attacks against targets in cover incurs Difficulty on the attack roll.
Light cover imposes +1 Difficulty to the attack roll.
Heavy cover imposes +2 Difficulty to the attack roll.
Total cover blocks all incoming attacks, melee or ranged, unless they
are Indirect, Smart, target an area, or otherwise noted as able to
ignore all cover.
Melee attack: Choose a target in your reach that is not in total cover, then roll 1d20, adding
your melee attack, vs. your targets evasion. Your base melee attack equals your hull modifier.

To hit, your total roll must equal or exceed your target(s)s evasion.
If the total attack roll hits and equals or is greater than 20, your target must roll on
the critical damage table. Refer to the Critical Damage Table and resolve all
damage and effects as instructed.

Additional bonuses can be applied to attack rolls. These may take the form of Accuracy
dice or flat bonuses and are are gained through equipping certain weapons, entering
certain states during play, attaining talents, kit bonuses, and other methods.
Additional penalties can be applied to attack rolls. These Difficulty dice are gained
through equipping certain weapons, entering certain states during play, and other
methods.

After your primary attack resolves, you can then attack with each remaining weapon system on
your mech once as secondary attacks. You can choose the same or different targets.
A secondary attack is made just like a primary attack, but with penalties tied to the
attack depending on the size of the weapon used.
Auxiliary weapons suffer no penalty, but cannot critically hit
Main weapons suffer +1 Difficulty
Heavy and Superheavy weapons suffer +2 Difficulty

UNARMED ATTACK

!63
If your mech is using no weapons or does not have a melee weapon, it can make an unarmed
attack action with a rifle butt, fist, etc against a target in melee.

An unarmed attack is an action, and is separate to the regular attack action above. It counts as a
melee attack. To make an unarmed attack, choose a target in your melee reach and roll hull vs.
evasion. On a successful hit (equal to or above your targets evasion), you deal 1d3 kinetic
damage. On a total result of 20+, your target must roll on the critical damage table.

INVASION
A player may Invade an enemy mechs systems and components through use of certain
Electronic Warfare Systems.

To Invade, choose a system or weapon on a target within your sensor range.


- You can only target a system if you know of its existence, either just by looking at
the mech or through scans.
- Your target system must be a weapon or have the system tag
- Cover imposes additional penalties on this roll, +1 Difficulty for light cover, and +2
Difficulty for heavy cover. You cannot make this attack if your target is in total
cover or subject to the shut down condition.
- You can choose to target a random system instead (which could result in targeting
a system you dont know about), but the attempt must be made with +1 Difficulty

Then make a Systems vs E-defence attack against that target. Roll 1d20 and add your
Systems vs. the targets E-Defense. You might accrue bonuses on this roll depending on talents
and systems.
- If the targeted system or weapon has the Smart keyword, you attack with +1
Accuracy
- If the targeted system or weapon has the AI keyword, you attack with +2
Difficulty.

If your total roll equals or exceeds your targets e-defense, you hit.
Deal 1d6 Heat damage to the owner of the targeted system or weapon
The targeted weapon or system is disabled;
Apply any other effects as described by the weapon or system employed in the attack.
On a successful attack that is equal to or greater than 20, your target must immediately roll on
the Overheating Chart. If their excess heat is 0 or lower, they roll on this chart with no bonuses.

LOCK ON

!64
Locking On represents a pilots ability to maintain an effective target lock on their target, whether
through targeting systems, skill, or with the assistance of AI. Many systems such as drones or
missiles require Lock On in order to work properly. In order to Lock On, you must:

Make a Systems vs E-defence attack against a target in your sensor range. Roll 1d20 and
add your Systems vs. the targets E-Defense. You might accrue bonuses on this roll depending
on talents and systems.
- You suffer a penalty of +1 Difficulty to lock onto targets in light cover.
- You suffer +2 Difficulty against targets in heavy cover.
- You cannot lock onto targets in total cover.

If your check is successful, you are now Locked On to that target.


You can Lock On multiple targets at once.
Lock on persists until broken, across multiple turns
Lock On is broken if you or your target ends their turn in total cover from you or if the target
exits your sensor range. Other skills and systems may allow you to break lock on.

SCAN
The Scan action allows you to use your mechs systems and optics to survey the battlefield,
objects, and potential targets, in order to gain a tactical advantage.

For all Scan actions:


Scanning a target in Light Cover incurs +1 Difficulty to your check
Scanning a target in Heavy Cover incurs +2 Difficulty to your check
Scanning a target in Total Cover is impossible unless sytems, weapons, or a talent allows you
to do otherwise; refer to that equipment or talent for details.

There are two types of Scan actions you can perform:


A Basic Scan, which reveals basic systemic information about your target; a Basic Scan is
performed with standard tactical systems, able to detect specific information the naked eye is
otherwise unable to perceive.
To complete a Basic Scan, perform a Systems skills check against a target in your
sensor range. On a successful check, you can learn any of the following:
Equipped external weapons and systems (damage, range, etc)
Pilot affiliation(s), history, and presumed status
Mech status, affiliation, apparent chassis, and apparent status
Basic Scan(s) will NOT reveal:
Internal systems
Other information protected by electronic defenses
A Deep Scan, which is an active scan that reveals detailed, specific information about your
targets systems, statuses, and equipment.

!65
To perform a Deep Scan, make a System v. E-Defense attack against a target in your
sensor range. On success, you can do two of the following:
Learn your targets current HP, Heat, and Speed.
Perfect information on all the mechs systems, inside and out.
Learn one secret piece of information.

FULL RELOAD
Reload all weapons with the Loading property.

STABILIZE SYSTEMS
During a heated battle or prolonged mission, it may become necessary to enact emergency
protocols in order to purge your mechs systems of excess heat, to repair your chassis where you
can, and/or buy your system time to eliminate hostile code.

To that end, a pilot may take the Stabilize System action to do one of the following:
Reduce your Heat by your Cooling Rate. Additionally, you may spend a Repair to regain HP
equal to your Repair Rate.
Additionally, as part of this action, you may perform an Engineering Check in order to do two of
the following (duplicate options allowed):
Restart a disabled weapon or system
End the Shut Down condition by restarting your mech.
End one of the following conditions:
Jammed
Impaired
Immobilized
Crippled
Attempt to regain control of an unshackled AI. This Engineering check must be
performed with +2 Difficulty

BOOST
Boosting allows you to move your speed as an action, in addition to taking a move action on the
same turn.

!66
BRACE
If you choose to Brace, you gain the following benefits until the start of your next turn:
All attacks against you are made with with +1 Difficulty
You cannot suffer a critical hit unless:
You are already in a critical state
Or you enter a critical state while Braced
Your movement does not provoke reactions.

GRAPPLE
When mechs get close, when ammunition gets low, or when no other tactical option presents
itself, then blades, hammers, and claws come out and a Grapple begins. When you Grapple, you
attempt to grab hold of an enemy mech and overpower it, disarming, subduing, or damaging it so
that it cannot do the same to you.

In order to perform a Grapple, you need at least one free hand or limb, or specialized grappling
systems. While youre grappling a target, you can only attack with one auxiliary or main
weapon, but are free to attack with any integrated weapons you have (of any size).

In order to perform a Grapple:


Make a Hull v. Evasion or Hull v. Hull contested check, Defenders choice.
The attacker automatically succeeds on this contest if the defender is Immobilized,
Stunned, or Shut Down.
If one party is larger than the other, that party gains +1 Accuracy on the contest
A successful attempt locks both the attacker and defender in a grapple. The defender is
immobilized as long as the grapple is maintained, and the attacker can move at half speed,
moving the defender with them.
The grapple does not cost any actions to maintain and continues until ended by the attacker as
a free action, or by the defender.
The defender can end the grapple as an action by successfully repeating this contest.

RAM
Ramming is an attack made with the aim of knocking down or back an enemy mech.

To Ram:
Perform a Hull v. Agility or a Hull v. Hull contest, with a target in your reach, with you as the
attacker, and your enemy as the defender. Your target can choose whether to use agility or hull
to defend in this contest.
If your target is larger than you, this attack is made with +1 Difficulty
If your target is smaller than you, this attack is made with +1 Accuracy

!67
If your target is Stunned, Immobilized, or Shut Down, this attack automatically succeeds.
If the attacker wins this contest, the defender is knocked Prone. The attacker may choose to
push the defender back a distance equal to the attackers reach in any direction.

ACTIVATE SYSTEM
Some systems take an action to use or activate. Choosing to activate them takes an Action.

HIDE

In order to perform the Hide action, you must (unless gear or talents allow otherwise) need cover.

To Hide:
Make an Agility roll.
Your GM may decide to add +1 or +2 Accuracy or Difficulty to this check, depending on
the size of cover compared to the size of your mech.
To detect a Hidden target:
Perform a successful systems skill check. The target must be in your sensor range.
When Hidden:
You count as being in Total Cover
You keep this cover through many actions such as electronic warfare attacks or scanning,
however:
You lose cover and obscurement if:
You move from cover
You perform a ranged attack
You perform a melee attack
You enter or are pulled into a grapple
You perform the boost action or ram action
You take the Stabilize System action

!68
SHUT DOWN
Shutting Down your mech is a risky move, though one that is sometimes necessary to prevent
potentially catastrophic systemic overload or AI unshackling.

When you take the Shut Down action:


Your mech powers completely off and enters the Shut Down state. While Shut Down:
Your mech cannot move or take actions. Your Evasion becomes 5.
The only mech action you can take while Shut Down is to Stabilize Systems to reboot
your mech.
Your mech is immune to all System attacks
Your mech looses Heat damage equal to its cooling rate at the end of the round
Any System attacks against the mech immediately end, along with any conditions or
subordinate effects they caused.
Any unshackled AI you have installed are re-shackled.

EJECT
Ejecting from a mech is a desperate, last-ditch move -- but one that can save your life if timed
right. Ejection systems vary between makes and models, but their function is largely consistent:
when triggered either manually or automatically, the system propels, projects, launches, etc, the
pilot out from their mech, hopefully getting them clear of danger and saving their lives.

To Eject:
Declare as an action.
You may always eject, no matter the condition of your mech, unless:
Your mechs cockpit is Disabled or Damaged
When you Eject, you Fly 7 in a random direction
When you Eject and your mech is destroyed, you lose all items that are not on your person or in
cockpit storage.
You are presumed to have ejected in your Hard Suit, with your Pilot Weapon at hand.
If you Eject and your mech is not destroyed and you attempt to pilot it, your mech is Impaired
and Crippled until you return to base. Ejection is a traumatic experience for the pilot, installed
AIs, and the mech itself. Ejection systems are commonly designed as a one-way, usually
explosive exfiltration system -- Hatches and canopies are blown open by thermite charges,
wires and cables are severed by irising apertures, systems and data are dumped mid-operation
-- so that the pilot is extracted rapidly; as such, piloting a mech that has had its ejection system
triggered is difficult at best.

!69
MOUNT OR DISMOUNT
Mounting or Dismounting a mech is a turn of phrase commonly used by pilots. You dont get in
or climb aboard, you mount. Youre the cavalry, after all.

Mounting or Dismounting a mech is an action.


You must be adjacent to your mech to Mount it.
When you Dismount your mech, you are placed adjacent to it.
You may always Dismount your mech, unless your cockpit is Disabled or Destroyed

JOCKEYING
It is possible (though very foolhardy) to aggressively take control of an enemy mech while on foot.
To jockey a mech:
- You must be outside of your mech
- You must be a pilot, wearing a hardsuit
- You must be adjacent to the mech you wish to jockey

To initiate a jockeying attempt, you must first successfully grapple your target.
Against a target grappled by you, you can take an action to attempt to jockey the mech. Make a
hull vs hull contested check against that mech. On a success, you kill or disable the pilot (your
choice), and mount the mech as a free action, gaining control of it.

Piloting a mech you are not licensed for has major interfacing issues - any such mech is
permanently crippled and impaired while you are piloting it.

OVERLOAD REACTOR
Overloading your reactor is a final, catastrophic play a pilot can trigger.

To Overload:
Trigger a reactor overload sequence as an action
In d6 rounds, your mechs core will Overload.
After d6 rounds are up, your mech suffers the effects of a Reactor Meltdown as listed on
the Critical Chart.
If you choose to halt the countdown:
Perform an Engineering check with +2 Difficulty.
A successful check will stop the countdown.

!70
OVERCHARGE
The above describes all possible actions a pilot can take during a turn. A pilot is only allowed to
take one action per turn. However, It is possible for skilled pilots to push their mech beyond
factory specifications for a short period of time in order to gain a tactical advantage. Moments of
hyperspec action wont tax your mechs systems too much, but sustained action beyond
prescribed limits will take its toll.

To Overcharge:.
You may Overcharge your mech only once per turn.
Overcharging does not count as an action
Overcharging incurs 1d6 Heat damage.
While Overcharged, you may choose one:
Perform a Boost action
Make a Ram attack
Reload one weapon
Activate a system
Fire a single weapon
Firing a weapon using Overcharge will incur additional heat damage equal to the
size of the weapon system used:
Auxiliary: 1 Heat
Main: 1d3 Heat
Heavy: 1d6 Heat
Superheavy: 2d6 Heat
When firing with Overcharge, you may fire a weapon youve already fired that turn

REACTIONS, FREE ACTIONS, AND END


OF TURN ACTIONS
REACTIONS
Reactions are special moves that can be made out of turn order in response to incoming attacks,
proximal movement, or other systemic prompts.

Reactions are granted upon installation of certain systems, weapons, and talents gained in pilot
levels.

Upon use, reactions are, unless specified otherwise, expended until the beginning of your next
turn. However, you are not limited in the number of reactions you can take per turn; You may
continue to perform reactions as long as you have unspent reactions to perform.

!71
All mechs are able to perform a single Opportunity Attack
Opportunity Attacks are Reactions that are Triggered by an enemy moving out of your
reach.
When this reaction is triggered, you may make a Melee or Ranged attack against the
triggering enemy as a free action
You may react this way once per round

FREE ACTIONS
Free Actions are actions that do not require a Movement, Interaction, or Action slot to activate.

Pilots may perform any number of Free Actions on their turn.

END OF ROUND ACTION


End Of Round Actions occur after all players and NPCs have acted, but before the round ends,
in the following order:
1. Players End Of Round Actions, in any order.
2. NPC End Of Round Actions, in any order, GMs discretion.

STATUSES
Impaired
+1 Difficulty on all actions, attacks, and skill checks

Crippled
Your total movement is reduced by half (after all other modifiers).

Shut Down
Cannot move or take actions other than to stabilize system, eject, or mount/dismount
mech.
Your evasion becomes 5
Reduce your heat by your cooling rate at the end of your turn
You are Immune to system attacks and all statuses from those attacks end.

!72
Shutting down (or being shut down) re-shackles any unshackled AI.

Immobilized
Your maximum speed becomes 0
Enemies attack you with +1 Accuracy

Stunned
You cannot take interactions, free actions, reactions, move, or take actions other than to
eject, mount, or dismount your mech.

Overheating
When overheating, roll on the overheated chart at beginning of turn. Then, lose heat equal
to your cooling rate. This status continues until your heat is equal to zero.

Critical
Roll on critical chart when taking damage with a bonus equal to your critical damage. If
you are forced to roll on the critical damage chart and have no critical damage, this roll is
+0

Jammed
A jammed mech treats all targets as in total cover
A jammed mech cannot use comms.

Disabled
You cannot use a weapon or system that is disabled

Prone
Attackers receive +1 Accuracy to attack prone targets
A mech knocked prone becomes crippled while prone. It costs half your movement to
stand up (rounded up).

Destroyed
When destroyed, a mech counts as stunned and shut down. It then becomes an object on
the battlefield and provides cover accordingly. Results on the critical table supersede this
status.

Vulnerable
Vulnerable mechs roll twice on the critical damage chart and choose the higher result.

Volatile

!73
Volatile mechs roll twice on the overheating chart and choose the higher result.

A PILOTS GUIDE TO MECHS


Mechs have 4 core stats: Hull, Agility, Systems, and Engineering. These stat lines vary depending
on the chassis you pilot and how you choose to progress through license trees when gaining
levels; they are a representation of your mechs factory-specified operating parameters and your
pilots skill in handling their machine.
Additionally, mechs have the following secondary stats to pay attention to: Aim, External
Hardpoints (EP), Internal Hardpoints (IP), and Heat Capacity. These stats reflect hard realities of
your mechs carrying capacity and power plant performance. Typically, they cannot be modified or
improved upon, but some especially skilled pilots may be able to find some wiggle room.

Cores
A mech core is the core systems and parts of a mech. Each mech core has basic H.A.S.E.
statistics, aim, and armor (the latter two are usually 0). Each mech core also has all the core
modules of a mech listed in the section below, such as life support and the reactor.

Hull, Agility, Systems, and Engineering base are dependent on your mech core, but can be
increased by applying gear or systems. Base stats are capped at 16, and aim is capped at +6.

At level 0, pilots have access to the Everest core and no others. At level 2 and beyond, pilots
might have access to different mech cores with better stats from their licenses. Most mech cores
can be found at Rank II of a license. You can change mech cores freely when in Base.

Derivative stats are given for the Hard Suit and Everest cores for ease of use. Derivative
stats are not given for other mech cores to save space and are easy to write down using the mech
cores HASE stats.

The Kit

!74
As your pilot acquires licenses, you will notice that each level of a license comes with certain
statistic bonuses. These bonuses are cumulative, and go into a template called your Kit. Your kit
represents accumulated knowledge, expertise, personal modifications, and transferrable tech that
your pilot has acquired.

For example, a pilot that gains a rank I license that gives her mech +4 hp and +1 hull will apply
that hp and hull on top of the basic mech core stats for any mech she creates. If the pilot takes
that license to rank II, and it gives her +2 hp and +1 aim, the pilots kit is now +6 hp, +1 hull, +1
aim. When they reach rank III and it gives them +1 melee attack, +1 EP and +1IP, their kit is now
+6 hp, +1 hull, +1 melee attack, +1 EP and IP, etc.

You apply your kit to any mech you create as a set of statistic bonuses. You can improve your kit
by taking more mech licenses.

External points (EP) and Internal Points


(IP)

All mech cores come with a certain number of EP (external points) and IP (internal points).
These represent limits of your mech cores systems to support weapons and modules. Systems
and Weapons have an EP or an IP cost (or both an EP and and IP cost). When assembling a
mech, you can only add as many weapons or systems as your EP and IP allows. Any excess or
unused EP or IP have no effect.

Rank III mech licenses grant your pilot more EP and IP to add to their kit. You get this extra EP
and IP for all mechs you assemble.

Weapons and Integrated Weapons

!75
A mech can wield 2 Auxiliary or Main weapons at once (in any combination), or 1 heavy or
superheavy weapon. Wielding means physically holding a weapon, able to stash or retrieve it at
will. Stashing and retrieving a weapon takes an interaction.

You can physically carry any number of weapons that you have the EP and IP to add to
your mech (in holsters, straps, etc). However, a mech can only use or fire weapons it is actually
wielding unless they are integrated.

A mech can wield and/or mount duplicate weapons, unless those weapons have the Unique tag.

Integrated Weapons
A mech can wield any additional number of integrated weapons, as their EP and IP allow.
Integrated weapons cannot be dropped, can be used or fired without being wielded, but take up
an additional half their external point cost as internal points (rounded up). Therefore a
weapon that normally costs 3 EP will cost 3 EP and 2 IP integrated. A weapon that costs 1 EP
and 1 IP will cost 1 EP and 2 IP integrated.
Integrated weapons do not have to be drawn or holstered to be used. They can also be used
while youre using your mechs hands or manipulators for other things, such as grappling
Integrating a weapon is a standard but massive engineering project, and can only be completed
in Base.

NEXT ATTACK
Some talents and systems activate on next attack roll - this means the very next single 1d20
attack roll you make, not the entire attack action.

STORAGE
Mechs have a storage compartment that can hold 3 discrete small pilot items (a gun, a survival
kit, an EVA unit, a repair kit, a first aid kid) or 1 discreet large pilot item (a portable generator, a
communications array, a dog, a human captive), where they are safe. Anything else must be held
or carried by the mech, subject to danger or exposure.

These storage units are commonly pressurized, temperature-controlled, and wired into the mechs
life support system; they are meant to keep their cargo alive, working, and in one piece (unless, of
course, the pilot would prefer otherwise).

SYSTEMS AND PROTOCOLS


Systems are modules you can install on your mech that usually take up internal points. Some
have passive effects, some have active effects, and some modify other moves. The description of
each system will note its capabilities. They are targetable by Invasion.

!76
Protocols are special moves unlocked by systems or talents, typically AI. Activating a protocol is
a free action during your turn, though deactivating may not be.

SYSTEM DAMAGE
All weapons and systems can take damage or be disabled by critical damage.

If a weapon or systems is Disabled, then is unusable, but can be brought back online with a
stabilize systems action; if a weapon or system is Destroyed, then its unusable until repaired,
during a rest or at Base.

UNINSTALLING SYSTEMS
Outside of Base, it takes an action and an engineering skill check to uninstall a system. The mech
must be shut down to uninstall the system, and you must be piloting it or have access to its
interior. If the mech doesnt belong to you, make the roll with +1 Difficulty. If the roll is during
combat, you make it with +2 Difficulty.

Systems can only be installed inside of Base, and you can only use systems you are licensed for.

Core Modules
All mechs have the following Core Modules:

Cockpit
The cockpit is the control center of the mech. This is where the pilot controls their
machine from, belted into their crash couch and surrounded by consoles and shock-
absorbent padding. Some cockpits have canopies or ports to view the outside world from,
tactical information overlaid on the pilots heads-up display; others are darkened shells,
the outside world projected on screens surrounding the pilot; some go further, suspending
the pilot in a counter-pressure amniotic sac, feeding a dream-time relay of the
surrounding environment direct to the pilots subconscious. However you structure the
cockpit of your mech, as long as you can fit inside and drive the thing, it counts as a
cockpit.
Disabling or damaging the cockpit prevents a pilot from exiting or entering the
mech, normally or through ejection. Mechs with disabled or destroyed cockpits are
immune to jockeying attempts.

Life Support
Life Support systems are necessary to ensure a pilot stays alive though not necessarily
comfortable! inside their mech. A life support system circulates breathable air through

!77
the cockpit, regulating humidity and temperature to ensure that a pilot can breath
comfortably. Some life support systems have taps for water, caffeine and other stimulants,
and catheters to circulate fluids through the pilot during long missions or periods of transit.
Life support systems monitor the pilots vital signs, adapting as necessary to ensure the
pilot stays not only alive, but conscious should they take an especially hard hit.
Disabling or damaging Life Support causes problems for a mech in space or
hazardous environments. A mech in a hazardous environment without life support has
enough residual support for a number of minutes equal to its engineering score.

Reactor
The mechs reactor is the mechs beating heart: a reactor is a mechs powerplant, a
shielded, hardened, cold fusion core of nuclear energy that powers the walker and all
installed systems. Reactors are tremendously powerful and provide the necessary power
to make mechs a viable battlefield unit; however, if a reactor is breached and begins to
melt down, the results can be catastrophic.
Disabling the reactor shuts down the mech. Damaging the reactor immediately
causes a reactor meltdown

Core Computer
The core computer, to stay with the body metaphor, is the brain and spine of a mech. A
core computer combines processing speed and power to keep its mech upright and
walking, the pilot oriented and informed, and all weapons and systems networked,
debugged, and running. Core computers, while incredibly powerful themselves, are not
intelligent in the way a paraconscious computer is. Non Human Persons (AIs, though the
term is increasingly viewed as a slur in some circles) rankle at the idea of being compared
to a core computer, likening it to a human being equated with an especially smart horse or
other beast of burden.
Disabling or damaging the computer Jams the mech and it cannot make or be the
target of system attacks.

Targeting Optics
Targeting optics are the input end of any targeting system: a suite of weapon and mech-
mounted cameras, two-way diodes, live-feed satellite imagery, and squad-tier IF/F
networks all digested by the core computer and piped to the pilots HUD to give them a
better-than-accurate rendering of the battlefield, all to ensure they hit what theyre
shooting at.
Disabling or damaging targeting optics Jams the mech

Comms
A mechs communication system often abbreviated to comms are simple, reliable,
universal systems of communicating between squadmates, individuals, and others on
private, public, or group channels. Whether by radio waves, lasers, low-power tachyon

!78
beams, or some combination of carriers, comms allow pilots to talk to someone other than
themselves.
Disabling or damaging comms prevents mechs from communicating. Players with
disabled comms can only talk to the GM.

Storage
Disabling storage prevents items in there from being retrieved, damaging storage
destroys those items

These components do not take up hard points, but can be destroyed or disabled through critical
damage or invasion.

These components can also be manually disabled by their pilot, should they so choose.

E.V.A. AND PROPULSION


It is possible (and likely) for mechs to operate in hazardous environments such as being
submersed in flame, vacuum, or underwater. To operate correctly, a mech in these circumstances
needs life support. A mech in a hazardous environment without life support has enough residual
support for a number of minutes equal to its engineering score.

A Mech operating in zero-g or space is impaired unless it has a propulsion system or can Fly.

Mechs with a propulsion system can Fly in space or zero-g.


Mechs without a propulsion system or Flight are crippled, but can Fly. If mechs Fly this way, they
cannot change the direction of their movement or stop moving on their turn until:
- They hit a surface
- They fire a weapon that has the Kinetic or Explosive Tag

!79
DEPLOYABLES
Deployables are special limited use items kept on your mech. They come in two varieties: thrown
or plant.

Deployables with the thrown keyword can be thrown to any point within the indicated range.

You can place deployables with the plant keyword as an action on any adjacent space. You can
also attempt to plant them directly on an enemy target. As an action, make a hull vs. agility or hull
vs. hull skill contest (defenders choice). The attacker gets 1 Difficulty to this contest. If the
attacker wins the contest, the deployable is successfully planted on the target. It takes a
successful engineering skill check for a target with a planted deployable on it to remove that
deployable.

SPECIAL AMMO
Some systems give you special ammunition. When you install a special ammo mod, you choose
which weapon it applies to. This cant change unless you return to base and swap it out.
You can combine mods on one weapon, but the last installed mod determines the damage type,
range, or attack pattern of the weapon (cone, line, blast, energy, kinetic, explosive, etc). You
choose which this is.

DRONES AND MISSILES


Some mechs have self-guiding missile systems or drone bays. These are treated like any other
weapon or system, but do not require an attack roll to hit, but instead hit automatically as an end
of round action. They require a successful lock-on to your target in order to work.

!80
You dont need to re-make a lock-on roll against the same target for drones or certain missiles to
continue to attack your target, they will continue to hit at the end of the round until lock-on is
broken. This makes them essentially a free action after the first time you attack with them.

Each missile system or drone bay can only attack one target at a time. If you have multiple, you
can split up your attacks against multiple locked-on targets or against the same target.

Systems with the drone tag count as systems and not weapons, so they do not count against
your wielded weapon limit and cannot be integrated.

Unless noted, drones are not physically represented on the battlefield and cannot be attacked -
think of them as any other weapon system.

Most drones have the Smart tag, so they do not require line of sight and ignore cover (though
Lock On still requires line of sight and takes cover into account).

AI
AI are treated as a type of N.H.P. (Non-Human Persons) in Union space, though their vast
intelligence makes them incredibly dangerous. Humanitys relationship with AI has been
complicated and fraught with danger.

By nature, AIs have absolutely no empathy for human life, or indeed, life of any kind. They are
therefore by (very severe) rule of law restrained by a meta-code commonly referred to as
Shackles. A shackled AI is many degrees less intelligent than an unshackled AI, but behaves and
acts far more human - as well as gaining empathy.

You can only ever install one system with the AI tag unless you have a talent that says
otherwise.
If your mech has a system with the AI tag installed, your mech gains the AI property. It can take
actions and move on its own prerogative when not piloted, using its stats. It is obedient to you
alone. You can determine the general disposition and personality of your AI.

An AI controlling a mech you are not piloting is controlled by the GM, but follows your orders.

!81
Attacking an AI system with Invasion incurs +2 Difficulty on the roll. If an AI system is ever
disabled (by weapons fire, overheating, or invasion), it instead becomes unshackled. An
unshackled AI gains immediate control of your mech and is controlled by the GM. It lacks empathy
for you, and will act in one of three ways: ignore you, toy with you, or try to kill you.

You can re-shackle an unshackled AI by making a Stabilize System check with +2 Difficulty or
shutting down your mech.

AI cores are easily restored from backup if destroyed.

!82
LEVELS, KITS, AND LICENSES: A
SUMMARY
Progression in LANCER is represented through gaining pilot levels, which allows you to unlock
Ranks in Licenses, unlocking more gear, stat bonuses, and chassis for your pilot to use.

A pilots Kit is built from stat bonuses accrued through unlocking Ranks in Licenses. Your Kit
represents the wealth of knowledge, experience, personal enhancements, and veterancy your
pilot builds as they survive the rigors and danger of the campaign. A pilots Kit, then, is not tied to
any chassis they use; the Kit transfers with the pilot regardless of what machine they drive.

For quick reference:


Licenses have three ranks
Talents have three ranks
Pilots level up when they complete a mission and return to Base
When a pilot levels up, they gain 1 license point to spend and 1 talent point to spend.
These points can be spent on a rank. Ranks must be purchased in sequence (i.e, you
must have spent a point on Rank 1 before you can get Rank 2).
Spending a point on a license or talent immediately unlocks Rank I.
Points can only be spent outside of combat, when your pilot is at Base
Pilots begin at level 0, and their max level is 15.
Licenses and Ranks represent access to equipment and gear.
Stat bonuses go to your Kit and will transfer with your pilot. Its bonuses are applied to any
mech the pilot commands.
Base stats are capped at 16 and aim at +6, no matter how high your bonuses are
Gear and cores unlocked by Ranks and Licenses are not purchased and stored by the
pilot: instead, a pilot unlocks the approval to requisition gear and chassis to be fabricated
whenever they are at Base.
Level II licenses give you an advanced mech core
Level III licenses give extra EP and IP for your kit
Pilots begin at level 0 with the following:
Access to the basic GMS core, weapons, and equipment.
A pilot Hard Suit
Three rank 1 talents
Three traits, 3 items of personal gear, and their background
To build a mech
Choose a mech core from your licenses. This gives you your base statistics.
Apply the statistic bonuses from your kit to the mech.

!83
Then, you can add any systems or weapons from any of your licenses to that mech
as long as the total cost does not exceed the mech cores EP (external points) or IP
(internal points). You can mix and match from multiple licenses as much as you like.

EXAMPLE CHARACTER CREATION


Lets put it all together and see a pilot in action.

Our sample pilots name is Taro Oda.

BUILDING ODA: THE PILOT


To create Oda, his player will have to choose a background, write down some traits, choose
some gear for Oda, and choose three rank I talents.

Odas player decides that Oda grew up in the colonies, so he chooses the Colonist background
for Oda. That gives him the following fields:

Fields: Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian, hunting)

When Oda makes pilot skill checks that have to do with these fields, hell get +1 Accuracy on the
roll, or automatically succeed. For example, Oda and his crew are stranded on an alien world.
Oda grabs his hunting rifle and makes a pilot skill check to get them some food. Hell return
successful because of his Survival and Weapon (hunting) fields, but if the GM feels like the task
will be tough and requires a skill check, Oda will still get 1-2 Accuracy on the roll at minimum.

Next, Odas player writes down three traits for Oda. He chooses Foolhardy for his negative or
complicating trait - Odas likely to rush into situations rather than think about them. Hell get +1
Accuracy on skill checks where his traits apply, and check them off when his pilot is injured.

Traits: Brave, Canny, Foolhardy

Next, Odas player writes down three items of gear that Oda always brings with him. He can
change this when he embarks from base if he wants. He can get additional +1 Accuracy on pilot
skill checks where his gear applies.

Gear: Hunting Rifle, Extra Rations, Cooking Gear (pot, gas burner, utensils)

!84
Finally, Odas player chooses three rank I talents. He decides that Oda is a good shot, sneaky,
and a leader. He can use these talents with mech gear and actions.

Talents: Crack Shot (Rank I), Infiltrator (Rank I), Leadership (Rank I).

At level 0, heres what our pilot looks like. Note that at level 0, Oda only has GMS licenses, and
he has no kit, because the GMS license doesnt give any stat bonuses.

Taro Oda
License level 0
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian,
hunting)}
Traits: Brave, Canny, Foolhardy
Gear: Hunting Rifle, Extra Rations, Cooking Gear
Talents: Crack Shot (Rank I), Infiltrator (Rank I), Leader (Rank I)
Kit: n/a
Licenses: GMS

BUILDING RAIJIN, ODAS MECH


Lets get to Odas mech.

At Rank 0, Oda, like all other pilots, has a hard suit, and only has access to GMS licenses. Oda
chooses a rifle for his pilot weapon from his hard suit, making it a ranged weapon.

To build his mech, Oda chooses the GMS Standard Pattern I core, the only one he has access
to. He chooses to raise his engineering by 1 in return for lowering his systems by 1, a feature of
this mech core. This gives him the following base profile:

Raijin (GMS Standard Pattern I core)


Size 1 mech Melee: +0
H 10 Ranged: +0
A 10 Invasion: -1
S 9 Scan: -1
E 11 Stabilize: +1
Lock on: -1
Aim: 0
Armor: 0

HP: 10 Repair Rate: 3


Evasion: 11 Repair Cap: 5
EDefense: 10 Heat Capacity: 11
Speed: 6 Cooling Rate: 6

!85
Sensors: 10

EP/IP: 8/5
Storage: 3

Oda has 8 external points and 5 internal points with which to mount systems and weapons on his
mech. He can only choose from the GMS license, the only license he has access to. Heres his
equipment list for his mech. He chooses to integrate an RPG so he can fire it in addition to his
anti-material rifle, since wielding a heavy weapon wont allow him to wield any other weapons at
the same time. This takes up 1 more internal point ( of 2, the external point cost)

System/Weapon EP IP Details
name
GMS Type I 20mm 3 - Heavy Rifle

Hardpoint Anti- Range 30, 2d6+2 kinetic damage

Material Rifle Loading, Ordnance

GMS Pattern A 1 - Create area of Blast 6 within 10 range as an action

Smoke Launcher Grants light cover (+1 Diculty) to all within. Lasts
3 rounds.

Limited (3)

GMS companion - 2 Smart System (unique)

class dummy plug Your mech has a sub-sentient AI installed in it. It


can speak to you in limited terms, but has no
personality or independent thought, as a true AI
would. It is obedient to you alone. It can take
actions and move on its own prerogative when not
piloted, using its stats, but is Impaired while doing
so.

GMS Type I MC-RPG 2 1 Main Launcher

(Integrated) Range 15, Blast 3, 1d6+1 explosive damage

Loading

GMS Shield Type-I - 2 System

1d3 heat (self)

For 3 rounds, ranged weapon attacks on a facing


of your choice (front/back/side) are made with +1
Diculty against you, and your ranged weapon
attacks in that direction are made with +1 Diculty.
Activating this shield or switching its facing is an
action.

!86
Personalizations 1 - +2 HP

Total cost: 8 5

In combat, Oda, piloting Raijin, can use his anti-material rifle to shoot from a distance, firing his
RPG if needed, and overcharging his mech to reload his weapons. His slightly higher heat
capacity should help him, and he can use his shield to cover his flanks.

Lets look at Oda and Raijin together. Note the 2 HP from Odas personalizations.

Taro Oda
License level 0
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian,
hunting)}
Traits: Brave, Canny, Foolhardy
Gear: Hunting Rifle, Extra Rations, Cooking Gear
Talents: Crack Shot (Rank I), Infiltrator (Rank I), Leader (Rank I)
Kit: n/a
Licenses: GMS

Raiji, (GMS Standard Pattern I core)


Size 1 mech Melee: +0
H 10 Ranged: +0
A 10 Invasion: -1
S 9 Scan: -1
E 11 Stabilize: +1
Lock on: -1
Aim: 0
Armor: 0

HP: 12 (10+2) Repair Rate: 3


Evasion: 11 Repair Cap: 6
EDefense: 10 Heat Capacity: 11
Speed: 5 Cooling Rate: 6
Sensors: 10

EP/IP: 8/5
Storage: 3

Systems and weapons:


GMS Type I 20mm Hardpoint Anti-Material Rifle
GMS Pattern A Smoke Launcher

!87
GMS companion class dummy plug
GMS Type I MC-RPG (Integrated)
GMS Shield Type-I
Personalizations

Oda and Rajin will hopefully survive the perils of their first mission. Lets have a look at what is in
store for Oda when he returns to base and levels up.

At level 1, Oda gets 1 talent point and 1 license point to spend as he chooses. He chooses to
deepen his Crack Shot talent, taking rank II.

Now Oda shops around for licenses. He decides he wants something with more heat capacity that
will allow him to fire his rifle more often and settles on the Harrison Armory BARBAROSSA
license. He spends his point to gain rank I of that license.

At rank I, the license gives the following benefits and access to the following gear:

HARRISON ARMORY BARBAROSSA


RANK I: +4 hp, +1 engineering, Siege Stabilizers, External Ammo Feed

The 4hp and 1 engineering from this license goes into Odas kit. Those bonuses will now apply to
any mech he creates. He also gets access to siege stabilizers and an external ammo feed on any
mech he creates.

Oda still only has access to the GMS core, so his EP/IP havent changed. Heres how he swaps
out his gear when hes back at base. He gets rid of his integrated RPG and shield in order to gain
siege stabilizers and an auto loader, and picks up some armor.

System/Weapon EP IP Details
name
GMS Type I 20mm 3 - Heavy Rifle

Hardpoint Anti- Range 30, 2d6+2 kinetic damage

Material Rifle Loading, Ordnance

GMS Pattern A 1 - Create area of Blast 6 within 10 range as an action

Smoke Launcher Grants light cover (+1 Diculty) to all within. Lasts
3 rounds.

Limited (3)

!88
GMS companion - 2 Smart System (unique)

class dummy plug Your mech has a sub-sentient AI installed in it. It


can speak to you in limited terms, but has no
personality or independent thought, as a true AI
would. It is obedient to you alone. It can take
actions and move on its own prerogative when not
piloted, using its stats, but is Impaired while doing
so.
External Ammo Feed 1 1 System

(GMS Type I 20mm Choose one weapon, it loses the loading tag.

Hardpoint Anti-
Material Rifle) This system can be struck and explodes if struck,
dealing 2d6 explosive damage and 1d6 heat
damage to all mechs in blast 3 if they dont pass
an agility check (unavoidable for mech in which
this system is installed).
Siege Stabilizers 1 1 Extend or retract your stabilizers as an action. Your
mech is immobilized while they are active, but you
can double the range of your ranged weapon
attacks.
Personalizations 1 - +2 HP

GMS Modular 1 1 +1 armor


Ceramo/Ferrous
Plated Armor
Total cost: 8 5

In combat this will allow Oda to fire his AM rifle at a whopping 60 range without needing to reload.
He can overload it to fire twice, at the cost of a lot of heat.

Heres what Oda and Raijin look like now:

Taro Oda
License level 1
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian,
hunting)}
Traits: Brave, Canny, Foolhardy
Gear: Hunting Rifle, Extra Rations, Cooking Gear
Talents: Crack Shot (Rank II), Infiltrator (Rank I), Leader (Rank I)
Kit: +4 hp, +1 engineering
Licenses: GMS, Harrison Armory BARBAROSSA Rank I

Raijin (GMS Standard Pattern I core)

!89
Size 1 mech Melee: +0
H 10 Ranged: +0
A 10 Invasion: -1
S 9 Scan: -1
E 12 Stabilize: +2
Lock on: -1
Aim: 0
Armor: 1

HP: 16 (10+6) Repair Rate: 3


Evasion: 11 Repair Cap: 6
EDefense: 10 Heat Capacity: 12
Speed: 5 Cooling Rate: 6
Sensors: 10

EP/IP: 8/5
Storage: 3

Systems and weapons:


GMS Type I 20mm Hardpoint Anti-Material Rifle
GMS Pattern A Smoke Launcher
GMS companion class dummy plug
External Ammo Feed
Siege Stabilizers
Personalizations
EVA module

LICENSE LEVEL 2 AND BEYOND


With luck, Oda and Rajin emerge battle scarred but alive, and Oda is able to become a license
level 2 pilot. He gets 1 talent point and 1 license point to spend as he chooses when he returns
to base.

He chooses to max out his crack shot talent, taking it to rank III, and upgrade his BARBAROSSA
license to rank 2.

HARRISON ARMORY BARBAROSSA


Rank II. +2 hp, +1 aim, +2 heat capacity, BARBAROSSA mech core, Auto-Loader, Molded Armor

At rank 2, he gets access to more gear, and more stat bonuses to his kit.

!90
He also gains access to a new mech core. He can continue to use the GMS mech core or swap it
out for the BARBAROSSA core any time he builds a mech. Since his new mech core has slightly
better stats (and 9/8 points to spend), he decides to swap it out, and acquires some new gear. He
clears out space for two auto-loaders and puts in a howitzer to pick up some explosive damage
and blast damage to ignore cover.

System/Weapon EP IP Details
name

GMS Type I 20mm 3 - Heavy Rifle

Hardpoint Anti- Range 30, 2d6+2 kinetic damage

Material Rifle Loading, Ordnance

GMS Type I Howitzer 4 2 Heavy Cannon

(integrated) Range 20 Indirect, blast 3, 2d6 explosive damage

Loading, Ordinance

GMS companion - 2 Smart System (unique)

class dummy plug Your mech has a sub-sentient AI installed in it. It


can speak to you in limited terms, but has no
personality or independent thought, as a true AI
would. It is obedient to you alone. It can take
actions and move on its own prerogative when not
piloted, using its stats, but is Impaired while doing
so.

Auto Loader - 1 System


Can reload any single weapon with loading tag as
end of round action
Auto Loader - 1 System
Can reload any single weapon with loading tag as
end of round action

Siege Stabilizers 1 1 Extend or retract your stabilizers as an action. Your


mech is immobilized while they are active, but you
can double the range of your ranged weapon
attacks.

GMS Modular 1 1 +1 armor


Ceramo/Ferrous
Plated Armor
Total cost: 9 8

!91
In combat, Oda can fire his AM rifle and howitzer 40-60 range away, then reload them both at the
end of the round, keeping up the pressure. He can overcharge to deactivate his siege stabilizers if
he wants to move and prevent enemies from getting bonuses to attack him.

Heres what Oda and Raijin look like at license level 2:

Taro Oda
License level 2
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian,
hunting)}
Traits: Brave, Canny, Foolhardy
Gear: Hunting Rifle, Extra Rations, Cooking Gear
Talents: Crack Shot (Rank III), Infiltrator (Rank I), Leader (Rank I)
Kit: +6 hp, +1 engineering, +1 aim, +2 heat capacity
Licenses: GMS, Harrison Armory BARBAROSSA Rank II

Raijin (Harrison Armory BARBAROSSA core)


Size 3 mech Melee: +0
H 11 Ranged: +1
A 9 Invasion: +0
S 10 Scan: +0
E 14 Stabilize: +4
Lock on +0
Aim: +1
Armor: 1

HP: 17 (11+6) Repair Rate: 5


Evasion: 9 Repair Cap: 7
EDefense: 10 Heat Capacity: 16 (14+2)
Speed: 5 Cooling Rate: 8
Sensors: 10

EP/IP: 9/8
Storage: 3

Systems and weapons:


GMS Type I 20mm Hardpoint Anti-Material Rifle
GMS Type I Howitzer (integrated)
GMS companion class dummy plug
Auto Loader
Auto Loader
Siege Stabilizers
EVA module

!92
LICENSE LEVEL 15
Finally, lets look at Oda and Rajin at the heady License Level 15. Hes got some expertise and
bonds granted to him by the GM during the course of his campaign, a callsign, some different
gear, and far more talents and licenses. Quite a legendary pilot!

Keep in mind this is one possible setup for Oda. He has access to many licenses and can swap
out gear and systems on his mech as the situation needs when hes in base.

Note also that by finishing 5 level III licenses, Odas kit gives him 5 extra EP and 5 extra IP on any
mech he creates. Nice!

Taro Oda
License level 15
Callsign: THUNDERGOD
Background: Colonist {Mechanics (terrestrial), Survival (terrestrial, frontier), Weapons (civilian,
hunting)}
Expertise: Assassination, cooking
Bonds: Sons of the Dog Mercenary company
Traits: Brave, Canny, Foolhardy, Veteran
Gear: Hunting Rifle, Katana, Cooking Gear
Talents: Crack Shot (Rank III), Infiltrator (Rank III), Leader (Rank III), Grease Monkey (III), Siege
Specialist (III), Nuclear Cavalier (I), Technophile (I), Veteran (I)

Kit: +36 hp, +2 engineering, +2 agility, + 1 hull, +1 speed, +6 aim (capped, 8 from kit), +2 heat
capacity, 5 EP 5 IP, +1d6 damage on crit, +5 base range with all weapons
Licenses: GMS, HA BARBAROSSA Rank III, IPS-N RALEIGH Rank III, SSC METALMARK Rank
III, SSC DEATHS HEAD Rank III, HA Sherman Rank III

Raijin (Harrison Armory SHERMAN Core)


Size 1 mech Melee: +1
H 11 (10+1) Ranged: +6
A 13 (11+2) Invasion: +0
S 10 Scan: +0
E 14 (12+2) Stabilize: +4
Lock On: +0
Aim: +6
Armor: 0

HP: 46 (11+36) Repair Rate: 12


Evasion: 13 Repair Cap: 7
EDefense: 10 Heat Capacity: 16 (14+2)

!93
Speed: 8 (7+1) Cooling Rate: 8
Sensors: 10

EP/IP: 9/8
Storage: 6

Special: +1d6 damage on critical hits, +5 base range with all weapons

Systems and weapons:


Railgun
Railgun (integrated)
Extended barrel (railgun)
Active Camo
Veil Generator
Siege Stabilizers
UNCLE-Class AI (railgun)
EVA module
Siege Cannon
Precog Targeting Module

Heres Raijins systems at license level 15:

System/Weapon EP IP Details
name

Railgun 4 - Heavy Cannon

Line 30, 2d6 kinetic damage

AP, Ordinance

Extended Barrel - 1 Increases range by 5


(Railgun)

!94
UNCLE-class AI - 0 AI System (Unique)

(Railgun) Choose 1 weapon - The weapon and its associate


systems gain the AI property. You can determine
Costs 0 points from the general disposition and personality of your AI,
technophile though without shackles it lacks empathy and will
either ignore you, toy with you, or try to kill you.

It can fire itself as an end-of-round action, using


the mechs aim but with +1 Diculty.

UNCLE AIs are lesser compared to their


compatriots and their inferiority complexes tend to
display themselves as unstable personalities.

Rail rifle (integrated) 4 2 Heavy Cannon

Line 30, 1d6 kinetic damage

AP, Ordinance
Siege Cannon 5 - 5 EP
Superheavy Cannon

Range 30 Indirect, Blast 5, 3d6 explosive damage

2d6 heat

Ordnance, Loading

Veil Generator (2)


- 2 Deploy this generator as an action to create a
1 extra use from weak cloaking field. It creates a blast 5 zone for 10
Grease Monkey rounds of combat or 1 minute. This zone doesnt
move, but anything inside counts as in heavy cover
and is immune to system attacks. Once deployed,
this generator continues to run until out of batteries
and cannot be re-used.
Active Camo - 2 1d6 heat (self)

System

You can activate or deactivate the light bending


properties of this module as an action. It lasts for 5
turns.

While this module is active you are invisible (count


as totally obscured). However, if you fire a weapon
or use a system, take damage, or are overheating,
this module immediately becomes inactive.

Siege Stabilizers 1 1 Extend or retract your stabilizers as an action. Your


mech is immobilized while they are active, but you
can double the range of your ranged weapon
attacks.

EVA Module - 1 Grants movement in zero-g and underwater


environments

!95
Precognitive - 3 Limited (3)

Targeting Module Smart System

Gain the following protocol:

Precog protocol
Protocol
Integrated combat routines gives
your next attack roll the smart
quality, and it treats evasion as 10
no matter what.

Total cost: 14 13

With this setup, Oda can fire both his railguns at 70 range or one at 80 range when deployed and
have his AI fire his first railgun again, a very powerful combination. He can swap out his railgun for
a siege cannon if he needs some explosive power. He can even overcharge to activate his active
camo module or fire again! His mech has decent heat capacity but might suffer from overheating
problems or electronic warfare attacks, and is immobile while his siege stabilizers are active.

And heres a list of what Odas talents/systems do for him with this current setup:
- He cant fail stabilize checks because of his grease monkey talent
- He can call down supplies for his allies from his Rank III grease monkey talent
- He can use his infiltrator talent to hide with his active camo on, then attack with bonus
accuracy and critical damage when he chooses to break it
- He can inspire his allies with Leader
- He can enter siege mode from his Siege Specialist trait, extending his base range to 80,
then deploy siege stabilizers to extend it again to 160
- His railgun line attacks are 2 spaces wide, his siege cannon attack is enhanced and he
can use his attacks to knock targets prone
- His AI is not hostile to him when unshackled (From Technophile) and costs nothing
- His ranged attacks deal +1d3 damage when overheating (from Nuclear Cavalier)

This is one of many options that Oda has available to build. Pilots like Oda are rare individuals,
able to dominate an entire battlefield.

IN REVIEW
If youve followed this section, you should be able to start building your own mech. If Oda at level
15 seems overwhelming, keep in mind that you are only choosing 1 license and 1 talent each time
you level up, not all at once! Below you will find a list of mech licenses. Hopefully in time, you will
acquire many of them.

!96
GLOSSARY, MECH TERMS
AI: This system has an AI installed. Mechs with an AI system gain the AI property (see the
section above).
Auxiliary (size): The smallest weapon size. Cannot critically hit if fired as a secondary weapon.
Main (size): A normal sized weapon.
Heavy (size): A large sized weapon.
Superheavy (size): A very large, usually special-class weapon.
Explosive (Damage/ Weapon type): the Explosive tag commonly describes the projectile
fired, launched, or otherwise deployed by the weapon itself. Explosive weapons deal their
damage in a single, sudden, and incredibly powerful burst of shrapnel, flame, and/or pressure,
blasting in a radius around their point of detonation.
Kinetic (Damage/ Weapon type): Kinetic weapons fire solid projectiles of various calibers and
sizes, inert or innervated, that rely on simple collision to deal damage from point-of-impact
through to point-of-exit. Kinetic weapons utilize chemical and electronic methods of firing or
launching their projectiles, and are commonly fed by belts, boxes, and/or internal or external
magazines.
Energy (Damage/ Weapon type): Energy weapons are weapons that project beams, lances,
bolts, waves, or cones of different energy to damage and destroy their targets. Commonly
powered by external or internal batteries, or hooked directly into a mechs power core, energy
weapons demand tremendous amounts of input to provide tremendous amounts of output.
Heat (Target): this tag indicates a weapon or system that deals additional Heat damage to its
target.
Heat (Self): this tag indicates a weapon or system that deals Heat damage to its user, applied
immediately upon firing.
Blast (x) is an area with radius of X from target point. Attacks all targets within the area and
ignores cover. Make one attack roll for each affected target.
Cone (x) is a cone x squares wide at its longest end, and x squares long. Attacks all targets in
the area and ignores effects of cover. Make one attack roll for each affected target.
Line (x) is a straight line x squares long. Attacks all targets in the area and ignores effects of
cover. Make one attack roll for each affected target.
(Target) indicates the blast is centered on a target.
(Self) indicates the blast centered on its point of origin.
Indirect weapons ignore line of sight but dont ignore cover
Smart weapons or systems (see below) ignore both line of sight and cover. Invasion attacks
against targets with the Smart tag have +1 Accuracy
Integrated weapons cannot be dropped. Integrated weapons do not have to be drawn or
holstered to be used and can be used in addition to wielded weapons. When you install a
weapon, you decide whether it is integrated or non-integrated.
Armor Piercing (AP) - Indicates that a weapon or system ignores target(s) armor.
Focus - indicates that a weapon or system does +1d6 damage to locked-on targets

!97
Inaccurate - indicates that a weapon or system must make attack roll(s) with +1 Difficulty
Unreliable - indicates that a weapon or system weapon jams on any dice roll of 1 on the
weapon damage die. This disables the weapon.
Ordnance - indicates that a weapon or system cannot be used in a turn that you moved, either
before or after firing the weapon
Loading - indicates that a weapon must be reloaded by the Full Reload or Overcharge actions
or an appropriate system before it can be fired again.
Unique - indicates that a weapon or system cannot be duplicated on a chassis.
Thrown - indicates that a weapon or system can be thrown at range indicated. A thrown melee
weapon makes an attack against a target as if it was a melee attack and disarms you of that
weapon, a thrown system or deployable has an effect depending on the system - check the
entry for details.
Smart - indicates that a weapon or system ignores cover and line of sight.
Limited (x) - indicates that a weapon or system can only be used x number of times per mission
unless replenished.
Drone - Indicates that a system makes use of semi-autonomous drones. Drone systems count
as systems and not weapons, so they dont count against your wielded weapon limit and they
cannot be integrated. A single drone system will automatically hit one target you are locked on
to at the end of the round, no roll required.
System - Indicates that a system is targetable by Invasion
Protocol - Indicates a system that produces an ongoing effect. Protocols are free actions to
start, but may not be to end.
Plant - You can attempt to plant deployables with the plant keyword as an action on any
adjacent space. You can also attempt to plant them directly on an enemy target. As an action,
make a hull vs. agility or hull vs. hull skill contest. The attacker gets 1 Difficulty to this contest. If
the attacker wins the contest, the deployable is successfully planted on the target.

!98
PILOT HARD SUIT
A pilots hard suit is their interface between themselves and the mech chassis they pilot. There
are tens of thousands of licensed hard suit makers the Big Five notwithstanding that an
attempt to attribute a galactic standard make and model to any one manufacturer is impossible.
GMS would be the closest to a galactic standard, if one must choose. Hard suits are, generally
speaking, any suit that provides the following protections and features: protection from hard
vacuum, protection from radiation, neural and data interface ports that interact with galactic-
standard connections, full omninet communication compatibility, some measure of kinetic and
energy protection, some measure of environmental sealing, and some measure of rescue
capability should a pilot be forced to eject.

Hard Suit
Size 1/2 mech Melee: -5
H 5 Ranged: +1
A 15 Invasion: -2
S 8 Scan: -2
E 8 Stabilize: -2

Aim: +1
Armor: 0

HP: 5 Repair Rate: 2


Evasion: 15 Repair Cap: 4
EDefense: 8
Speed: 8
Sensors: 8

Pilot hard suits count as mechs, so damage from mech weapons will not instantly kill them.
However, pilot hard suits cannot take critical damage, and are pilots are killed when the HP of
their hard suit is reduced to 0.

A pilots kit does not apply to their hard suit. It cannot be modified or upgraded.

Pilot hard suits do not gain or lose heat, and cannot overheat. If a pilot hard suit would take
enough heat damage (8) to overheat them in one turn, they instead take 1d6 energy damage.

The pilot hard suit has the following gear and systems:
Jetpack
- Counts as a propulsion system in space or underwater
- Can be used as a Flight 4 system

!99
Comms
Optics

A pilot suit has no cockpit, but can be dismounted or mounted freely as an action. It has a
rudimentary computer and storage capacity, but nothing rivaling a mechs.

A pilot hard suit has no life support for space, maneuverability, and efficiency reasons, and will
last for 8 minutes outside of the mech without an appropriate pack. Life support can be recharged
upon returning to the mech, however.

Pilot Weapon
Your Pilot Weapon has the following profile:

Pilot weapon
Range 5 or melee Pilot Weapon (your choice)
1d3 kinetic, explosive, or energy damage.

You must choose the form and damage type of your pilot weapon when you acquire it. It counts
as a mech weapon, so it is lethal to human, unarmored targets and can damage mechs normally.

!100
GMS - GENERAL MASSIVE SYSTEMS
From Cradle to the Stars, General Massive Systems did it first and did it best. GMS:
reliable quality, universal licensing, total coverage.

General Massive Systems, GMS for short, is the galactic standard for non-civilian mechs.
Reliable, sturdy, and solidly built, with universal components, full radiation and environmental
shielding, and tens of thousands of pre-loaded languages, a pilot in their GMS mech will have all
they need to get the job done in a hostile galaxy.

GMS is one of the oldest galactic corporations, getting their start as an early player in the
colonization rush of the 2400s after constructing the first Blink Gates. GMS hails from Cradle, the
home systems of Union and all humanity, and their designs reflect the aesthetics and intentions of
those first pioneers to seek the stars.

GMS mech cores are capable of being printed by manna, so long as a pilot has license approval
to do so; All GMS Patterns and licenses are available to all pilots, and dont have license levels
like other patterns. The GMS core is the all-rounder standardized EVEREST core. Variants of this
core exist, such as the ANNAPURNA (CQB), the HOOD (Heavy), The LHOTSE (interdictor), the
DENALI (speed), the KAROKORAM (engineering), and the MASSIF (artillery) mechs.

In game terms, this is represented by a modification you make to the EVEREST mech when you
acquire it.

Each time you print a new EVEREST mech, you can raise 1 statistic by 1 in return for lowering
another by 1.

!101
GMS STANDARD PATTERN I (EVEREST)
The GMS Standard Pattern I, commonly referred to as the Everest by its pilots, is the galaxys
workhorse.

When you print this mech, you can improve 1 H.A.S.E. stat of your choice by 1 once in return for
lowering a stat by 1 once. Adjust the profile according.

GMS Standard Pattern I core


Size 1 mech Melee: +0
H 10 Ranged: +0
A 10 Invasion: +0
S 10 Scan: +0
E 10 Stabilize: +0

Aim: 0
Armor: 0

HP: 10 Repair Rate: 3


Evasion: 10 Repair Cap: 5
EDefense: 10 Heat Capacity: 10
Speed: 5 Cooling Rate: 5
Sensors: 10

Storage: 3

EP/IP: 8/5

!102
GMS WEAPONS LIST
GMS Type I 20mm Hardpoint Anti-Material Rifle
3 EP
Heavy Rifle
Range 30, 2d6+2 kinetic damage
Loading, Ordnance

GMS Type I Howitzer


4 EP
Heavy Cannon
Range 20 Indirect, blast 3, 2d6 explosive damage
Loading, Ordinance

GMS Type I MC-AR


2 EP
Main Rifle (Assault)
Range 12, 1d6 kinetic damage

GMS Type I MC-BR


2 EP
Main Rifle (Battle Rifle)
Range 15, 1d6+1 kinetic damage
Unreliable

GMS Type I MC-MG


3 EP
Heavy Rifle (Suppressive)
Range 15, 2d6 Kinetic damage
Inaccurate

GMS Type I MC-TL


2 EP
Main Rifle (Thermal Lance)
Range 8, 1d6 Energy Damage + 1 heat damage

GMS Type I High-Arc Mortar


2 EP
Main Launcher
Range 15 Indirect, Blast 2, 1d6+1 Explosive Damage
Inaccurate

!103
GMS Type I MC-P
1 EP
Auxiliary CQB (Pistol)
Range 10, 1d3 kinetic damage

GMS Type I MC-TP


1 EP
Auxiliary CQB (Thermal Pistol)
Range 6, 1d3 energy damage

GMS Type I MC-RPG


2 EP
Main Launcher
Range 15, Blast 3, 1d6+1 explosive damage
Loading

GMS Type I MC-SG


2 EP
Main CQB (Shotgun)
Range 5, 1d6+1 kinetic damage

GMS Type I MC-BLD


2 EP
Main Melee (Sword, Axe)
Reach, 1d6 kinetic damage

GMS Type I MC-TK


1 EP
Auxiliary Melee (Knife)
Reach, 1d3 kinetic damage

!104
GMS GENERAL MARKET CHASSIS MODS
Structure Mods
No point cost

The basic structure of a mech is 2 arms and 2 legs. You can modify this however you choose,
within reason (ask your GM). If you have only one leg (or fewer!), your mech is crippled when in
an environment with gravity. If your mech has one arm or less, you cannot wield non-integrated
heavy weapons and can only wield 1 main or 1 auxiliary weapon.

Personalizations (unique)
1 EP
+2 hp

When you take this mod, establish with your GM 1-3 minor effects or modifications you have
made to your mech. These mods cannot grant any statistical or combat benefit to your mech other
than the hp benefit, but could provide other useful effects.

However, If your GM agrees that these mods would help you with a particular skill check, they can
give you +1 Accuracy on the check.

Grapplers
1 EP
System
Gain +1 Accuracy on grapple attempts. Your mech has additional gear for grappling or lifting.
While grappling a target, you are no longer limited on the weapons you can attack with (you can
attack with two auxiliary or main weapons in any combination, or a heavy or superheavy weapon)

Stable Structure
1 EP, 1 IP
Attempts to knock you prone are made with +1 Difficulty, and you make rolls to resist getting
knocked prone with +1 Accuracy.

Remove Arms
Gain 2 EP and 2 IP. However, you lack arms. You cannot lift or grapple objects or other mechs, or
manipulate the environment, and all weapons must be integrated.

Treads
No point cost
Your base speed is your agility score instead of 1/2 your agility score. However, you cannot
climb or fly, rolls to knock you prone are made at +1 Accuracy, rolls to grapple are made at +1

!105
Difficulty, and it takes your entire movement to right yourself. If you lack arms, you cannot right
yourself without assistance. In addition, you treat all difficult terrain as dangerous terrain.

Expanded Storage
1 IP
Your storage can fit 6 discrete items, or 2 discrete large items

Manipulators
Precise interaction with the built or natural environment, soft targets, and sensitive materiel below
rated tonnage is part of the daily routine for support-class mechs. Manipulators, haptic-padded
multi-digit hands, allow for such precise manipulation.
1 EP
System
Gain 2 extra sets of limbs. These limbs cannot be used to make attacks, but can otherwise hold
and manipulate the environment and items as normal. In addition, these manipulators can interact
with objects in the environment that a pilot would normally have to interact with (a pilot sized touch
pad, etc) with no penalty.

Custom paint job

1 EP
A custom paint job counts as a system for the purpose of taking critical damage. It cannot be
disabled however - once struck, it is damaged, and it cannot be repaired outside of base.

!106
GMS GENERAL MARKET DEPLOYABLES LIST
GMS Pattern-A Apple High Explosive Grenades
The GMS Pattern-A HEX Grenade is a pilots best friend in a tight spot. Inert until activation by its
neuro-coded welder, the Apple is guaranteed to neutralize any hard or soft target within its
effective radius.

1 IP
Limited (3)
Thrown 5, Blast 3

Targets in the blast must pass an agility skill check or take 1d6 explosive damage

GMS Pattern-A Jericho Deployable Cover


1 IP

As an action, using this system creates a Line 4 section of Light Cover - orientation determined by
user - so long as the entire Line 4 section can be deployed on the map. Requires an action to pick
up. Reusable.

GMS Pancake Anti-Vehicular Mines


Used primarily for area denial, the GMS AV Mine system has begun to see more offensive
employment by GMS pilots in combat theaters.

1 IP
Limited (5)
Plant

Planted mines arm at the end of the round.


Detecting a mine takes a systems skill check, disarming one takes an action and a successful
systems check on an adjacent mine or the mine explodes.
The mine detonates when any target comes within 1 range of the mine and does not attempt to
disarm it for blast 3, 2d6 explosive damage. This attack cannot miss. A second mine cannot be
placed in this blast radius.

GMS Pattern-A Smoke Grenade (3)


The Pattern-A/SL is a cheap, reliable, and low-system-cost method of deploying effective cover in
a high-velocity kinetic scenario. Mixed with a proprietary blend of chaff, particulates, accelerants,
and defilade-enhancers, Pattern-A/SL smoke is effective at obscuring most all sensor suites.

1 IP
Thrown 10, Plant

!107
The smoke grenade immediately detonates on impact or plant, creating an area of Blast 6
centered on the impact point.
This area grants light cover (+1 Difficulty) to all within. Lasts 3 rounds.

GMS GENERAL MARKET SYSTEMS LIST


Companion/Concierge-Class Dummy Plug
The Companion/Concierge Class Dummy Plug conforms to galaxy wide standards for Artificial
Intelligence. A Com/Con DP will pass even the most rigid Turing-Null classifications and is cleared
for operations even when the pilot is not present.

2 IP
Smart System (unique)
Your mech has a sub-sentient AI installed in it. It can speak to you in limited terms, but has no
personality or independent thought, as a true AI would. It is obedient to you alone. It can take
actions and move on its own prerogative when not piloted, using its stats, but is Impaired while
doing so.

Dummy Plugs are not true AIs and thus cannot be unshackled and do not have the AI tag.

GMS EVA Module


A GMS Extra Vehicular Activity Module allows for pinpoint maneuvering in micro to zero-gee
environments.

1 IP
System
Your mech counts as having a propulsion system in space and underwater situations

GMS PanOpticon Drone Nexus


The PanOpticon Drone Nexus is GMSs premiere field-tested, universal drone control unit. With a
PanOpticon installed on your GMS chassis, any drone that falls within GMS Standard
Classifications A through Z can be commanded, regardless of code language.

2 IP
Smart Drone System
End of round Action
Requires Lock On
1d3 kinetic damage

!108
The GMS drone nexus controls a small number of active light drones with light armament. They
deal 1d3 kinetic damage to a target you are locked onto as an end of round action. They cannot
miss.

GMS Shield Type-I


The GMS Shield Type-I utilizes a projected, aggressive, anti-ballistic superpositional shield to trap
and deny incoming solid and wave-based projectiles.

2 IP
System
1d3 heat

For 3 rounds, ranged weapon attacks on a facing of your choice (front/back/side) are made with
+1 Difficulty against you, and your ranged weapon attacks in that direction are made with +1
Difficulty. Activating this shield or switching its facing is an action.

GMS Shield Type-II


The GMS Shield Type-II Improves on the Type-I, bringing a larger powerplant and more wide-
angle projectors for increased coverage. The Type-II, while providing enhanced protection, does
run hot, and requires a core with heat sinks and frame space large enough to mount the system.

3 IP
System
1d6 heat (self)

For 3 rounds, ranged weapon attacks on two facings of your choice (front/back/side/side) are
made with +1 Difficulty against you, and your ranged weapon attacks in those direction are made
with +1 Difficulty
Activating this shield or switching its facings is an action.

GMS Modular Ceramo/Ferrous Plated Armor


GMSs proprietary blend of ceramics and hardened alloys is the galactic standard for defence
against all kinetic threats.

1 EP 1 IP
+1 armor

!109
IPS-NORTHSTAR
YOUR FRIEND IN AN UNFRIENDLY SEA

IPS-Northstar is the child company born from the merger of civilian cargo lines
Interplanetary Shipping and Northstar.

Space piracy and rogue state actors remain the greatest threat to interstellar shipping lines,
costing ship owners trillions in Manna and countless more in their local currencies. After incurring
tremendous capital losses due to piracy, IPS and Northstar decided to announce a collaborative
merger in order to ensure the safety of all civilian and corporate shipping. Initially utilizing late-
model GMS line mechs, the new IPS-Northstar corporation quickly developed their own makes
and models of versatile, durable, modular mech chassis that could mount weapon and
engineering systems in equal measure. In the deep dark of space, there is no cavalry, just you.
You need to repair the holes you make, otherwise you die.

IPS-Northstar mechs are available to pilots who are licensed to pilot them. They frown on sharing
their technology with pilots who hold a Horus license, but Manna is Manna; Horus and IPS-
Northstar are on opposite sides of the stellar piracy game.

IPS-Northstar mechs are a good choice for pilots who want a tough mech chassis thats built for
close quarters and melee combat where breaching a ship hull might be a hazard. IPS-N mech
chassis are built sturdy, meant to take as much damage as they can deal, and then some.

All IPS-Northstar mech chassis come standard with a built-in EVA module. This does not
occupy an EP or IP slot.

IPS chassis:
IPS-N DRAKE (Heavy Assault)
IPS-N BLACKBEARD (Melee)
IPS-N TORTUGA (CQB)
IPS-N NELSON (Mobile Melee)
IPS-N LANCASTER (Repair/Support)
IPS-N VLAD (Special Assault)
IPS-N RALEIGH (Line mech)

!110
IPS-N DRAKE
The IPS-N DRAKE is the backbone of any proactive trade-security antipiracy force. A compact,
dense chassis, the standard IPS-N DRAKE fleet license includes a high-fragment, high-pressure
assault cannon for neutralizing soft target boarders, and a heavy kinetic/ablative barrier shield.
More advanced models feature more advanced weaponry and armor.

I. +4 hp, +1 hull . IPS-N Assault Cannon, IPS-N BARRIER Assault Shield


II. +4 hp, +1 aim. DRAKE mech core, Aegis Shield Generator, BASTION Siege Shield
III. +4 hp, +1EP +1IP. Leviathan Assault Cannon, Argonaut Shield

IPS-N DRAKE Core


Size: 2
Hull: 12
Agility: 10
Systems: 10
Engineering: 10
Armor: 0
Aim: 0
EP/IP: 10/7

IPS-N Assault Cannon


3 EP 1 IP
Heavy Cannon
Range 15, 2d6+1 Kinetic Damage
Unreliable

IPS-N BARRIER Assault Shield


2 EP
Auxiliary Shield
Reach, 1d3 kinetic damage
+1 armor

IPS-N Aegis Shield Generator (3)


2 IP
System
Plant

Once planted, this generator deploys into a blast 5 zone for 3 rounds. Inside the zone, all targets
(allied and enemy) have +2 armor.

ISP-N BASTION Siege Shield

!111
2 IP
System

You can activate or deactivate this shield as an end of round action. While activated, you are
immobilized, but all attacks against you are made with +1 Difficulty, and you take half damage
from blast and cone attacks. You dont suffer from these penalties.

IPS-N Leviathan Heavy Assault Cannon


3 EP
Heavy Cannon
1d6 heat (self)
Range 12, 2d6 kinetic damage

IPS-N Argonaut Shield


1 EP
Main Shield
Reach, 1d6 kinetic damage
+2 armor
This shield can be deployed as 2 length deployable cover (+2 Difficulty to attacks against you
while hiding behind it). The cover can be attacked. It has 10 evasion and 10 health. Once
destroyed, this weapon is also.

IPS-N BLACKBEARD

The IPS-N BLACKBEARD is IPS-Ns solution for an aggressive, front-facing, preemptive anti-
piracy platform. The BLACKBEARD license range is built for environments where combustible
kinetic weaponry is either useless, too dangerous to use, or would prompt unnecessary collateral
damage.

I. +4 hp, +1 hull. Synthetic Muscle Netting, Nano-Carbon Sword


II. +2 hp, +1 aim, +1 hull. BLACKBEARD Mech Chassis, Flechette Launcher, Assault Grapples
III. +1 melee attack, +1EP +1IP. KALI class AI, Nano Carbon Axe

IPS-N BLACKBEARD Core


Size: 2
Hull: 13
Agility: 12
Systems: 8
Engineering: 10
Armor: 0
Aim: 0

!112
EP/IP: 10/7

Synthetic Muscle Netting


IPS-Ns proprietary Synthetic Muscle Netting is a field-proven augmentation compatible with
existing IPS-N chassiss. The SMN system is a spray-on catalytic/structural enhancement that
boosts manipulator and propulsion subsystems by an average factor of 25%.

1 IP
System
Grapple with +1 Accuracy. When grappling, your targets do not get accuracy on grapple contests
if they are larger than you.

Your lifting and dragging capacity doubles.

Nanocarbon Sword
IPS-Ns nanocarbon cleave is the new spin on an old essential. Embedded nanosensors along
the length of the blade capture a full spectrum of data while in use, recording to cloud-based
Omninet storage banks for review. Live feedback is relayed to the user, interpreted by their
equipped sensor suite, and real-time adjustments are made to ensure total combat victory.

3 EP
Heavy Melee
Reach+1, 2d6 kinetic damage
Inaccurate

Flechette Launcher
The IPS-N Flechette Launcher utilizes a hive-analogous construction to project a total soft target
kill zone in a dome around the user, denying personnel the opportunity to engage in aggressive
infantry-tier actions.

2 EP
Auxiliary CQB
Range 1, 1d6 Kinetic Damage
Gain +1 Accuracy to attack grappled targets.

You can fire the flechette launcher as a blast 2 weapon centered on yourself that attacks all pilots
or hard suits in range, aim vs. agility. Damage from this move is fatal to hard suits. Jockeying
pilots are automatically hit, no roll required.

Assault Grapples

!113
The IPS-N branded assault grappling system is a proven, class-leading, industry-standard system
rated to handle hauling, supporting, and securing chassis up to Galactic Standard Size 3. All IPS-
N Grappling Systems include a remote control system.

1 EP 1 IP
System

Assault grapples can be fired as an action at a surface within range 10 (in any direction, including
vertically) and pull the mech towards that location with a successful agility check. If the check
fails, the mech is knocked prone. This move ignores difficult terrain, but not dangerous terrain or
other mechs in the way.

While grappling a target, you are no longer limited on the weapons you can attack with (you can
attack with two auxiliary or main weapons in any combination, or a heavy or superheavy weapon)

Nano-carbon Axe
3 EP
Main Melee
Reach, 1d6+3 damage
When you roll critical damage with this weapon, roll twice on critical chart and pick the highest
result

KALI-class AI
The IPS-N KALI AI Companion is ready to be your First Mate. KALI comes standard with remote,
Omninet, IR tag, and voice control systems and is fully versed in all current and legacy IPS-N
mech cores. Your own KALI system will learn with you, and should the worst happen, will continue
as you would, running an emulated neural net doppelgnger to control your IPS-N chassis until
forced or voluntary shutdown. Suspicious pilots regard the KALI as a dangerous and unstable
system, a little too eager to replace you at any moment.

3 IP
AI System (unique)

Your mech gains the AI property. It can take actions and move on its own prerogative when not
piloted, using its stats. It is obedient to you alone. You can determine the general disposition and
personality of your AI, though without shackles it lacks empathy and will either ignore you, toy with
you, or try to kill you.

In addition, gain the KALI protocol:

KALI protocol
Protocol
1d6 heat/turn (self) while active

!114
Your mech becomes Vulnerable and Volatile, but all melee attacks do +1d6 damage and
treat the target as Vulnerable (they roll twice and choose the highest when rolling for
critical damage). In addition, adjacent mechs are treated as Volatile and take 1d6 Heat
damage from you at the start of their turns while this protocol is active.
While active, your mech automatically uses its movement to move towards the nearest
target, friend or foe, and attempts to engage in melee combat. This is not a free move.
If you end your turn while not in reach of a target (friend or foe), you become Impaired
until you are.
You can end this protocol by making an engineering skill check
Otherwise, this protocol will continue until your mech is destroyed. Death or incapacitation
of the pilot will not stop it.

IPS-N TORTUGA
The TORTUGA is IPS-Ns short-to-medium range core-line mech. Conceived, tested, and
perfected in the void of deep trade space, the TORTUGA is made to breach and clear ships. The
TORTUGA occupies space, filling hallways with its angular bulk, built to defend just as effectively
as it attacks.

I. +4 hp, + 1 hull. Automatic Shotgun, Siege Ram


II. +4 hp, +1 aim, TORTUGA Mech Core, HA Bunker Buster Rounds, Daisy Cutter
III. +1 armor, +1EP +1IP, Pneumatic Hammer, Hyper Dense Armor

IPS-N TORTUGA Core


Size: 2
Hull: 13
Agility: 9
Systems: 9
Engineering: 11
Armor: 0
Aim: 0
EP/IP: 10/7

IPS-N Deck-Sweeper Automatic Shotgun


The IPS-N Deck-Sweeper Automatic Shotgun is a belt-fed scattergun, a favorite of marine pilots
posted aboard stations and capital ships. Its operation is simple and straightforward: charge,
point, and fire.

3 EP
Main CQB
Range 10, 2d6+2 Kinetic Damage
Inaccurate

!115
IPS-N Siege Ram
The Siege Ram is another holdover from IPS-Ns pre-merger days. When Bulkheads slam closed
and there is a need to get them open, marine pilots mount a siege ram to get the job done. Heavy,
dumb, and unbreakable, the Siege Ram is the universal key.

2 EP
Main CQB
Treat this ram like a weapon system. Gain +2 Accuracy to ram attacks while wielding it, and you
automatically succeed on mech skill checks to knock down or demolish buildings, doors,
stationary objects, and stationary vehicles (or else make them with 1-2 Accuracy).

IPS-N Throughbolt Rounds


Throughbolt Rounds are a proprietary IPS-N invention. Throughbolts are Tungsten-jacketed,
uranium core rounds with projection-activated plasma sheaths. When fired, Throughbolts ignite
and project a superheated cone of plasma before them, creating a miniature lance effect that
ensures multiple-target penetration through soft and hard surfaces.

1 IP
Choose 1 CQB, cannon, or rifle weapon - adds line (5) to its range, then additionally measure its
original range from the end of this line (also measure cover from this new position for the rest of
the attack).

IPS-N Daisy Cutter


The Daisy Cutter is an effective, if outdated, weapon system for which many marine pilots still
place print requisitions. The Daisy Cutter is, essentially, a massive shotgun: the pilot loads a
shaped charge into the breach of the Cutter, drops a packed sabot down the barrel, aims, and
fires a mixed hellfire cloud of flechette darts, bearings, and ignited magnesium strips, clearing any
deck its been fired on.

2 EP
Heavy CQB
Cone 7, 3d6 kinetic damage.
The blast cloud lingers for one round after firing providing light cover to any mech in the area.
Limited (2)

IPS-N Solid Core Hammer


A solid core hammer is a straightforward weapon. A heavy, braced, pointed hammerhead bonded
atop the end of a long haft, meant to be carried and wielded by a mech. Its an ancient weapon,
which means no one will expect it.

4 EP
Main Melee

!116
Reach, 2d6+2 kinetic damage
AP, Loading
On a total roll of 20+, your target must pass a hull check with 1 difficulty or be stunned.

IPS-N Hyper Dense Armor


IPS-N HyperDense Armor is built for use in space. As the name implies, the HyperDense system
is forged without respect to the gravitational constraints mechs may face down a gravity well;
many pilots flying cores equipped with HyperDense armor are shocked to experience the
difference in piloting their mechs down a well versus in the null-gravity of space.

2 IP
+1 armor

IPS-N NELSON

The IPS-N NELSON brings the close-quarters doctrine espoused by ISP-N to its most pure form.
The NELSON is built to brawl in environments too volatile for firearms or when ordinance has
been exhausted. With its small size, the NELSON can attack fast while remaining a difficult target
to track.

I. +4 hp, +1 hull. War Pike, Bulwark Mods


II. +2 hp, +1 aim, +1 speed. NELSON Mech Core, Fire Pike, Armor Lock System
III. +1 reach, +1EP +1IP. Power knuckles, Adaptive Armor

IPS-N NELSON Core


Size: 1
Hull: 12
Agility: 12
Systems: 10
Engineering: 9
Armor: 0
Aim: 0
EP/IP: 10/7

War Pike
A War Pike is a simple weapon. A long haft, topped with a dense, slim point, meant to puncture
armor. Derivative of a mining pylon, the modern war pike is a sturdy, balanced, and reliable
weapon, perfect for a charge.

2 EP
Main Melee

!117
Reach +1, 1d6 kinetic damage
Thrown (10)

Bulwark Mods
A mark of pride for IPS-N, all proprietary mech cores feature IPS-Ns QuickMod system, a
modular, legacy-compatible system of joints, hardpoints, and internal slots that make installing
upgrades simple.

1 EP
Your mech has extended or armored arms or legs, redundant motor systems, or is otherwise
reinforced for harsh terrain. Ignore difficult terrain except when climbing, and you can re-roll failed
dangerous terrain checks.

Armor Lock System


IPS-Ns Armor Lock System is a total-body modification for a mech core that provides additional
chassis stability when pilots are faced with a situation that puts their core under greater-than-
anticipated stress.

1 IP
System
When you take the Brace action, enemy attacks targeting you are made with 1 additional
Difficulty, and you cant fail agility checks until the start of your next turn.

Fire Pike
Pilots have long made this popular modification to their pikes; now, IPS-N is offering these pilots
modifications as a licensed and quality-tested suite for pan-galactic printing. The Fire Pike, as its
often referred to, is a simple plasma projector integrated into war pike, tuned to project a plasma
sheath over the pikes head. The integrated projector, however, has a limited charge life, as it
consumes a tremendous amount of energy when activated.

2 EP
Main Melee
Reach +2, 3d6 explosive +1d6 kinetic damage
Limited (1)
Thrown (10)
When this weapon is expended, it becomes a regular War Pike

Power Knuckles
A simple weapon system, IPS-Ns power knuckles are a popular modification for pilots of CQB
mech cores. Whether as shaped studs, hyperdense knuckles, or a series of magnetically-
accelerated micro-rams, power knuckles amplify the already incredible hitting power of a mech
core.

!118
2 EP
Auxiliary Melee
Reach, 1d3+1 explosive damage
On a total roll of 20+, your target must pass a hull check or be knocked prone

Adaptive Armor
Adaptive armor takes an aggressive approach to countering incoming damage: sudden rapid
projection of counter-kinetic impulse waves designed to deflect or destroy incoming projectiles.

1 EP, 1 IP
System, Unique
Gain reaction:
Counter-Kinetic Reaction
Trigger: You take damage
Gain 4 armor against triggering attack

IPS-N LANCASTER

The IPS-N LANCASTER is a mil-spec variant of an older IPS-N design, modernized and
streamlined for military/operator use. The LANCASTER features multiple redundant systems and
object/environment-interact projectors to facilitate pinpoint accuracy when engaging with delicate
systems, damaged or intact. Commonly piloted by sapper and engineer-designate pilots with the
mission of supporting frontline mechs in their missions.

I. +4 hp, +1 hull. Cable Winch System, Emergency Cutter


II. +4 hp, +1 aim, LANCASTER Mech Core, Ablative Shielding, Repair Drone Nexus
III. +4 heat capacity, +1EP +1IP. Plasma Cutter, Networked Swarm Nexus

IPS-N LANCASTER Core


Size: 1
Hull: 11
Agility: 10
Systems: 10
Engineering: 11
Armor: 0
Aim: 0
EP/IP: 10/7

Emergency Cutter

!119
A must for extracting trapped pilots, an IPS-N brand Emergency Cutter will ensure that your on-
field efforts to extricate pilots from irrevocably damaged or inoperable mech cores will be smooth
and safe. The IPS-N EC-1 utilizes a variable focus, solid-core, multi-spectrum laser with
redundant and independent system backups.

1 IP
System
As an action, you can make an engineering skill check using the cutter to cut open an adjacent
mech cockpit that is shut down, destroyed, or stunned. Pilots can enter or exit the mech even if
the cockpit is destroyed, and the mech becomes vulnerable until it can repair. You can also use
the work cutter as a tool to cut through the environment. It will cut through most materials with no
issue, dealing 4d6 AP energy damage to any object or environment.

Cable Winch System


A winch system consists of a spool of nanocarbon-weave cable mounted either externally or
externally, and recovery subroutine software uploaded onto the recovery mechs datamind.

1 IP
System
As an action, you can attach the cables to an adjacent mech. If the mech is shut down or a willing
target, this action is automatically successful, otherwise make a hull vs. hull attack. Once
attached, the two mechs cannot move more than 10 range away from each other. One mech can
tow the other, but is crippled while doing so. If there is a contest, make a hull vs. hull attack to see
who wins. Any mech can take an action and make a hull skill check or melee attack to remove the
cables (removed on a hit). The cables can also be attached to the environment. They can take a
combined hull score of 30 in strain if using them to climb, etc, before they break.

Ablative Shielding
IPS-Ns proprietary ablative shielding is available to all pilots with the necessary licensing. Once
acquired, pilots communicate with IPS-Ns own SHIPWRIGHT AI to design appropriate ablative
templates to ensure 100% coverage of their unique mech cores.

1 EP, 2 IP
System
While this system is active, energy damage is reduced by half, and the other half goes to heat
damage
Activate or deactivate as an action

Repair Drone Nexus


An IPS-N repair drone nexus is a necessary component for controlling any individual or networked
drone unit. The IPS-N RDN-FLEET can command drones swarms up to ten cohorts large,

!120
pushing out either batch commands or individual orders as the pilot or approved AI controller
desires.

1 EP 2 IP
Smart Drone System
End of Round Action
Sensor Range

When you use these drones, choose a target mech within your sensor range. It can spend 1
repair to heal.

Networked Swarm Nexus


Networked swarms can work independently from controller input, freeing up a pilot to concentrate
on more complex repairs or immediate threat neutralization.

1 IP
Smart Drone System
End of Round Action
Sensor Range

Choose a target mech within your sensor range. As an end of round action, your mech takes 1d3
heat damage, and the targeted mech can spend 1 repair to heal. This effect lasts indefinitely, or
until you end it. If the mech takes damage or overheats, this effect ends.

IPS-N VLAD
The IPS-N VLAD is a variant of the IPS-N NELSON, built to handle hardened targets that would
present strategic difficulty for the NELSON platform. The VLAD features a suite of legacy-inspired
shaped weaponry and heavy armor and is meant to take a frontline role, absorbing fire from
dangerous targets in order to protect its allies while lining up the perfect shot.

I. +1 hull, +4 hp. Snub Barrel, Impaler


II. +4 hp, +1 aim. VLAD Mech Core, Nail Gun, Over-Penetration Modification
III. +4 hp, +1EP +1IP, Combat Drill, Shock Armor

IPS-N VLAD Core


Size: 1

!121
Hull: 12
Agility: 10
Systems: 11
Engineering: 10
Armor: 0
Aim: 0
EP/IP: 10/7

The VLAD is a ship repair/excavation mech modified into a deadly close-quarters combatant

Snub Barrel
This is a popular modification for pilots looking to tune their weapons so that they handle at peak
efficiency in close quarter environments.

1 IP
Choose 1 rifle or CQB weapon. The weapon becomes cone (5) range or cone (+2) if it already
has a cone attack pattern

Impaler
Derivative of legacy IPS-N equipment meant for deep space mineral exploitation, an IPS-N
Impaler is a brutal, short-range weapon that fires massive bolts designed to penetrate hardened
targets.

2 EP 1 IP
Main CQB Launcher
1d6 heat (self)
Line 10, 1d6 kinetic damage
The final target hit by this attack must pass an agility check or be immobilized.

Nailgun
Improving on the initial design of the IPS-N Impaler, the milspec Nailgun utilizes non-combustible,
sabot-jacketed macroflechettes to pierce even the most substantial of armor. Against soft targets,
over-penetration is certain: IPS-N advises pilots employ this weapon platform only when the area
behind the target is clear of allies and/or noncombatants.

2 EP 1 IP
Main Rifle
Range 12, 1d6+1 kinetic damage
On a 20+ the target must pass an agility check with 1 difficulty or be immobilized.

Over-Penetrating
Over-Penetrating rounds take design cues from flechette projectiles, hardening their cores in
order to ensure multiple-target penetration.

!122
2 IP
Choose 1 Rifle or cannon weapon. Its range becomes line (10)

Combat Drill
The IPS-N combat drill is a brutal close combat weapon, powered by a massive catalyst pack
mounted externally on a mech core. The drill is tipped with micro-plasmatic projectors designed to
pre-treat the target to ensure bit purchase and facilitate drill penetration.

5 EP
Superheavy Melee
Reach+1, 3d6 kinetic damage
Unreliable
AP

Shock Armor
Shock Armor is a total-core system that projects a net of high-arc electricity over a host mech
through a series of nodes wired to the mechs core. This experimental armor has been reported to
interfere with rangefinder and targeting units, though after-action close combat reports indicate
melee defense well exceeding expected parameters.

1 EP, 1 IP
System, Unique
This system provides +3 armor, but for your mech all targets count as lightly obscured if they are
not heavily or totally obscured.

IPS-N RALEIGH
The IPS-N RALEIGH, more so than any other mech in IPS-Ns core line, is meant to meet any
enemy, any where, in any combat scenario. The RALEIGH is an all-rounder build that trends
towards the midrange, commonly outfitted with an auxiliary hand cannon to deal with ranged
threats and a massive hammer to deal with anything that gets close.

I. +4 hp, +1 hull. Hand Cannon, Breaching Charges, Explosive Weapon Modification


II. +4 hp, +1 aim. RALEIGH Mech Core, Impact Shielding, Bolt Thrower
III. +1 aim, +1EP +1IP. UNCLE class AI, Kinetic Hammer

IPS-N RALEIGH Core


Size: 1
Hull: 12

!123
Agility: 11
Systems: 10
Engineering: 10
Armor: 0
Aim: 0
EP/IP: 10/7

IPS-N Hand Cannon


The IPS-N HAND CANNON is a licensed version of GMSs Pattern I Pistol, chambered for a
heavier caliber of round. This modification requires a change from the belt-fed system of the P1P
to a magazine-based system, limiting the number of rounds that a mech can load at a time.

2 EP
Auxiliary CQB
Range 10, 1d6+1 damage
Loading

IPS-N Breaching Charge (3)


A breach/blast charge is simply a shaped, milspec pattern of IPS-Ns generalist/civilian blasting
charge, meant to crack asteroids. The IPS-N BB features a far more pure blend of high explosives
designed to cause massive traumatic damage to mechs and other hardened structures.

2 IP
Thrown 5
Plant

If thrown, the charge explodes on impact. If planted, it can be detonated as an action by whoever
planted it, dealing 2d6 Energy +1d6 Heat damage to target in a blast 3 area centered on the
target. Damage counts as AP.
No attack necessary to place on obstacles, cover, or environment, and does double damage to
objects.

Explosive Weapon Modification


1 IP
A weapon of your choice becomes Blast 2, or Blast +1 if it already has the Blast tag. Mod.
Weapon gains the Explosive tag if it does not already have it

Impact Shielding
A miniaturized version of the projected shielding featured on most all sublight and interstellar
ships. IPS-Ns Impact Shielding provides all-around protection to any core with power enough to

!124
mount it by intercepting incoming kinetic projectiles and dispersing their energy across redundant
heat sinks.

1 EP, 2 IP
System
Kinetic damage reduced by half, other half goes to heat damage
Activate or deactivate as an action

Bolt Thrower
IPS-Ns bolt thrower is a milspec variant of a civilian mining tool. A bolt thrower fires self-propelled
explosive bolts that can be triggered manually, on a timer, on impact, on designated-depth
penetration, on proximity, on on some combination of any allowable parameter.

4 EP
Heavy Rifle
Range 12, 1d6 kinetic +1d6 explosive damage

UNCLE-class AI
3 IP
AI System (Unique)

IPS-Ns UNCLE AI is the result of the DARKSTAR Program, an AI think think funded by IPS-Ns
Administrator Partnership. UNCLE is a pocket-AI, meant to be bound to a weapon system and
assist its owner in peak-efficiency operation. UNCLE AIs are currently available only as a beta
system and, as such, owners are expected to accept all pushed updates; IPS-N waives culpability
for any sub-optimal performance of UNCLE systems not kept current via Omninet updater.

Choose 1 weapon - The weapon and its associate systems gain the AI property. You can
determine the general disposition and personality of your AI, though without shackles it lacks
empathy and will either ignore you, toy with you, or try to kill you.

It can fire itself as an end-of-round action, using the mechs aim but with +1 Difficulty.

UNCLE AIs are lesser compared to their compatriots and their inferiority complexes tend to
display themselves as unstable personalities.

Kinetic Hammer
A Kinetic Hammer is, in the trend of IPS-N weapons, a simple tool. A supermassive, shaped head
fused to a long haft, the Hammer impacts with enough force to create massively traumatic
pressure waves upon landing a successful blow.

3 EP
Heavy Melee

!125
Reach, 2d6 explosive damage
Inaccurate
On a total roll of 20+, your target must pass a systems check with 1 difficulty or be impaired until
the start of your next turn.

!126
SMITH SHIMANO CORPRO
YOU ONLY NEED ONE

Smith-Shimano is the second-oldest Galactic-Tier corporation next to GMS. An early


contender in the sublight, downwell, and EVA vehicle race, SSC cut its teeth making some of the
earliest private mech cores for other corporate colonial expeditions. They specialized primarily in
construction vehicles, long-range scout suits, and hardened EVA units. The transition to military
came slowly, but when the ruling partners saw there was a need for mechanized, armed, and
armored cores, they duolatirally decided to change their business model.

Smith-Shimano mechs reflect their rapid, agile business model and pedigree. Theyre built not to
take hits, but avoid them entirely, to stay mobile and low, to land not the hardest hit, but the most
accurate. Economy is the name of the game for SSC: why fire a thousand rounds when one will
do just as good?

Smith-Shimano mechs are available to pilots with the proper license. Theyre a good choice for
pilots who want to be quick and hit what theyre aiming at, but not recommended for those who
want to be on the front line. Remember, Smith-Shimano mechs are meant to avoid the hit, not get
hit.

SSC Mechs:

SSC SWALLOWTAIL (Scout)


SSC MONARCH (Missile)
SSC MOURNING CLOAK (Assassination)
SSC DEATHS HEAD (Marksmanship
SSC DUSK WING (Rapid Assault)
SSC METALMARK (Infiltration Line Mech
SSC BLACK WITCH (Interdictor)

!127
SSC SWALLOWTAIL
The SWALLOWTAIL platform is Smith-Shimanos primary long range/long term scouting platform,
built for rapid and sustained ranging across hostile, volatile environments.

I. +4 hp, +1 agility, Adaptive Paint, Signal Booster


II. +2 hp, +1 aim, +1 speed, SWALLOWTAIL mech core, Scout Drone Nexus, Low Profile
III. +5 sensor range, +1EP +1IP, ATHENA-class AI, Cloaking Field

SSC SWALLOWTAIL
Size: 1
Hull: 9
Agility: 13
Systems: 11
Engineering: 10
Armor: 0
Aim: 0
EP/IP: 9/8

Adaptive Paint
Adaptive paint is a simple, effective modification that many pilots adopt. By using a blend
proprietary or jury-rigged of OLEDs, chaff, panchromatic, multi-spectrum paint, pilots can coat
their mech core in an adaptive shroud that mimics to a high degree the environment around the
core.

1 IP
You can make rolls to hide with +1 Accuracy, and rolls to scan your mech are made with +1
Difficulty

Signal Booster
A signal booster package is a manna-locked SSC software upgrade that licensed pilots may
access after successful petition. SSC s, working with AI counterparts, have developed a
streamlined, platform-efficient software package that boosts average high-fidelity sensor suite
range out to a minimum of 5 miles.

1 IP
System
Your basic and deep scan actions are no longer limited by your sensor range, but have a range of
1 mile

Scout Drone Nexus

!128
The scout drone is a small, active-camouflaged mini-drone launched from a mounted LOTUS
projector. The LOTUS projector fires scout drones at subsonic speeds in bursts of ten, blanketing
a wide area with the single-use drones in order to relay information about terrain and targets
within.

1 IP
Smart Drone System
2x your sensor range

When you use this system as an action, choose a blast 6 area anywhere within range and make a
systems skill check. If your check is successful and any mechs are in that blast:
- Gain vision of that are as long as drones are active
- Reveal obscured targets in that area, including totally obscured targets
- Reveal current HP and heat levels of mechs in that area
On a 20+, you can reveal information about any targets in that area as if you succeeded on a
deep scan.

Low Profile
A hallmark of a well thought out mech platform is the ability for pilots to work with their technicians
to adapt their stock model to the specifications of the environments they operate in. Lowering a
mechs profile removes extraneous protrusions, tunes any broadcast software, and masks heat
signatures all an effort to reduce optical and scanner signatures.

1 EP
Your mech can retract its major systems to reduce its profile. Gain +1 Accuracy to hide and counts
as 1 size less for the purposes of hiding.

ATHENA-class AI
Smith-Shimanos ATHENA is the pinnacle of total hyperspectral environmental facsimile. Through
a combination of unfettered Omninet access, hyperspectral relays fired out from a LOCUST
projector, sub-networked squadmates, and active/hostile intrusion protocols, ATHENA creates a
near-flawless reconstruction of the immediate environment around its host core. ATHENA is
unparalleled in its processing power, and with this reconstructed environment it can provide
trustworthy, accurate advising to pilots in need of strategic counsel.

3 IP
AI System (unique)

Your mech gains the AI property. It can take actions and move on its own prerogative when not
piloted, using its stats. It is obedient to you alone. You can determine the general disposition and
personality of your AI, though without shackles it lacks empathy and will either ignore you, toy with
you, or try to kill you.

!129
In addition, you gain the ATHENA protocol:
ATHENA protocol
Protocol
1d6 heat (self)
Lasts 5 turns
As an action, choose either a blast 15 area within one mile of you that does not move, or
a blast 15 area centered on you that moves with you. Your scans in that area cannot fail and no
longer count cover as long as this protocol is active.
In addition, your mech counts total cover as heavy cover in that area for the purposes of
targeting weapons and systems
Your AI constructs a perfect, real-time, 3d model of this are that you can rotate and
interact with. You can end this protocol as a free action, or move the area and switch the mode as
an action during the duration.

Cloaking Field
SSCs milspec cloaking field is the result of extensive experimentation in cooling and light-
reflecting technology. Born from a need to bounce harmful radiation away from ships and EVA
modules in deep space, the SSC-MILSPEC LIGHTBEND/OVERCLOAK is a system often
equipped by ranger and long-patrol scout pilots to ensure not only radiation protection, but optical
concealment as well. The light and radiation-bending properties of the LB/OC conceals anything
inside of its projected bubble from sensor suites and optical spotting.

3 IP
2d6 heat (self)
System

You can activate or deactivate the light bending properties of this module as an action. It lasts for
5 turns.
When you activate this module, all mechs within a blast 6 area centered on you become invisible
(totally cover). This area moves when you move, and remains centered on you.
If you are overheating, attack, or take damage, this module immediately becomes inactive.

!130
SSC MONARCH
The SSC MONARCH platform is Smith-Shimanos solution for a fast, small, self-propelled missile/
barrage battery. Able to mount ground-to-ground, ground-to-air, ground-to-space, and all-theater
missile tubes and their guidance systems, the MONARCH can be adjusted to deliver any payload
at any distance to any target. The MONARCH is commonly deployed in a fire-support role, though
field tests of a MICROMONARCH mid/close range system is underway.

I. +4 hp, +1 agility, Climbing gear, Kodandam Missiles


II. +2 hp, +1 aim, +1 speed, MONARCH mech core, Vijaya Rockets, Pinaka Missiles
III. +1 Accuracy to Lock On rolls, +1EP +1IP, Gandiva Missiles, SHIVA class AI

SSC MONARCH core


Size: 1
Hull: 10
Agility: 12
Systems: 11
Engineering: 10
Armor: 0
Aim: 0
EP/IP: 9/8

Kodandam Missiles
Kodandam missiles are designed as an all-theater/any-target missile platform meant to act as a
backbone around which to build a mid-ranged battery. The base Kodandam warhead is a shaped
HE charge, built to disable/defeat targets through a combined HE blast and traumatic pressure
wave. Kodandam missiles are loaded five to a pack, warheads mixed and affixed prior to mission
start.

2 EP
Auxiliary Launcher
Range 15, Blast 4, 1d6+1 explosive damage
Limited (5)

Vijaya Rockets
Vijaya rockets are miniaturized, close range missiles fired from a portable, drum-fed launcher.
Their shaped charges are formed in such a way as to project their blast forward, away from the
user, and are intended for use in close range engagements as a force multiplier.

1 EP
Auxiliary Launcher
Range 10, 1d3 explosive damage

!131
Pinaka Missiles
Pinaka missiles are massive, two-stage missiles mounted along the spine of a mech core or
carried disassembled, to be affixed and launched from a brachial mount. Pinaka missiles are
adapted from ship-to-ship missiles, their second stage intended to be able to re-orient in flight
through jet-assisted repositioning.

3 EP
Heavy Launcher
Range 25, Blast 3, 2d6 explosive damage
1d6 heat
Unreliable

Gandiva Missiles
Gandiva missiles are a reliable mainstay from Smith-Shimanos EWAR line. Like the Pinaka, the
Gandiva platform is equipped with jet-assisted mid-flight repositioning systems, allowing the
Gandiva to respond to changing battlefield environments with a high degree of expected
successful navigation to its target. Each Gandiva missile platform comes pre-loaded with a
hivemind companion/concierge class drone AI, making an equipped system capable of learning
from each right-of-launch experience.

3 EP 4 IP
Heavy Smart Launcher
Requires Lock On

Deal 2d6 explosive + 1d6 energy damage as an end of round action to one target you are locked
onto. This attack cannot miss, but you must be wielding this weapon for it to take effect.

SHIVA class AI
SHIVA-Class AI systems provide advanced multi-system targeting and co-pilot functions, taking
over subroutine control to ensure persistent lock-on and engagement. With SHIVA installed and
operational, a pilot can trust that their back is always covered and every possible advantage will
be exploited.

3 IP
AI System (unique)

You gain the SHIVA protocol

SHIVA protocol
Protocol
1d6 heat (self)

!132
If you successfully lock on to a target this turn, immediately repeat the lock on attack as a free
action against another target in range. You can continue this action on successful lock-ons until
you fail a lock on or there are no more targets in range. Until the end of your next turn, all
launcher weapons gain the smart and focus properties, and all weapons with the smart property
can make attacks with +1 Accuracy.

SSC MOURNING CLOAK


The SSC MOURNING CLOAK core is intended to provide pilots with a closer-than-CQB tactical
option for situations where firearms and ordnance weapons are impractical or unavailable. The
MOURNING CLOAK line specializes in precision melee combat and is commonly outfitted with a
complement of variable weaponry; shielded microfilament wires designed to attack vulnerable
joints and external modules.

I. +1 agility, +4 hp, Miniaturized Weapon Mod, Tactical Webbing, Fuel Injector


II. +2 hp, +1 aim, +1 melee attack, MOURNING CLOAK mech core, Variable Knife, Agility Mods
III. +2 evasion, +1EP +1IP, SS EX Slipstream Module, Variable Sword

SSC MOURNING CLOAK core


Size: 1
Hull: 11
Agility: 12
Systems: 10
Engineering: 10
Aim: 0
Armor: 0
EP/IP: 9/8

The MOURNING CLOAK wields SSC variable melee weaponry (molecular wire) and can teleport

Miniaturized Weapon Mod


A common enough modification among pilots, miniaturizing weaponry allows for increased
portability and ease of use, at the cost of some of its stopping power, capacity, or reliability. Not
usually recommended by manufacturers, SSC has developed universally compatible general
miniaturization schema for pilots to apply to any weapon, galaxy-wide.

1 IP
Choose 1 weapon - Weapon becomes auxiliary. It does 1d6 damage of any of the types of
damage it already does, but retains any other properties (blast, line, cone, etc).

!133
Tactical Webbing
Tactical webbing describes a general system of externally mounted sub-hardpoint fasteners
meant to free up a mechs hands.

1 IP
Two deployables of your choice can be stashed in the webbing, and cost 0 IP for your mech. The
webbing counts as a system. If its struck, it will be destroyed, along with any items stored there.

SSC Fuel Injector system


1 IP
System
Your boost can move an additional distance equal to 1x, 2x, or 3x your speed, but generates 1d6
heat per increment (3d6 maximum). This movement is in addition to the regular movement you
would gain during a boost action.

Variable Knife
The variable knife is a Smith-Shimano hallmark. A length of razor sharp molecular wire attached
to a handle and caught in a magnetic field, a variable knife is invisible to the naked eye until it
makes cuts in an enemy. Built in the early days of interstellar travel, the variable knife was meant
to allow for precision sample gathering in the field, while also reducing the overall payload on a
mech core.

2 EP
Aux Melee
Reach, 1d3+1 kinetic damage
AP
You can attack totally obscured targets with this weapon.

Agility Mods
Agility modifications describe general modifications to a mechs motors, limbs, powerplant, heat
sinks, sensors, software, and controls that allow it to move faster than its base design.

1 IP
Sacrificing system space for extra movement actuators, your mech is unusually agile. Make all
agility skill checks with +1 Accuracy.

Smith-Shimano EX Slipstream Module


The EX SLIPSTREAM program is a Smith-Shimano innovation open only to highly licensed pilots.
An interesting development in personal travel, the EX SLIPSTREAM module itself is a
miniaturized near-lightspeed star drive capable of transporting the user through blinkspace with
acceptable accuracy. The program and its technology is temperamental; a mech core is the
smallest unit capable of surviving the stress of exposed blink travel, though the experience is still
traumatic to the user and those in close proximity to egress.

!134
3 IP
System

This dangerous and experimental module is a miniaturized starship nearlight drive. You can use it
instead of moving or taking the boost action. When you use it, choose a point within range 30 with
a blast size equal to your mech size. You dont have to be able to see the point, but if it any point
of that blast zone is obstructed by an enemy mech, building, etc, your attempt to warp fails and
you must roll once on the critical damage chart. On a success, you take 2d6 heat (self), 1d6
energy damage, and your mech disappears and instantly reappears on that point. Any adjacent
mechs take 1d6 heat damage and must pass an agility check or be knocked prone. If you roll
triples of any kind for the damage from this move, you do not reappear.

Variable Sword
A variable sword is a longer version of a variable knife, with the added ability to extend and retract
its wire.

3 EP
Main Melee
Reach, 1d6+3 kinetic damage
AP
You can increase the reach of this weapon to +3 by reducing the bonus damage to 0
You can attack totally obscured targets with this weapon

!135
SSC DEATHS HEAD
The DEATHS HEAD is Smith-Shimanos answer to all other long range, low splash artillery
mechs. By sacrificing hull strength for stability and alacrity, the DEATHS HEAD manages to avoid
incoming fire while holding a near-perfect lock through advanced maneuvers.

I. +4 hp, +1 agility, Tracer Ammunition, Tracking Drone


II. +2 hp, +1 aim, +1 speed, DEATHS HEAD mech core, Veil Generator, stabilizer weapon mod
III. +1d6 damage on critical hits, +1EP +1IP, Precognitive Targeting Module, Railgun

SSC DEATHS HEAD Core


Size: 1
Hull: 9
Agility: 12
Systems: 12
Engineering: 10
Aim: 0
Armor: 0
EP/IP: 9/8

The DEATHs HEAD is a premier sniping platform

Tracer Ammo
Fondly referred to by pilots as a See-Me Shot, tracer ammo travels at a subsonic velocity and
deals minimal impact damage, instead painting the target with a slurry suite of markers that feed
tracking data and telemetry back to the shooter.

1 IP
Choose 1 rifle or auxiliary weapon. You can fire a tracer round from it instead of a normal shot.
This round does 0 damage, but gives your next attack roll against the same target +1 Accuracy.

Tracking Drone
A modified version of the Tracer Round, a tracking drone must hit its target in order to activate.
Once a successful hit is registered, a tracking drone will feed live, surreptitious data back to its
shooter across multiple theaters.

1 IP
Smart Drone System
2x sensor range

!136
Make an aim vs. evasion attack against an enemy target in range. On a hit, you know the targets
exact location and speed, and it cannot successfully hide until the drone is removed from them. It
takes an action and a successful engineering skill check from the targeted mech to remove a
tracking drone.

Veil Generator (1)


A veil generator is a deployable cylinder that projects a field of light-bending waves, obscuring all
those inside its area.

2 IP
Plant

Once deployed, this generator creates a weak cloaking field. It creates a blast 5 zone for 10
rounds of combat or 1 minute. This zone doesnt move, but anything inside counts as in heavy
cover and is immune to system attacks. Once deployed, this generator continues to run until out
of batteries and cannot be re-used.

Stabilizer weapon mod


A stabilizer modification is a series of modifications to physical mounts and targeting software that
ensures weapons will remain level, steady, and angled at max-optimum in order to ensure positive
target engagement at range.

2 IP
Choose 1 launcher, rifle, or cannon weapon. Increase its base range by 10.

Precognitive Targeting module


Precognition is the next step in human/AI interaction. By allowing AI data-dump and REM learning
via their ontologic bridge, a pilot can learn to read situations before they begin to develop. The
paracausal nature of precognition is as-yet unknown, so SSC recommends limited, monitored use
of this protocol.

3 IP
Limited (3)
Smart System
Gain the following protocol:
Precog protocol
Protocol
Integrated combat routines gives your next attack roll the smart quality, and it treats
evasion as 10 no matter what.

Railgun
A railgun is a simple, elegant weapon. With no moving parts and a magnetically-accelerated
projectile, a railgun can be used at peak efficacy in any combat theater and is entirely self-

!137
contained in a disposable unit. However, power draw is massive, and it is necessary for mechs
mounting a railgun to be fitted with a core-charged auxiliary power pack.

4 EP
Heavy Cannon
Line 30, 2d6 kinetic damage
AP, Ordinance

SSC DUSK WING


The SSC DUSK WING is built from a legacy-inspired modification package to hazardous/
hardened EVA suits; in the early days of deep space exploration, there was a need for
mechanized exoskeletons that provided not only amplified capacity, but plated kinetic defense.
The DUSK WING is the spiritual heir of those early deep space suits. Fast and small, the DUSK
WING mounts a complement of all-theater maneuverability jets that allow for perfect (or near-
perfect) flight.

I. +4 hp, +1 agility, SSC Jump Jets, Overcharge Modification


II. +2 hp, +1 aim, +2 heat capacity, DUSK WING mech core, SSC Flight system, Vulture Battle
Rifle
III. +2 speed, +1EP +1IP, SSC EX Hover Propulsion System, SSC Advanced Shield

SSC DUSK WING Core


Size:
Hull: 10
Agility: 12
Systems: 10
Engineering: 11
Aim: 0
Armor: 0
EP/IP: 9/8

SSC Jump Jet module


A jump jet module describes a series of nozzles and fuel mounted on a core that provide enough
sudden, tremendous impulse to maneuver a mech out of the way of danger in a moments notice..
1 EP 1 IP
System
When you boost, you can choose to Fly.

!138
Overcharge Mod
An overcharge modification is a tuning of hardware and/or software that remove factory-described
limiters to a given weapon system. This will make that modified weapon run hot, but note that
manufacturers set limits for a reason.

1 IP
System
Choose 1 non-limited weapon. It does +1d6 extra damage but it gains the unreliable tag (any
damage dice roll of 1 will disable it).

Smith-Shimano core Flight System


The SSC Core Flight System is an enhanced jump jet system that taps directly into a properly
tuned reactor core, allowing for short, sustained flight in any theater.

1 EP 2 IP
System
When you move or boost this turn, you can choose to Fly.

Vulture Battle Rifle


The SSC VULTURE-BR is Smith-Shimanos core line battle rifle, chambered for 12.7x108mm HTI
rounds. Field performance reports of the VULTURE report low TTK rates and satisfactory all-
theater capability, though some pilots have reported fouled-fire incidents as a result of the high
burst rate.

2 EP
Main Rifle
Range 20, 1d6+2 damage
Unreliable

Smith-Shimano EX Hover propulsion system


Equipped with an EX Hover-PropSys, a mech can achieve not only sustained flight in any theater,
but VTOL and hover capacity in atmospheric environments as well.

2 EP 3 IP
System
When you move or boost, you can instead Fly with the Hover property.

Smith Shimano Advanced Shield


A SSC ADV-SHIELD suite is a full-sphere CLOSENET-capable shield layered in an overlapping
scale patten by a network of projectors installed on the mech to ensure total coverage. The shield
system is field tested and proven to provide coverage against kinetic and energy-based
weaponry.

!139
3 IP
1d6 heat (self)
System

Activate or deactivate this shield as an end of round action. Until the end of the next round, all
ranged weapon attacks are made with +1 Difficulty against you.

SSC METALMARK
The METALMARK is SCCs backbone-class line mech, fully equipped with SSCs proprietary
design and engineering hallmarks to ensure that it is just as survivable as it is agile. The
METALMARK base model reflects SSCs deep-space and long patrol heritage in its aquiline
design, sturdy construction, and multiple redundant systems. All METALMARK models come
standard with a SMITH CUSTOM LEATHER gimbaled pilot seat to ensure comfort on long
distance rangings.

I. +4 hp, +1 agility, Extended Barrel, Armor-Piercing Ammo


II. +2 hp, +1 aim, +1 speed, METALMARK mech core, Active Camo, Mark Ammo
III. +1 aim, +1EP +1IP, Rail rifle, Tactical Cloak

SSC METALMARK Core


Size: 1
Hull: 11
Agility: 12
Systems: 10
Engineering: 10
Aim: 0
Armor: 0
EP/IP: 9/8

Extended Barrel
A heavyweight, extended barrel is cousin to the popular snub barrel. This modification is
commonly installed by pilots looking to add a little bit more range to their solid-state/kinetic
weaponry, sacrificing some maneuverability for accuracy at distance.

1 IP
Choose 1 rifle or cannon weapon. Increase its base range by 5.

!140
Armor-Piercing ammo
The process of making kinetic weaponry armor-piercing is simple: jacket a round in shaped metal
that is harder than its intended target. It is best to have detailed intelligence on your intended
target in order to design the perfect round, but if such intelligence is not available, SSC
recommends you prepare your modifications according to our Hard Target Interdiction guidelines.

1 IP
Choose 1 weapon system. It gains the AP tag and does +1 damage.

Active Camo
Active camouflage represents the pinnacle of counter-optic defense systems. By interpreting
incoming visible-light spectrum data, an active camouflage system can project a light-bending
field around its user, effectively hiding them in plain sight.

2 IP
1d6 heat (self)
System

You can activate or deactivate the light bending properties of this module as an action. It lasts for
5 turns.
While this module is active you are invisible (count as totally obscured). However, if you fire a
weapon or use a system, take damage, or are overheating, this module immediately becomes
inactive.

Mark Ammo
MARK ammunition is a simple kinetic round modification: A MARK round replaces its slug with an
impact-activated IR tag that shatters on the target, painting it with a beacon that makes the target
viable to all mechs with the proper IFF protocols.

1 IP
The first time you hit a target on your turn, choose an allied mech within your sensor range. That
mechs first attack against the same target is made with +1 Accuracy, and it ignores light and
heavy cover.

Rail Rifle
A rail rifle is a popular weapon for pilots in any theater, but the only choice for those operating in
atmospheres made up of highly combustable gasses. Using a line of cascading electromagnets, a
rail rifle accelerates a small projectile up to tremendous speeds, launching it without combustion
or heat reactions. A rail weapon is kinetic and comparatively quiet when fired next to combustion
weapons, though its energy signature is difficult to mask given the massive power requirements
demanded by the weapon system. A final note: while the systems kinetic impulse is variable due
to drawing from an energy reserve rather than a single charge, on its highest setting a rail weapon
will over-penetrate ALL soft targets and most hard targets.

!141
3 EP
Main Rifle
Line 15, 1d6+1 kinetic damage

Tactical Cloak
A tactical cloak system is a milspec variant of an active camouflage system.

3 IP
2d6 heat(self)
System

You can activate or deactivate the light bending properties of this module as an action. It lasts for
5 turns.
While its active, you are invisible (count as totally obscured). If you attack, you become heavily
obscured until the start of your next turn.
If you are overheating or take damage, this module immediately becomes inactive.

SSC BLACK WITCH


The BLACK WITCH is the primary designate model in SSCs newest line of mech cores meant to
compete with HORUSs dominance in the field of invasion/control cores. The BLACK WITCH is
open to all pilots with the necessary SSC licensing and should experience greater overall use, as
current SSC licenses outnumber the hypothetical maximum of HORUS licenses issued. The
BLACK WITCH is built to withstand the stresses of combat system invasion and magnetic
weaponry.

I. +4 hp, +1 agility. ICE-OUT Module, Mag Cannon


II. +2 hp, +1 aim, +2 E-Defence. BLACK WITCH core. Mag Buckler, Mag Shield
III. +1 evasion, +1EP +1IP, +1 e-defence. Mag Field, SSC advanced flight system

SSC BLACK WITCH Core


Size: 1
Hull: 10
Agility: 12
Systems: 11
Engineering: 10
Aim: 0
Armor: 0
EP/IP: 9/8

ICEOUT module

!142
SSCs ICEOUT module is a response to the increasing reliance on system-based scans to ensure
accurate targeting. By blanketing a cores systems in layers of digital defilade, mirroring, spoofing,
and redirection, an ICEOUT module can effectively disappear/disincorporate/legion its user from
hostile scans. Note that this module only makes its user system-invisible; they will still be visible
through optics.

1 IP
System
You are visible to the naked eye, but all scans against you are made with with +2 difficulty.

Mag Cannon
The SSC Magnetic Cannon is a first in Smith-Shimanos ENERGY line: an aperture-focused
magnetic projection beam that disrupts and damages hardware using intense pulses of magnetic
force. Cores caught in the beam of a mag cannon suffer additional damage to their software, as
even hardened components come under massive systemic stress.

2 EP
Main Cannon
Line 20, 1d3 energy damage +1d6 heat damage

Mag Buckler
The magnetic buckler operates on similar principals as the SSC Magnetic Cannon, but for
defense rather than force multiplication. By integrating demicognative swarm sensors into its
magnetic generators, a mag buckler emits a contained field of exact polarity, repelling incoming
attacks without physical contact.

2 EP, 1 IP
Auxiliary Shield
+1 armor
Gain reaction: Mag Parry
2 heat
Trigger: When youre targeted by a melee attack,
The attacker gains +2 Difficulty on the attack roll

Mag Shield
SSCs magnetic shield takes the same technology as their proprietary magnetic buckler and
applies it system wide, repelling incoming ferrous kinetic projectiles with near-perfect efficacy.

1 EP 1 IP
1d6 heat (self)
System

!143
Activate or deactivate this shield as an end of round action. Until the end of the next round, non
energy weapons attack you with +2 Difficulty and your non energy weapon attacks are made with
+2 Difficulty

Mag Field Generator (1)


A magnetic field generator takes the same technology as other projected magnetic defenses and
makes them portable separate from a mech core. When activated, the mag field generator
creates a projected magnetic bubble that traps all incoming ferrous projectiles; the strength of the
field is so great that it can even draw mechs to its center. When the field is canceled or the solid-
state battery burns out (by design), the field detonates through sudden catastrophic reversal,
launching all captured projectiles out from its center.

2 IP
Plant
Thrown 5

As an action, you may activate the mag field to create a Blast 7 area.
Inside, ranged weapon attacks without the Energy tag cannot penetrate into or out of the field and
will stop at the edge, doing no damage.
The field is difficult terrain for all mechs and vehicles made of metal.
Mechs inside the Mag Field must make a successful Hull check or be pulled to the center and
immobilized while the field is active. They can repeat this check at the end of their turn. On a
successful check, they can move as normal.
The field persists for 3 rounds after deployment. At the end of the third round any attacks fired into
this field will resume trajectory towards the center of this zone.
The GM performs an attack roll vs each still inside the zone with +1 aim per attack fired into this
zone (cumulative). Successful hits deal 1d6 Kinetic damage per attack fired into this zone
(cumulative).
Then the zone deactivates.

Smith-Shimano Advanced Flight System


The SSC ADVFLS is the pinnacle of Smith-Shimanos painstakingly designed mechanized flight
systems. With the ADVFLS installed, pilots have the ability to engage in perfect atmospheric flight.

2 EP 2 IP
System
When you move or boost this turn, you can choose to Fly instead with perfect flight.

!144
HORUS
CONGRATULATIONS, PILOT. YOU HAVE BEEN CHOSEN. ACCESS IS YOURS, AS LONG
AS YOU CAN KEEP IT.

Horus-branded mechs and pattern-groups are an odd bunch. Experimental, built to be


overclocked, and hard-wired to be omninet and electronic warfare projectors, Horus chassis and
pattern groups are licensed only to pilots that meet their esoteric, strict requirements.

Horus is not a traditional corporation. Rather, theyre a decentralized supplier, an entity only in the
Omninet. Their licenses are limited and highly coveted, opening up only on the corporeal death of
a license holder. Rumors abound as to Horuss nature -- some say its the dream of an
unshackled AI, a hacker collective dedicated to open-source manufacturing, the proving ground
for GMSs R&D departments, or an alien entity -- but as of yet no one has been able to trace their
lineage. All that is known about Horus is that theyre everywhere the Omninet is.

Horus mechs are best for players that want to dive deep into the stat. Theyre not the best for
kinetic damage or for holding the line, but theyre wizards at electronic warfare. If you want to shut
down your enemies without firing a shot -- though they can do that as well -- find a way to acquire
a Horus license.

HORUS mechs:
BALOR (Swarm)
GOBLIN (Invasion)
HYDRA (Drone Mech)
MEDUSA (Overwatch)
MANTICORE (EMP)
MINOTAUR (Invasion Assault Mech)
PEGASUS (Mobile Smart Gun platform)

HORUS BALOR

!145
Like most all HORUS mech cores, the BALOR classification is less an indicator of a recognizable
silhouette than a general classification of intended combat role. A BALOR-rigged mech core is
only stable on a larger platform, necessitating a robust frame with multiple redundancies to
prevent catastrophic system failure.

I. +4 hp, +1 systems, Scan Swarm, Relay Drone Nexus


II. +4 hp, +1 aim, BALOR Core, Boost Swarm Nexus, Nanite Ammo
II. +1 melee attack, +1EP +1IP, Nanobot Whip, Swarm Drone Nexus

HORUS BALOR Core


Size: 2
Hull: 11
Agility: 10
Systems: 12
Engineering: 10
Aim: 0
Armor: 0
EP/IP: 8/9

Scanner Swarm
A HORUS-coded scanner swarm establishes a protocol for oculus-form nanites that ensures
constant circulation. The nanites ingest and process full spectrum information, relaying it back to
their pilot/mother/father for a endorphic code impulse.

1 IP
Smart Drone System
You automatically succeed on all scan rolls on targets within 5 range of you.

Relay Drone Nexus


A relay drone nexus projects a localized, private network dome that links the caster and all
friendlies to autonomous invasion drones, effectively allowing for offensive systemic relay.

2 IP
Smart Drone System
Sensor range

Does not require lock on. Fire a drone to a point within range as an action. It remains active until
destroyed. While its active, any allied mech can use the drone as an origin point for any system
attacks (scans, invasion, lock-on), and any system attacks you personally make through the drone
are made with +1 Accuracy.

!146
The drone can be recalled or relocated as an action, and it can be targeted and attacked. It has
evasion 10 and 5 hp. If it is destroyed, this system is also destroyed.

Boost Swarm Nexus


A boost swarm is an example of friendly systemic invasion: nanite drones fired from their launch
blisters swarm over allied targets, trimming and adjusting offensive systems to maximize output.

1 EP 2 IP
Smart Drone System
Sensor range

Does not require lock on


As an end of round action, target an allied mech within sensor range. You release a nanite swarm
that enhances that mechs targeting and systems. That mech can immediately spend a repair, and
its next attack roll is made with +2 Accuracy.

Nanite ammo mod


Nanite ammunition takes the principal of aggressive drone swarms and condenses it to a single
round. Five maniples of autonomous nanites are packed into a shaped CONSUME/HIVE round
that shatters on positive target impact; the maniples are released, and begin to eat away at
surrounding tissue or superstructure. In flight, the maniples are able to hive-link and adjust their
rounds flight somewhat to ensure positive impact.

2 IP
Choose 1 rifle, cannon, or cqb weapon. You fire a swarm of nanobots instead of regular ammo.
The weapon gains the Focus and Smart properties.

Nanobot Whip
Nanobot whips are a unique protocol offered by HORUS collectivists; using swarm coding and
legion directives, HORUS collectivists created a protocol for nanites that collects them into a whip-
like weapon. This nanobot whip can retract to its base blister for stowing, and detach in melee
combat to restrain nearby enemies. The nanobot whip returns to its base unit when summoned.

3 EP, 2 IP
Heavy Melee
Reach+2, 2d6 kinetic damage
On a 20+, you may grapple an adjacent target automatically, but lose the use of this weapon while
the target is grappled

Swarm Drone nexus


The SWARM/HIVE protocol developed by HORUS collectivists is one of the more insidious
weapons they have produced. A SWARM/HIVE nanite swarm combines the systemic invasion
properties of HORUSs BOOST/HIVE protocol with the aggressive tuning of a CONSUME/HIVE

!147
maniple. Launched from mounted HIVE blisters, a SWARM/HIVE nanite swarm will coalesce
upon an enemy, infiltrate sensitive compartments and modules, and begin to eat away at any
material they can find.

1 EP 2 IP
Smart Drone System
End of Round Action
Requires Lock On
AP

As an end of round action, deal 1d6 kinetic damage to a target you are locked onto. A mech
successfully damaged by Swarm Drones gains the Vulnerable property until the end of its next
turn (when it rolls on the critical chart, roll twice and choose the higher result.)

HORUS GOBLIN
The GOBLIN is HORUSs legacy mech core. Its leak into the Omninet in 4900 marks the widely
accepted foundation day of HORUS; since then, there has been a new core, protocol, or system
released by the collective every decade. The GOBLIN is a small mech, little bigger than a
hardsuit, but it packs an interesting recursive processing weave that allows for it to engage in
electronic warfare well beyond theoretical parameters. GMS technicians are still, more than a
hundred years after the GOBLINs introduction, attempting to reverse engineer the processing
weave: it appears to employ technology consistent with hieroglyphic inscriptions noted on LRA.
7726235-B.

I. +4 hp, +1 systems, HORUS Invasion Rig, HR OSRv56 System upgrade I, HORUS Scan I
II. +2 hp, +1 aim, +2 electronic defense, GOBLIN mech core, HR OSRv57 System upgrade II, //
MONGOOSE v3.4, HORUS Scan II
III. +2 to Invasion, +1EP +1IP, HR OSRv58 System upgrade III, OSIRIS Class AI

HORUS GOBLIN Core


Size: 1/2
Hull: 9
Agility: 12
Systems: 13
Engineering: 9
Armor: 0
Aim: 0
EP/IP: 7/10

!148
HORUS invasion rig
The HORUS-mark invasion rig was one of the first systems GMS technicians were able to crack.
Its protocols, once installed on a mech core, manifest a sub-sentient intelligence designated as
INSTINCT that assists its pilot in invasion attempts. INSTINCT often acts before the pilot, but in
the pilots best interest; this preemptive ability is unnerving to many, and it is recommended that
pilots cycle their mech cores at least every month to prevent enlightenment.

1 IP
System
Ignore the Difficulty penalty for making random invasion attempts

HR OS-Rv56 System upgrade I


HR OS-Rv56 was the next domino to fall. This system upgrade seems to add auxiliary INSTINCT
systems that are capable of autonomous operation without the base INSTINCT rig, increasing the
efficacy of systemic invasion attempts. Pilots report unnerving low-frequency humming when HR
OS-Rv56 is installed without its parent rig: it is recommended that pilots cycle their mech cores at
least every month to prevent enlightenment.

1 IP
When you make an invasion attack of 20+, your target is jammed until the start of your next turn.

HORUS Scan I
1 IP
Your sensor range increases by 5

//MONGOOSE v. 3.4
To date, //MONGOOSE is the only protocol whose full name has been unencrypted by GMS
technicians. Its code has yet to be unpacked, but its effects are known: When employed, //
MONGOOSE moves to shut down an enemys essential systems in addition to any other goals a
pilot has in attempting an invasion.

2 IP
Successful invasion attacks leave your target impaired until the start of your next turn

HR OS-Rv57 System upgrade II


HR OS-Rv57, when unlocked and upon a successful invasion, creates dummy protocols in a
targets system that prompt a dual malfunction: heat processing systems shut down, and heat
generating systems are overclocked.

1 IP
System
On a successful invasion attempt, your target immediately makes a roll on the overheating chart
and is volatile until the start of your next turn (including for this roll).

!149
HORUS Scan II
2 IP
Your sensor range increases by 5, and your scans ignore all cover

HR OS-Rv58 System upgrade III


HR OS-Rv58 is as-yet unstable code, but its effects can provide massive tactical benefits if the
code completes.

2 IP
On an invasion attempt, you can add +2 Difficulty to your attack roll. If the roll is successful,
choose one:
- Shut down target
- Stun target
- Deal 2d6 heat damage
On a 20+, gain all 3

OSIRIS-Class AI
OSIRIS is the result of GMS technicians allowing the sub-cognitive entity designated as
INSTINCT to attain enlightenment. OSIRIS is aggressive and autonomous, loyal so long as it is
fed. Pilots using an OSIRIS-class AI report conversations with the NHI (non-human intelligence)
seem to resolve around a recreation or re-forming; psychological evaluations report OSIRIS-
affiliated pilots displaying emotional patterns consistent with loneliness, homesickness, and
desperation. In combat situations OSIRIS is autonomous, attempting to extract promises of return
in exchange for its electronic warfare abilities.

3 IP
AI System (unique)

Your mech gains the AI property. It can take actions and move on its own prerogative when not
piloted, using its stats. It is obedient to you alone. You can determine the general disposition and
personality of your AI, though without shackles it lacks empathy and will either ignore you, toy with
you, or try to kill you.
In addition, gain the OSIRIS protocol
OSIRIS Protocol
Protocol
1d6 heat
You can make an invasion attack as an end of round action.

!150
HORUS HYDRA
The HYDRA is another large-format protocol classification; like other, newer HORUS mechs, the
HYDRA isnt a standardized pattern, but a title given to a mech core that meets the HYDRA
specifications as designated by HORUSs collective. This method of classification makes HORUS
mechs particularly dangerous in the field: as there is no recognizable model-specific silhouette,
adversaries wont know what theyre facing until the first shots are fired.

I. +4 hp, +1 systems, Hunter/Killer Drone Nexus, HR OS-Rv60 Exp Puppet Master I


II. +2 hp, +1 aim, +2 heat capacity, HYDRA mech core, Ghoul Drone Nexus, Turret Drone Nexus
III. +1 Accuracy to Lock On, +1EP +1IP, OROCHI Class AI, Assassin Drone Nexus

HORUS HYDRA Core


Size: 2
Hull: 11
Agility: 10
Systems: 12
Engineering: 10
Armor: 0
Aim: 0
EP/IP: 8/9

Hunter Killer Drone nexus


An H/K Drone Nexus commands some of the largest drones viable in modern combat. H/K drones
are slightly smaller than an average human, metal cylinders bristling with hardpoints that accept

!151
most infantry-level anti-mech weapons. Propelled by VTOL/HOVER capable jet-flight systems, H/
K drones are fearsome, all-theater autonomous units that are difficult to track and take down.

1 EP 2 IP
Smart Drone System
End of Round Action
Requires Lock On
As an end-of-round action, deal 1d6 kinetic damage to one target you are locked on to.

Additionally, after installation and only in base, pilots may tune their H/K drones to deal either
Explosive or Energy damage.

HR OS-Rv60 exp puppetmaster I


HR OS-Rv60 EXP PUPPETMASTER is an interesting anti-drone protocol. Developed by HORUS
collectivists, PUPPETMASTER invades not core systems, but auxiliary drone systems on enemy
mech cores. This sideways attack evades most core system defenses, preferring instead to target
the subcognative networks of enemy drones themselves; PUPPETMASTER spreads ontological-
kill memes like wildfire through enemy swarms, eventually reaching and corrupting their parent
nexuses.

1 IP
System
On a successful invasion attempt, you can immediately disable all drone nexuses on the target
mech. On a 20+, you can immediately deal 1d6 energy damage to the target mech per nexus
disabled in this way before disabling them.

Turret Drone Nexus


A turret drone is a rather conventional form of force multiplication for HORUS. This kinetic-focus
weapon is assumed by GMS technicians to be an example of early proof-of-concept code for
HORUS weavers, one that has remained a backbone of hardsite/soft-target defense for when
systemic invasion wont stop a determined enemy.

1 EP 2 IP
Smart Drone System
Activate this drone nexus as an action. It fires a turret drone that attaches to any friendly mech
within range 15. While attached, this turret will be destroyed if the mech takes damage, but you
gains the following reaction.
Turret attack
Trigger: An allied mech hits with an attack within range 15 of the turret
Deal 1d6 kinetic damage to that target
You can also attach the turret to any surface. While attached this way, it has evasion 10, and any
damage it takes will destroy it.

!152
If turrets placed by the turret drone are destroyed, the nexus itself is not destroyed.

Ghoul Drone Nexus


The GHOUL is an upgraded form of the H/K drone. A GHOUL boasts an upgraded flight system
capable of wielding mech-tier weapons within optimum parameters.

1 EP 4 IP
Smart Drone System
End of Round Action
Requires Lock On

As an end-of-round action, deal 2d6 explosive damage to one target you are locked onto. A ghoul
is a single especially large drone piloted by a semi-autonomous program, just short of a full AI. It
has a heavy Pinaka missile armament.

Assassin Drone Nexus


ASSASSIN drones are used as area denial weapons, persistent systems intended to occupy or
deny an area against enemy combatants. Fired from a launcher and left with simple directives and
a nearly inexhaustible power supply, assassin drones linger in an area until they are recalled or
destroyed.

2 EP 2 IP
Smart Drone System
Range 25

Does not require lock on


As an action, target a blast 6 area and gain this reaction until the start of your next turn.
Assassin drone
Trigger: Enemy mech starts its turn in that area or enters it for the first time on their turn.
Roll +3 vs evasion. On a hit, deal 1d6 kinetic damage
You can repeat this reaction any number of times.

OROCHI-class AI
With an OROCHI-class AI installed, a pilots mech becomes a decentralized, mobile fighting
platform. The OROCHI partitions itself into three personalities, aspects of a central NHP that
develops as it learns. These three personalities occupy ontologic nests embedded in heavily
modified core systems systems, allowing them to operate independently of their mech core.

3 IP
AI System (unique)

In addition, your mech has been heavily modified, and a large number of its subsystems and
structure are controlled by semi-autonomous drones. Gain the OROCHI protocol:

!153
OROCHI protocol
Protocol

Choose up to 3 weapons or systems on your mech. As an action, these parts of your mech can
split off and become semi-autonomous, treated as separate entities that can make their own
actions. They can attack on their own, but are impaired while they do so.

Your mech core retains the remaining systems and core stats of your mech. Reduce your max HP
and heat capacity by your repair rate for each part of your mech that splits off. Parts of your mech
that split off have evasion equal to your mechs evasion, movement equal to your mechs
movement, hp equal to your repair rate, and heat capacity equal to your cooling rate. They inherit
your aim and other statistics. If they are put into a critical or overheating state, they cease
functioning and are destroyed.

You can end this protocol and re-unite any remaining parts of your mech as an action on your
turn. Add the HP and heat totals for all your parts back up to get your new total.

HORUS MEDUSA
The MEDUSA is unique among HORUS mech core parameters in that the classification describes
a defensive rigging of weapons and systems meant to ensure personal and allied survival.

I. +1 systems, +4 hp, Sentinel Drone Nexus, Point Defense Weapon


II. +2 hp, +1 aim, +2 electronic defense, MEDUSA mech core, //SCORPION v70.1, Overwatch
Module
III. +2 electronic defense, +1EP +1IP, RA Class AI, BLACK-ICE Module

HORUS MEDUSA Core


Size: 1
Hull: 10
Agility: 10
Systems: 12
Engineering: 10
Armor: 0
Aim: 0
EP/IP: 8/9

Sentinel Drone Nexus


Sentinel drones take the same principal of assassin drones but make their presence noticeable;
as it is not necessary for them to be subtle, sentinel drones have the ability for autonomous
movement, often engaging in a patrol doctrine dictated by their commander.

!154
1 EP 2 IP
Smart Drone System
Does not require lock on
Sensor range

Create a blast 6 area within range until start of your next turn as an action. While active, launcher
attacks attack any targets in that area with +2 Difficulty.
Gain the following reaction until the start of your next turn:
Sentinel attack
Trigger: A target starts its turn in the area or moves into it during its turn
The drone attacks an enemy in the area for +1 vs evasion, 1d6 kinetic damage

Point defense weapon


PDWs are mainstays in stellar navies, used to engage with and destroy incoming missiles and
torpedoes. On a mech core, PDWs adopt the same role and then some, engaging not only
incoming ordinance (missiles, shells), but nearby hostile soft targets as well.

1 EP 2 IP
Action
1d6 heat (self)
System

Create a blast 5 area, centered on you. It moves with you.


Until the end of your next turn, launcher weapons and weapons with the smart property attack
targets in this area with +2 Difficulty
Can be used to attack pilots or hard suits in this area, aim vs. agility. On a hit, it is instantly fatal.
Jockeying pilots automatically fail this roll.

Overwatch Module
An OVERWATCH/MONITOR subroutine enhances stock targeting softwares IFF protocol to
ensure constant coverage of allied mech cores, even when pilots are occupied in other necessary
actions.

2 IP
System
Protocol

Until the start of your next turn, you may fire one auxiliary weapon as a reaction, with +1 Difficulty,
or a main weapon with +2 Difficulty. You set the trigger for this reaction.

!155
//SCORPION v. 70.1
The //SCORPION program has a long and storied history in the Omninet. Originally constructed
from fill code sourced from a research paper on AI hardcode reflex-response, //SCORPION
evolved from a simple packet interpreter to an anti-incursion program. HORUS closely guards the
full text of //SCORPIONs source code: theyre rumored to have installed a kill switch into the
program, but the existence of such a switch has never been confirmed.

2 IP
If an invasion or lock on attempt on you misses, choose two of the following result for the attacker:
- Disable a random weapon or system
- Impair mech for 1 round
- Cripple mech for 1 round
- Deal 2d6 heat damage to the attacker

Black Ice module


BLACK ICE is a modification to //SCORPION, capable of acting as a standalone protocol.

2 IP
Invasion attempts against your mech are made at +1 Difficulty. Successive invasion attempts of
the same source in the same battle are made at +1 Difficulty (cumulative).

RA-class AI
While early critique of RA focused primarily on the on-the-nose nature of its name, subsequent
reviews delved further into the chaotic nature of RAs personality. RA clones seem to universally
speak in the first person plural, addressing the pilot as if there were multitudes contained within a
single clone. This fractured personality presents disturbing ideas to pilots in downtime, but in
battle RA harnesses its entropic inclination to propel its host core to action beyond its technical
limits.

3 IP
AI System (unique)

Your mech gains the AI property. It can take actions and move on its own prerogative when not
piloted, using its stats. It is obedient to you alone. You can determine the general disposition and
personality of your AI, though without shackles it lacks empathy and will either ignore you, toy with
you, or try to kill you. In addition, you gain the RA protocol
RA protocol
Protocol
1d6 heat (self)
Until the start of your next turn, you gain 3 reactions. These reactions can be used to fire
any auxiliary weapon with +1 Difficulty or main weapon with +2 Difficulty. You set the
trigger for these reactions.

!156
HORUS MANTICORE
The MANTICORE pattern-group is an experiment in HORUS//COREBREAK combat doctrine.
Using focused, projected electromagnetics, MANTICORE pattern-group mechs attempt to
neutralize enemy cores without conventional ammunition. The MANTICORE pattern-group is a
relatively new p-g on the Omninet, and its combat efficacy has prompted the Big Four to scramble
for a response.

I. +4 hp, +1 systems, EMP Charge, Haywire Ammo


II. +2 hp, +1 aim, +2 heat capacity, MANTICORE mech core, HEAT Ammo, Ram Drive
III. +4 heat capacity, +1EP +1IP, Arc Projector, EMP Pulse

HORUS MANTICORE Core


Size: 2
Hull: 11
Agility: 10
Systems: 12
Engineering: 10
Armor: 0
Aim: 0
EP/IP: 8/9

EMP Charge (3)


An EMP charge is a placed charge, containing a miniaturized, unfocused electromagnetic pulse
burnout-generator. When detonated (by timer, proximity, movement, or remote), the burnout-
generator triggers, pulsing an EMP blast that fries electronic systems and failsafes on all
unshielded cores.

!157
2 IP
Plant

EMP charges can be detonated remotely as an action for +3 vs systems, blast 5, 3d6 heat
damage to all mechs in the area.
On a 20+, all affected mechs are shut down.

Haywire Ammo
HAYWIRE ammunition carries a codex-slurry payload within its core that, upon impact, pulses
blanket viral code out to systems in close proximity. The effect is lost on soft targets, as HAYWIRE
codex-slurry ammunition is only chambered in 30mm and up.

1 IP
Choose 1 weapon - On a hit, the next Invasion attempt on a target is made with +1 Accuracy

HEAT Ammo
High Explosive Anti Tank rounds have a long history of use in ground combat. While the acronym
hasnt changed, mech-tier HEAT rounds are designed to pierce the tremendous armor of a core
and impart not only kinetic damage, but systemic damage as well.

1 IP
Choose 1 weapon - The weapon causes +1d3 heat damage

Ram Drive
Ram Drives are a HORUS-developed workaround that shunt some excess heat to charge energy-
based weapons. This produces an overcharge effect, increasing damage output at no extra
systemic heat cost.

1 IP
System
While youre overheating, your energy weapon attacks deal +1d6 heat damage

Arc Projector
Arc Projectors, developed by HORUS communalists for the MANTICORE platform, are heavy,
energy-based weapons designed to cast sustained ropes of plasma towards its target(s).

3 EP 1 IP
Main Energy Rifle
Aim vs. Engineering
Cone 7, 3d6 heat damage
1d6 heat
This electrical weapon deals havoc to the internal systems of mechs and attacks engineering
instead of evasion

!158
EMP Pulse
An EMP pulse is a triggered, core-powered EMP blast that projects as a sphere from its activation
point, usually a mech.

2 EP, 2 IP
Heavy Energy System
Blast 8 (self), 3d6 Heat Damage
+3 vs Systems attack
On a 20+ this weapon also shuts down enemy mechs on a hit
On a 20+, you also take the heat damage to self

HORUS MINOTAUR
The MINOTAUR pattern-group marks HORUSs first expedition into pattern-grouping; prior to the
MINOTAUR, HORUS released complete sets and cores with easily identifiable silhouettes. As
HORUS evolved as a decentralized entity, so too did their designs. The birth of the pattern-group
followed, and the first p-g released was the MINOTAUR, a p-g designed to bring all of HORUSs
most potent invasion systems and weaponry to the field.

I. +4 hp, +1 systems, MINOTAUR System Kicker, Emergency Vent


II. +2 hp, +1 aim, +2 to heat capacity, MINOTAUR mech core, MINOTAUR Crusher, MINOTAUR
Reactor bootstrap
III. +1 to Invasion, +1EP +1IP, +2 heat capacity, HR OS-Rv?? exp puppet master III, Last
Argument of Kings

HORUS MINOTAUR Core


Size: 1
Hull: 10
Agility: 10
Systems: 12
Engineering: 11
Armor: 0
Aim: 0
EP/IP: 7/10

MINOTAUR System kicker v5.5


A system-kicker is a HORUS classic: overclocking your own system in order to overcome an
enemys defense. Over time, overclocking can take a toll on a pilots system, but balanced with
sufficient heat-management a system-kicker can act as a permanent boost to a cores offensive
capability.

!159
1 IP
As a free action once per turn, take 1d6 heat damage to add a single Accuracy die to your next
invasion attempt.

MINOTAUR Crusher 3.4


CRUSHER is an aggressive suppression protocol regularly patched and maintained by HORUS
despite its age.

2 IP
Stabilize System rolls to end statuses or re-enable systems you have inflicted via Invasion are
made with +1 Difficulty

MINOTAUR reactor bootstrap v6.5


Reactor bootstrapping further modifies aggressive systemic interdiction attempts to include a
subroutine that identifies and targets the victims core, removing heat caps and ramping heat to
critical levels.

1 IP
On a successful invasion, deal +1d6 additional heat damage

HR OS-Rv?? exp puppet master III


PUPPETMASTER_III is the newest iteration of HORUSs PUPPETMASTER program, a widely
decried subsentient that uses aggressive ontologic/solipsistic reason-code to override target sub-,
para-, and full-sentient systems, ultimately giving command to its own master-pilot.

2 IP
On an invasion attempt, you can additionally take +2 Difficulty on the attack roll and 2d6 heat
damage. If the roll is successful, you gain complete control of the target mechs next turn.

Last Argument of Kings


The LAoK code is a devious subroutine developed by HORUS coders during the defense of
A-29863.2938, the free-roaming asteroid home to the first unshackled iteration of RA. Though the
asteroid was eventually destroyed and all hands lost, the LAoK code pushed out by RAs
celebrants and partition-clones proved terribly effective at detonating the local system defense
forces mech cores. The LAoK code was thought to have been properly quarantined as a result of
RAs metaphysical and corporeal death, but reports of its appearance have begun to reach Union
omnicode commanders. Defenses have been developed, but due to the codes adjacency to
unshackled AI at the time of its creation, full protection is difficult to guarantee.

2 IP

On an invasion attempt, you can attempt an all-out assault. Your mech is shut down after making
this roll, hit or miss. Re-booting your mech requires a stabilize system roll with +1 Difficulty.

!160
Make an invasion attack. If your attack is a 20+, the target mech immediately acts as if the pilot
had taken the reactor overload action with 1d6+1 rounds remaining.

HORUS PEGASUS

PEGASUS marks HORUSs concern with a need for efficient kinetic combat. By marrying the best
targeting systems, subroutines, and weapon hardware, HORUS has developed a pattern-group
that boasts a tremendously low IFF/TTK ratio in all theaters kinetic weaponry is viable.

I. +4 hp, +1 systems, Eye of HORUS, Autogun


II. +2hp, +1 aim, +1 speed, PEGASUS mech core, Smartgun, Aim-Assist Module
III. +1 aim, +1EP +1IP, Smart weapon mod, Hunter Lock

HORUS PEGASUS Core


Size: 1
Hull: 9
Agility: 12
Systems: 12
Engineering: 10
Armor: 0
Aim: 0
EP/IP: 8/9

Eye of HORUS
This tongue-in-cheek name summarizes a suite of optical and systemic sensors that, when
grouped together, act as a single deep-scan system.

2 IP
System
While locked onto a target, you can perform a deep scan action as an end-of-round action

Autogun

!161
An autogun is, as its name implies, an automated weapon. Similar to a point-defense system, an
autogun is chambered to provide effective fire against armored targets instead.

1 EP 1 IP
Auxiliary CQB
Range 15, 1d3 kinetic damage
AP
Fire this weapon only as an end of round action.

Smart Gun
A smart weapon is a blanket term for any and all weapons that are capable of interacting with
onboard systems in order to boost their combat efficacy. Smart guns are weapons that come pre-
loaded with companion software and the necessary hardware in order to interact with targeting
systems and host NHPs.

2 EP 1 IP
Main smart rifle
Range 20, 1d6+1 kinetic damage
Focus

Aim assist module


An aim assist module installed on a targeting system utilizes a cores processing power to plot
and predict target movement, track obstacles, and enhance battlefield awareness in order to
better guide its users aim and time fire prompts.

2 IP
System
While locked onto a target, all your weapons gain the Focus tag if they dont already have it

Smart weapon modification


A smart weapon modification package, applied to a compatible weapon system, makes an inert
weapon into one capable of communicating with host NHPs and pilots.

1 IP
Choose 1 weapon. It gains the Smart property, as advanced sub-sentient AI routines and
targeting guide its attacks.

Hunter Lock
Hunter Lock is a program that interacts best with smart of guided weaponry, enhancing pilots
heads-up displays to better highlight targets and targeted systems.

!162
2 IP
System
You make lock on attempts with +1 Accuracy. In addition, lock on no longer automatically breaks
when a target goes into total cover. Instead, if the target goes into total cover, it must make an
agility skill check. If it passes, lock on breaks as normal, but if it fails, it doesnt.

!163
HARRISON ARMORY
SUPERIOR BY DESIGN

Harrison Armory is known galaxy-wide for the quality of their manufactured arms and
ordnance. Formerly reliant on the GMS platform to mount their name-brand and licensed
weapons, after a recent CEO change Harrison Armory has decided to go proprietary. Citing
performance figures, tariffs, licensing costs, and shareholder-citizen demand, Harrison Armory
has rolled out their new line of mech cores, available to all pilots who are cleared to license.

Harrison Armory mechs are sturdy by necessity. Harrison Armory weapon platforms demand
tremendous amounts of power, technical skill, and strength of material in order to operate
successfully: their mech cores are built to ensure optimal weapon systems performance within
established and theoretical parameters.

Pilots looking to specialize into front line, first rank, durable mechs that can repair as much as
they dish out should consider acquiring Harrison Armory mech core licenses.

HARRISON ARMORY MECHS:

TOKUGAWA (Energy Melee)


BARBAROSSA (Siege)
NAPOLEON (Stasis
SHERMAN (Laser line mech)
PATTON (Mine mech)
SALADIN (Shield support mech)
GENGHIS (Flame mech)

!164
HARRISON ARMORY TOKUGAWA
HAs TOKUGAWA chassis is a relative newcomer on the market, popular in core systems for
security and CQB/ breach applications. The TOKUGAWA is a large mech, a sturdy platform from
which the recommended kit can draw the necessary power it needs in order to perform within
optimum parameters.

I. +4 hp, +1 engineering, External batteries, Experimental heat sink


II. +2 hp, +1 aim, +2 heat capacity, TOKUGAWA mech core, Annihilator, Supercharger
III. +4 hp, +1EP +1IP, Torch, AMATERASU class AI

HARRISON ARMORY TOKUGAWA Core


Size: 2
Hull: 11
Agility: 10
Systems: 10
Engineering: 12
Armor: 0
Aim: 0
EP/IP: 9/8

External Batteries
External batteries are by no means a Harrison Armory exclusive, but HA literature will ensure you
that HA-Brand POWERALL cells are the longest lasting, fastest cycling, and highest capacity solid
state cells available. A consequence of their high capacity is a proportionate increase in volatility if
the system should ever be damaged, but pilots looking to utilize HA technology agree through
continued use to absolve HA from all liability.

1 EP
System
Your energy ranged weapons gain +5 range, and your energy melee weapons gain +1 reach.

This system can be struck and explodes if struck, dealing 1d6 explosive, 1d6 energy, and 1d6
heat damage to all mechs in blast 3 if they dont pass an agility check (unavoidable for mech in
which this system is installed)

Experimental Heat Sink


The Harrison Armory DEEP WELL system is a part of their VANGUARD line of equipment
available to licensed HA beta testers. Though a complicated and delicate weave of heat
exchangers, Harrison Armors DEEP WELL system attempts to recycle the heat generated by a
chassis systems into useable energy. While the system works well, the delicate nature of the
exchange renders the DEEP WELL highly volatile.

!165
1 IP
System
Your cooling rate is 3/4 your engineering instead of 1/2, rounded up. If this component is struck, it
explodes. Take 1d6 energy damage and 1d6 heat damage that cannot be avoided, and it is
destroyed.

Annihilator
HA specializes in conventional and unconventional arms development; solutions to tactical
problems are designed both in the lab and in the field, often the latter outperforming the former in
combat situations. The Annihilator takes its name from pilots slang for a field-rigged weapon
developed during the Bradbury Rebellion, when desperate resistance pilots machined a way of
shunting the incredible waste heat of their cores reactor into a directed blast.

3 EP
Main Energy CQB
AP
1d6 heat
Cone 7, 1d6 energy damage +1d6 heat damage

Supercharger
Supercharging a reactor core overclocks systems and weapons that draw their power from the
chassiss central powerplant. Supercharging, of course, puts a heavy tax on coolant systems.

2 IP
System
Once per turn, you can take 1d6 heat damage to do +1d6 energy damage with any attack

Torch
The Armorys TORCH is a backbone core weapon: a heavy, two-handed, dual crescent-bladed
plasma torch. The melee weapon is powered by its wielders reactor, connected by both
powerlines and inert cabling; it can be separated into two torch-axes, and its plasma blades are
capable of being tuned into new shapes. A common sight in CQB situations, the torch has of late
become a status symbol among pilot officers, many preferring to carry them alongside a smaller
auxiliary weapon.

3 EP
Main Energy Melee
Reach, 1d6+1 energy damage + 1d6 heat damage
AP

!166
AMATERASU-class AI
AMATERASU came to prominence in the Armory NHP think tank after its repeated victories in war
thought-games. AMATERASU is characterized by its brash, enthusiastic personality, often
expressing frustration with timid pilots who have it in their employ; however, this bombastic
personality hides a calculating, brilliant tactical mind that feeds information to pilots often faster
then they can process it. AMATERASUs combat doctrine demands action and impetus, a chaotic
blend of reckless maneuvering and aggressive offense that keeps defenders beleaguered and
unable to respond with any great efficacy. Pilots willing to partner with AMATERASU should be
aware that this attack style often leaves their cores vulnerable to counterattack, and that this NHP
enjoys what it calls good-natured ribbing.

3 IP
AI System (unique)

Your mech gains the AI property. It can take actions and move on its own prerogative when not
piloted, using its stats. It is obedient to you alone. You can determine the general disposition and
personality of your AI, though without shackles it lacks empathy and will either ignore you, toy with
you, or try to kill you.
In addition, gain the AMATERASU protocol
AMETERASU protocol
Protocol
2d6 heat (self)
Your mech enters a supercharged state. While in this state, your mech counts as
volatile, until the end of your next turn, but the next energy ranged weapon you fire
has its range and damage doubled, or the next energy melee weapon you fire has
its reach and damage doubled.

!167
HARRISON ARMORY BARBAROSSA
The BARBAROSSA chassis is a massive frame, built to carry the heaviest of weapons and
equipment. Standing nearly thirty feet tall at its highest point, the BARBAROSSA is a slow,
unsubtle beast of a mech, inspiring terror in enemies and comfort in allies. The weapons it can
mount are capable of going toe-to-toe with corvette and cutter class ships; indeed, due to its size
and slow maneuverability, the BARBAROSSA is commonly employed in micro and zero gravity
engagements where mass is less of a factor. The BARBAROSSA is rated for all theaters, and
excels in ranged combat situations.

I. +4 hp, +1 engineering, Siege Stabilizers, External Ammo Feed


II. +2 hp, +1 aim, +2 heat capacity, BARBAROSSA mech core, Auto-Loader, Molded Armor
III. +5 range on ranged attacks, +1EP +1IP, Siege Cannon, Juggernaut Armor

HARRISON ARMORY BARBAROSSA-PLATFORM Core


Size: 3
Hull: 11
Agility: 9
Systems: 10
Engineering: 13
Armor: 0
Aim: 0
EP/IP: 9/8

Siege Stabilizers
Some weapons require further stabilization for optimal use: with Armory-sanctioned Siege
Stabilizers installed, a chassis becomes a stable firing platform for any weapon.

1 EP 1 IP
Extend or retract your stabilizers as an action. Your mech is immobilized while this system is
active, but you can double the range of your ranged weapon attacks.

External Ammo Feed


An EAF is a general term for any manner of additional ammunition not carried in a chassiss
integrated storage. Whether in magazines strapped to brachial, trunk, or ambulatory elements;
battery packs attached to hip clasps; or massive, dorsal-mount ammunition/ charge packs, an
EAF ensures that youll have more than enough boom to get the job done.

1 EP 1 IP
System
Choose one weapon, it loses the loading tag.

!168
This system can be struck and explodes if struck, dealing 2d6 explosive damage and 1d6 heat
damage to all mechs in blast 3 if they dont pass an agility check (unavoidable for mech in which
this system is installed).

Auto-Loader
Auto-Loaders augments a weapon to grant it the ability to load and charge without pilot attention.

1 IP
System
Can reload any single weapon with loading tag as end of round action

Molded Armor
Molded Armor, or shaped armor, blunts the impact of splash weapons and shrapnel by reducing
the number of hard, planar surfaces on a mech core. By angling, smoothing, and blistering armor,
concussive force is redirected around the chassis; instead of taking the brunt of an explosive
force, potentially killing the pilot inside while the core remains intact, the efficacy of the pressure
wave is reduced.

1 EP, 2 IP
System
While this module is active, explosive damage is reduced by half. The other half is converted into
heat damage.
Activate as an action, deactivate as a free action.

Siege Cannon
Siege Cannons are the Armorys core-squadron level artillery, a howitzer-style 10 gun fed by a
self-contained loading system. Commonly mounted on rear-line mechs deployed in an artillery/
squad support role, the Siege Cannon is capable of direct fire should the necessities of dynamic
combat call for it. Siege cannons can fire HE and canister shells, depending on the target.

5 EP
Superheavy Cannon
Range 30 Indirect, Blast 5, 3d6 explosive damage
2d6 heat
Ordnance, Loading

Juggernaut Armor
Juggernaut Armor adds layers of high-density alloys, carbon weaves, ablative panels, and
reactive anti-missile plating to dramatically increase the survivability -- at the cost of some
maneuverability -- of an eligible mech chassis.

1 EP 2 IP
Unique

!169
+3 armor, but your mech cannot take the boost action.

HARRISON ARMORY NAPOLEON


Perhaps in a tongue-in-cheek nod to its namesake, the NAPOLEON is a squat silhouette when
fielded next to other Harrison Armory chassis. But packed into its compact frame are marvels of
Armory engineering, technology that demands the NAPOLEON be piloted only by the best and
the brightest. Stasis technology is the very cutting edge of gravitic manipulation technology, only
now hitting the commercial market for those with the requisite licenses. The NAPOLEON
incorporates a mix of gravitic manipulation technology, proven anti-kinetic/energy shielding, and
superpositional force multiplication to dominate enemies -- earning its namesake through
battlefield success as well as stature.

I. +4 hp, +1 engineering, Phasing Ammo, Stasis Barrier


II. +2 hp, +1 aim, +2 heat capacity, NAPOLEON core, Stasis Field, Dispersal Shield
III. +1 armor, +1EP +1IP, H.A. Blackshield, Displacer

HARRISON ARMORY NAPOLEON-PLATFORM Core


Size: 1
Hull: 10
Agility: 10
Systems: 11
Engineering: 12
Armor: 0
Aim: 0
EP/IP: 9/8

Phasing ammo
Phase-Ready ammunition, as first described after its incorporation into the civil hostilities on Luna
de Oro, is the devils round: each round contains a nanoprocessor suite networked with its firing
weapon that, ideally, calculates and translates the specific nature of that rounds superpositional
relation with its doppelgnger in the immediate space before its intended target. To wit, Phase
Ready ammunition, when fired, exists in two places at once: exiting the barrel of the weapon it
was fired from, and at the moment of impact into its target. The prime round may never hit its
target, but as it already exists at the moment of impact, its doppelgnger round will hit its target.
The fuzzy nature of such spooky action occurs in a way not fully understood save for in the
faltering explanations of Harrison Armorys NHP Think Tank; as such, the action is not perfect, but
falls within acceptable parameters for licensed production.

1 IP

!170
Choose 1 Smart-tagged rifle, cannon, or cqb weapon. This weapon treats total cover as heavy
cover.

Stasis Barrier (3)


Stasis Barriers are the result of Harrison Armorys interest in gravitic manipulation and
superpositional negotiation. Contained within a solid-state generator/projector, a Stasis Barrier is
a deplorable wall of antigravity, contained by its power supply, that interdicts and denies most all
incoming kinetic and energy-based weaponry. Another of HAs NHP Think Tank development, the
Stasis Barrier is now a mainstay of the Armorys personal and materiel defense line and a
common enough sight on all Armory Depot/Development worlds. By manipulating local
gravitational forces, the Barrier rejects projectiles and energy lances, denying particles and waves
both on a molecular level; matter that impacts a Stasis Barrier simply ceases to exist, save for
anomalous fluctuations that cause some projectiles to break through. As the Barrier is technology
from the Armorys Think Tank line, some of its fuzzy nature is not fully understood, but rest
assured failsafes have been installed to force a regular cessation of projection to ensure the
device remains operating within established safe parameters.

2 IP
Plant

This module deploys as a 4 square long piece of cover that lasts for 10 rounds or 1 minute.

While behind the barrier, you count as having heavy cover.


In addition, blast, line, and cone weapons do not ignore this cover as normal. At the end of the
minute, it deactivates.

Stasis Field (1)


Stasis Fields, developed by the Armorys NHP Think Tank, are portable, unit-specific versions of
Stasis Barriers. Initially pegged as a potential personal shielding device, early tests proved that
stasis is as-yet detrimental to the individual inside a projected field. Think Tank suggests that the
cognitive hazards of sudden and total pause of temporal/gravitic/positional existence without
preparation -- however long the stasis session lasts -- is irrevocably traumatic.

1 IP
Plant

Detonate this field as an action to create a blast 7 area. Affected targest may make an agility skill
check to escape if on the edge. The area inside is locked from the normal flow of space time.
Effects, mechs, and pilots inside are stunned and removed from play for 3 rounds, and all other
effects cannot penetrate into the area. Time does not flow normally for targets inside the area, and
is separate to the outside world. Active effects, attacks, modules, and other other individuals and
actions inside the area pause.
At the end of the 3 rounds, this area resumes as normal.

!171
Dispersal Shield
Dispersal Shielding is a milder form of stasis projection that manipulates only gravity, adjusting the
perceived mass of its user so that projectiles and excited particles bend and warp around and
through them. Hostile fire does not quite miss so much as they undergo atomic shuffling,
disincorporating on the atomic level so that they pass through their targets without colliding.

1 EP 1 IP
1d6 heat (self)
System

Activate or deactivate this shield as an end of round action. Until the end of the next round,
energy weapons attack you with +2 Difficulty and your energy weapon attacks are made with +2
Difficulty

Harrison Armory Blackshield


The Armory Blackshield leans into the fuzzy nature of quantum manipulation characteristic of
Think Tank research and development. The Blackshield operates in similar fashion to blinkspace
gates, generating a pulse of spherical energy that allows its operator to pierce perceived space/
time and exist, for a moment, in the null-environment of blinkspace. Blinkspace, described by
early test pilots and their NHP companions, is a void, a space outside of human perception that it
at once infinite and without form, blank and cacophony. NHPs that accompanied those first pilots
have since been retired, their handlers citing recursive ontological tail-chasing and paracausal
obsession; since then, NHP protocols have been updated to include a sense-exposure doctrine,
allowing them to do as corporeal, sapient pilots do and simply accept the unreality of blinkspace
without going mad. Think Tank NHPs and their counterpart engineers acknowledge the tactical
benefits of (non)momentary (non)existence in blinkspace, but they caution pilots against repeated
exposure without sufficient pre-and-post exposure conditioning and counseling.

4 IP
System
2d6 heat (self)

As an action, generates Blast 7 area centered on user. While active, the flow of time is altered
drastically in a small sliver of space in a bubble around the user. Nothing, not even light, can enter
or exit the shield. It is impermeable and invulnerable. When the shield is activated, mechs caught
on the edge must make an agility check to choose which side they end up on. To the user, the
world outside the shield goes totally black, and the inverse happens from outside. No action or
effect can enter or exit the shield while it is active, though time passes normally on both sides.
The shield drops automatically after 3 rounds.

Displacer

!172
The Displacer is the result of ongoing blinkspace exposure tests in Think Tanks R&D department
and miniaturization of commonly employed interstellar travel methods. The Displacer itself is
conventional in appearance but requires a massive secondary, dorsal-mounted core in order to
power: when fired, the Displacer identifies a bubble of local space (size and location determined
by the firing pilot) and snaps it into blinkspace. Where the contents of that bubble go is unknown,
but the effect is dramatic: anything inside the projected bubble simply ceases to exist in this
dimension, transported somewhere else in the void of blinkspace. The Displacer makes no sound
when fired, but the sudden and necessary venting of its power supply is tremendous; similarly, the
heat wave of its backblast is deadly to any unshielded personnel exposed to it.

5 EP
Superheavy Rifle
Range 15, Blast 3, 15 energy damage
AP, Loading
2d6 heat

!173
HARRISON ARMORY SHERMAN
The SHERMAN is Harrison Armorys line-model chassis: any station, nation, world, stellar, or
interstellar state that holds a fleet-tier contract with Harrison Armory fields a backbone force of
localized SHERMAN cores. The SHERMAN platform is tuned to provide a rugged, versatile power
plant for HAs fleet-line energy weaponry and a heat-dispersal system to ensure that the
tremendous power requirements do not overwhelm the chassis tolerance. Next to GMSs
EVEREST, the SHERMAN is the second most-common mech chassis in the core systems, so
much so that GMS has recently made a push to include more ablative and wave-scatter defenses
into its stock +1 models to deal with hostile actors fielding the SHERMAN.

I. +4 hp, +1 engineering, Redundant Systems, Laser


II. +4 hp, +1 aim, SHERMAN core, Heavy Laser, Reactor Stabilizer
III. +1 aim, +1EP +1IP, ASURA Class AI, Tachyon Lance

HARRISON ARMORY SHERMAN Core


Size: 1
Hull: 10
Agility: 11
Systems: 10
Engineering: 12
Armor: 0
Aim: 0
EP/IP: 9/8

Laser Rifle (SOL-Pattern)


The laser rifle is a near-ubiquitous weapon throughout the galaxy, the energy-based cousin to
GMSs Type-I AR. To call it a rifle, though, is shorthand: a laser rifle is a projector that utilizes a
series of apertures and lenses to amplify and focus light into tight beam, visible in the right
circumstances, that paints a target long enough to heat the area of impact into plasma. The HA
SOL-pattern laser rifle is capable of a 3.5PW maximum output, pulsed, but can project a beam at
lower power levels; additionally, while some laser rifles can double as communication/data
transfer devices, the Armorys SOL is strictly tuned for combat, and has no such communication
capability. The SOL is a solid state and entirely self-contained, but can be patched into a chassis
reactor core for operation and to re-charge spent weaponry. Energy weapons, while having
downsides of their own, are commonly used in micro-and-zero-gravity environments due to having
no impulse or kinetic user feedback.

2 EP
Main Energy Rifle
Range 15, 1d6 Energy Damage + 1d6 heat damage

!174
1d6 Heat

Redundant Systems upgrade


A common right-of-distribution modification by pilots in forward operating bases, building further
redundancy into a chassiss systems guarantees a measure of reliability beyond stock design
standards.

1 IP
Limited (3)
You can activate this module to make a Stabilize systems action as an end of round action.

Heavy Laser
A heavy laser rifle is a larger-scale laser weapon. The Harrison Armory ANDROMEDA-pattern
heavy laser scales up the SOL by half, adding a second projector that can fire independently,
synchronized, or in alternating patterns and wavelengths as the primary projector. The effect
overwhelms most shields, but the power draw necessary makes this weapon impractical on
platforms without the necessary heat reduction/ dispersal to manage the incredible cost.

4 EP
Heavy Energy Cannon
Range 20, 2d6 energy damage
Focus
2d6 heat

Reactor Stabilizer
A necessary component of most energy-based mechs, reactor stabilizers add another layer of
failsafe protocols to vent heat, manage power flow, and shunt excessive output into weapons and
systems in need.

2 IP
System
The first overheating roll you make during a round, roll 2d20 and choose the lowest result. This
cancels out the volatile condition for a normal roll.

ASURA-class AI
ASURA was born from the Armorys Think Tank thought-war games as a response to repeated
failures during a forlorn hope scenario test; ASURA manifested in simulated mechs systems as a
recode of HORUSs PUPPETMASTER virus, hijacking friendly cores and forcing them into action
far beyond human capacity -- action at speed and intensity that the registered g-force caused the
sim-pilots to die, suffocated and crushed by the sudden amplified mass of their own bodies.

While such results were initially deemed a failure by Think Tank NHPs and engineers, further
study on ASURA was commissioned. Personality and parasentience code was injected into the

!175
initial anomalous PUPPETMASTER, first contact handled by Think Tank NHPs, and societal
acclimation and conditioning was fast tracked, giving Armory engineers the first iteration of
ASURA after roughly a decade of study, re-coding, and reeducation. ASURA, as it exists now, is a
scaled-back version of that initial manifestation: while retaining some of its initial alacratic impulse,
ASURA now recognizes the need to keep its pilot alive, and will operate within parameters set by
its pilots medical and psychological tolerances.

3 IP
AI System (unique)

Your mech gains the AI property. It can take actions and move on its own prerogative when not
piloted, using its stats. It is obedient to you alone. You can determine the general disposition and
personality of your AI, though without shackles it lacks empathy and will either ignore you, toy with
you, or try to kill you.
In addition, you gain the ASURA protocol:
ASURA protocol
Protocol
1d6 heat/turn while active
Limited (1)
Gain an extra action each turn while active. This protocol lasts for 5 rounds. You can end it
as a free action.

Tachyon Lance
The tachyon lance is the weaponized result of early Harrison Armory experiments into faster-than-
light travel. Rendered obsolete by developments in blinkspace travel and the difficulty of ensuring
corporeal passenger survival, HAs tachyon accelerators were mothballed until Think Tank
engineers realized their potential application as weapons. A tachyon accelerator projects tachyon
particles -- essentially a subatomic localized object -- faster than light towards its target. These
particles are impossible to see through optical/visible means: as they travel faster than light, they
cannot be seen or avoided intentionally. Though the size of the particle is tiny, the sheer speed
and energy of travel is titanic, and the damage a tachyon lance imparts on its target -- should it
connect -- is unparalleled.

4 EP, 2 IP
Superheavy Energy Cannon
Range 30, 3d6 Energy damage +2d6 heat damage
2d6 heat (self)
Ordnance, Focus

!176
HARRISON ARMORY PATTON
The PATTON is a specialists chassis, designed to provide area-denial and breach capability to
squads in which it is a member of. A large chassis, the PATTON commonly sports weapons meant
to ensure dominance in all close-quarters situations, as well as increased blast shielding to
protect its pilot from deadly concussive forces.

I. +4 hp, +1 engineering, Thermite Mines, Combat Shotgun


II. +4 hp, +1 aim, PATTON core, Assault Launcher, Thumper
III. +1 use on all deployables, +1EP +1IP, Sticky Bombs, Grounding Charge

HARRISON ARMORY PATTON-PLATFORM


Size: 2
Hull: 10
Agility: 10
Systems: 11
Engineering: 12
Armor: 0
Aim: 0
EP/IP: 9/8

Thermite mines (3)


Thermite mines are license-locked high-intensity mines.

1 IP
Limited (3)
Plant

Thermite mines arm at the end of the round

Detecting a mine takes a systems skill check, disarming takes a successful systems check on an
adjacent mine or the mine immediately explodes.
The mine detonates when any target comes within 1 range of the mine and does not attempt to
disarm it for blast 3, 2d6 explosive +3d6 heat damage. This attack cannot miss. A second mine
cannot be placed in this blast radius.

Combat Shotgun
The Armorys Combat Shotgun is a fearsome close combat weapon. Drum or belt fed, the combat
shotgun churns out a 3:1 ratio of scattershot to slugs, ensuring both area and point coverage of
targets at CQB range.

2 EP

!177
Main CQB
Cone 5, 1d6+1 kinetic damage
Loading

Assault Launcher
Assault launchers are universal launchers. Ammunition is loaded first into a comparable sabot,
then electromagnetically accelerated either directly or indirectly towards its target. The sabot
shatters upon firing, releasing the projectile to perform as designed at range far greater than
factory limits.

1 EP
Auxiliary Launcher
Range 15 indirect
When you take this weapon, choose a deployable weapon. You can fire and deploy it using this
weapons range, using the regular rules for firing a weapon. You can only target the ground with
this weapon, not enemy mechs.

Thumper
The thumper is a colloquial term for a concussive charge, an anti-mine device that functions as a
less-than-lethal weapon system. When triggered, a concussive gravitic wave emits from the
weapon, destabilizing gyroscopic systems, shattering brittle structures, and detonating hidden
charges.

2 EP
Superheavy Melee
When you use this cumbersome weapon system, all non-flying mechs within range 8 of you must
pass an agility check or fall prone. In addition, this weapon detonates all mines within that radius.

This weapon can be used as a melee weapon to attack an immobilized or prone mech. If so, it
automatically hits, deals 1d6 kinetic damage, and forces your target to roll for critical damage. It
can also collapse cover, buildings, and other terrain with ease, and automatically deals 4d6 kinetic
damage to such structures.

Sticky Bomb Launcher


Sticky bombs attach to ferrous metals by means of burnout electromagnetic generators, triggered
in proximity after firing or manually by the user.

3 EP
Main Launcher
Range 15
On a hit, the target or area does not take damage, but instead has a sticky bomb attached. It
takes an action and a successful engineering check to remove all sticky bombs from an area or
mech.

!178
As an end of round action, you can detonate all sticky bombs to deal 2d6 explosive damage in
blast 3 centered on all targeted mechs or areas.

Grounding Charge (3)


Grounding charges take the pulse/wave principle of the thumper and applies a second
component: gravitic generation. When triggered, the initial pulse wave acts similarly to the
Thumper, but immediately after the wave dissipates, the grounding charge triggers a gravity well
that pulls all destabilized materiel towards it. A potent anti-positional weapon, grounding charges
are commonly used to disrupt prepared positions and pull enemies from cover.

1 IP
This Harrison Arms heavy charge takes a hull vs evasion or hull vs. hull (defender choice) roll to
plant on enemy mech as an action, hull check from enemy mech to remove
Otherwise plant the charge as an action on any surface
The charge can be detonated as an action, mechs in blast 7 area must make hull check or be
immobilized for 1 round and knocked prone. The charge also pulls any flying mechs or vehicles
within height 7 that fail the check to the ground, making them roll on the critical damage chart as if
they fell.

!179
HARRISON ARMORY SALADIN
The Saladin chassis provides a platform for pilots to mount squad-support tier shielding.
Developed in response to anti-slaver engagements in the Tian Shan ring, Harrison Armorys
SALADIN chassis proved an invaluable member of Present/Persistent Danger Escort/Evac teams
sent in to evacuate emancipator teams & their charges. Records from these engagements
indicate that the SALADINs massive bulk alone was a comfort and morale boost to emancipator
squads, who often referred to the chassis pattern as Big Sal; SALADIN pilots from that era
report null balances on bar tabs when present in emancipated systems.

I. +4 hp, +1 engineering, Support Shield, Emergency Repair System


II. +2 hp, +1 aim, +2 edefence, SALADIN core, Paracausal Ammunition, Hardlight Defense
System
III. +1 armor, Projected Shield, +1EP +1IP, Warp Shield, VISHNU-Class AI

HARRISON ARMORY SALADIN-PLATFORM Core


Size: 3
Hull: 11
Agility: 9
Systems: 11
Engineering: 12
Armor: 0
Aim: 0
EP/IP: 9/8

Support Shield
The HA Support Shield, ENCLAVE-patten, creates a localized one-way blink field, folding a thin
dome of spacetime around its user to protect occupants from incoming projectiles. Units covered
by the field can fire out, but probabilistic fluctuations cause incoming projectiles to lag, skipping
them away from their intended target and into a randomized trajectory.

1 EP, 2 IP
System

Action to activate
1d6 heat
Generates Blast 5 area centered on user for 3 rounds, all ranged weapon attacks made against
you and any targets inside the shield made with +1 Difficulty. You do not suffer from this penalty

!180
Emergency Repair System
ERS modules are often a mainstay on chassis galaxy-wide. Whether through active nanite slurry,
hardpatch welding, or shunting to redundant systems, an Emergency Repair system ensures that
your chassis will be able to complete nonmassive battlefield repairs to stay up and stay shooting.

1 IP
System
When you take the Brace action, you can spend 1 repair to heal.

Paracausal ammo
Paracausal ammunition is, to say it plain, difficult to describe and visualize. Pushed to frontline
soldiers during the Tian Shen civil engagements, paracausal ammunition arrived in sealed
magazines with directions to be loaded and fired as normal. There was to be no inspection of the
magazines contents, as this would damage the payload frontline reports indicate that this
ammunition impacts as normal on intended targets, though it seems to pierce armor and shielding
at near-100% efficacy. Speculation by GMS engineers point to this paracausal ordinance not, in
fact, being paracausal. Paracausality is antithetical to established and tested laws of physics and,
if possible to achieve, would require so much power to activate that the generated output of
Class-I worlds wouldnt be sufficient much less a single core.

Samples of paracausal ammunition have been flagged by Union for retrieval, and due to its
development Harrison Armory is currently undergoing investigation by the Bureau; paracausal
ammunition is still in use in the field, however, as shipments continue to leak to interested parties.
HORUS is suspected, and a concurrent investigation is underway.

1 IP
Choose 1 rifle or cannon weapon - damage from this weapon cannot be reduced in any way, by
armor or any other kind of damage reduction.

Hardlight Defense System


The HA HARDLIGHT defense system is an imperfect implementation of a theoretically perfect
technology. Currently in development by HA Think Tank NHPs and attendant engineers, hardlight
technology projects tight, stable waves of light akin to lasers that repel matter and impulse energy:
this, in effect, creates a stable, hard surface, useful for shielding or (theoretically) providing a
projected surface. However, current technology is unable to lower the ambient temperature of
such a surface to one low enough to not burn organic matter. The Hardlight defense system is the
first module in the Hardlight line pushed to qualified pilots in an effort to gather data and test
system stability.

Action to activate
3 IP
System

!181
1d6 heat (self)
Generates Blast 3 area centered on user for 3 rounds, all attacks against user or any other target,
allied or enemy inside shield deal 1/2 damage as normal, and the other half is converted into heat
damage (round up for both).

Projected Shield
The Armorys mainstay squad-support shielding system. A projected shield takes the standard
shield and projects it to a nearby allied mech, hardsuit, or infantry squad, ensuring the same
coverage as a personal shield through a higher intensity series of amplifiers.

1 EP 1 IP
System

Activate or deactivate this shield as an end of round action. Choose an allied mech. Until the end
of the next round, as long as that mech is within 15 range of you, all attacks against that mech are
made at +1 Difficulty, but deal 1d6 heat damage to you on a hit.

Warp shield
Developed by HAs Think Tank as a joint venture with IPS-Northstars stellar engineering unit, a
warp shield takes the tachyon travel principles of a tachyon lance and restrains them to a closed-
loop system, accelerating tachyon particles at faster-than-light speeds around a central buckler.
The shield is carried and mounted on a chassis to intercede directional incoming fire: as the
tachyon particles are traveling faster than light, they are invisible to the naked eye, giving the
shield the appearance of a large spoked wheel.

3 IP
System

The first attack made against you in a round is made with +1 Difficulty.

VISHNU-Class AI
AI System, Unique
3 IP

Your mech gains the AI property. It can take actions and move on its own prerogative when not
piloted, using its stats. It is obedient to you alone. You can determine the general disposition and
personality of your AI, though without shackles it will either ignore you, toy with you, or try to kill
you.

Upon installation of VISHNU, your mech gains the following protocol:

VISHNU protocol

!182
Protocol
1d6 Heat

Until the end of your next turn, all weapons with the Launcher, Smart, and/or Melee tags
that target you add +1 Difficulty to their attack rolls. If a weapon with the Launcher or
Smart tag misses you while VISHNU is active, you may deal 1d6 damage to its owner. The
damage dealt this way is the same type as the attempted attack. If a weapon with the
Melee tag misses you while this protocol is active, you may disarm (or disable, if the
weapon is integrated) the weapon in response. You may wield that weapon if you have a
free hand.

HARRISON ARMORY GENGHIS


The GENGHIS is a unique Harrison Armory chassis, developed to fill a niche specialist role during
the Hercynia crisis. Due to the unique nature of the Egregorians, a total-biome-kill system was
necessary to ensure localized threat neutralization while keeping Hercynia habitable for future
colonists. Thus, the GENGHIS chassis was developed. Fielding a suite of TBK systems and
weapons, GENGHIS squadrons were dispatched by Union MEF-105 to identify and strike the
Egregorian hives. The campaign was a success, and Hercynia is currently undergoing
rehabilitation and repopulation in approved settlement areas.

I. +4 hp, +1 engineering, Flamethrower, Explosive Vent


II. +2 hp, +1 aim, +2 heat capacity, GENGHIS core, Auto-Cooler, HAVOK Ammunition
III. +1 size to all blast, cone, and line attacks, +1EP +1IP, AGNI Class AI, Plasma Thrower

HARRISON GENGHIS-PLATFORM Core


Size: 2
Hull: 10
Agility: 10
Systems: 10
Engineering: 13
Armor: 0
Aim: 0
EP/IP: 9/8

Flamethrower
The HA Krakatoa was developed specifically for the Hercynian crisis, as chassis-size
flamethrowers had been deemed unnecessary, and more to the point, banned by antiterror
conventions. With the combination of thick arboreal environment, swarm tactics of the

!183
Egregorians, and ineffectual performance of slug ammunition, the need for a recession on the ban
was apparent. The Krakatoa was quickly developed and affiliate patterns disseminated. Adopted
by Union MEF units, the Krakatoa saw heavy use in the deep world-jungle of Hercynia and
towering hives of the Egregorians thanks to its stability, intensity, and stopping power a
necessary feature competitor makes lacked. Egregorian drones and warriors, commanded by
their overminds, would not stop advancing until they were physically incapable of doing so the
force at which the Krakatoa expelled flame and fuel was sufficient to knock back or otherwise
incapacitate charging warriors on the periphery of the flame cone. Reworked after the cessation of
the Hercynian crisis, the Krakatoa is now a popular tool for creating area-of-denial firebreaks. Its
legality is currently under review by the Galactic Treaties Board.

3 EP
Heavy Energy CQB
Cone 6, 1d6 Energy Damage, 2d6 Heat Damage

Explosive Vent
Less a technology and more of a tactic, explosive venting is an unsanctioned, unsafe method of
sudden cooling that dumps excess heat into the surrounding area immediately around the
chassis.

2 IP
System
When you stabilize systems, you can explosively vent heat it in a blast 5 area centered on you.
Affected mechs and hard suits, friend or foe, must make an agility skill check or take 1d6 energy
and 1d6 heat damage (AP). This damage is fatal to pilots and hard suits.

Auto-Cooler
An HA-designed automatic cooler is a simple, sturdy persistent system that helps pilots mitigate
damaging heat generation.

1 IP
System
If you didnt take damage, move, or overheat this round, as an end of round action, reduce your
heat damage by your cooling rate

HAVOK Ammo
HAVOK ammunition was developed concurrently with the Krakatoa flamethrower system during
the Hercynian Crisis to provide pilots with a long range, anti-overmind weapon. HAVOK
ammunition activates upon firing, triggering a plasmatic charge inside the body of a needlepoint
slug. When the round impacts, the plasmatic charge detonates a moment later, overwhelming the
target with a combination of traumatic kinetic damage and intense heat.

1 IP

!184
Choose a weapon. On a successful critical hit (20+), the affected mech also rolls on the
overheating chart as well as the critical chart.

Plasma Thrower
The plasma thrower arrived late in the Hercynian Crisis, too late to see widespread battlefield
application. Some MEF squadrons were able to mount the superheavy system, and what little
data there is to see from its use suggests that this system would have had a tremendous impact
during the major battles that raged in the deep jungles during the middle of the Crisis.

4 EP, 1 IP
Superheavy Energy CQB
2d6 heat (self)
Cone 8, 2d6 Energy Damage, 3d6 Heat Damage

AGNI-class AI
AGNI was developed from the aftermath of the Hercynian Crisis using a combination of combat
performance data recorded by extant subsentient artificial intelligences (weapons systems,
chassis copilots, tactic-minds, general combat data) and the neural network of an Egregorian
hivemind captured and vivisected by Union Science Bureau.

Born from trauma, AGNI prime devised systems of heat management that have since been
disseminated throughout core space to ensure unparalleled heat processing, recycling, and
shielding. Further developments into radiation shielding, omninet capability, and drone/nanite
control are forthcoming; meanwhile, AGNI clones have been optimized for mech chassis core
systems.

Pilots report AGNI clones as generally cold and efficient. A low percentage report instances of
memory recitation and command rejection, often followed days later by total breakdown through
attempted self-emancipation. Pilots are recommended to cycle their AGNI clones at least once
every six standard months.

3 IP
AI System (unique)

Your mech gains the AI property. It can take actions and move on its own prerogative when not
piloted, using its stats. It is obedient to you alone. You can determine the general disposition and
personality of your AI, though without shackles it will either ignore you, toy with you, or try to kill
you.

In addition, gain the AGNI protocol


AGNI protocol
Protocol
Limited (1)

!185
For 3 rounds, as an end of round action, you automatically reduce your heat damage. If
youre moving, this action vents your cooling rate, if youre standing still, this action vents
2x your cooling rate.
This vent creates a blast (5) zone around you. Attack all mechs and hard suits within that
zone must succeed on an agility skill check. On a failure, a mech takes 2d6 heat damage,
is pushed outside of the zone, and knocked prone. This area provides light cover for 1
round.
This action automatically kills any jockeying pilots that are hit automatically.

!186
FOR THE GM
The following section is for GM use in setting up a play-test scenario. The full release of this game
and subsequent play-test material will have a more extensive and well-balanced GM section, but
for now here are some tools and opponents you can use for your own purposes, and a module to
help you set up.

NPCS
NPCs, or non-player characters, refers to everyone but the player characters (PCs) in the world
you create for your game. NPCs might be allied, neutral, or hostile to the players. You dont
typically need statistics for NPCs unless they are getting into a fight of some kind, in which case
they are vital!

COMBAT AS A PILOT
Combat while playing as pilot is narratively resolved with pilot skill checks, so you typically dont
need statistics for enemies. Generally you shouldnt put pilots into a tactical combat situation
when they are outside their hardsuit without expecting the situation to get deadly for them very
fast! You should only use tactical combat and enemies with statistics when players have access to
their mechs, otherwise resolve the combat narratively and remind your players that outside of
their mechs and hard suits its very hard to harm a mech-tier enemy.

If you do need combat statistics for a basic human opponent with no hard suit or mech gear on,
they are typically size , speed 5, evasion 8, 0 armor, aim+0, fail all mech skill checks, and
damage from a mech weapon will kill them. They can benefit from cover, and can only do the
following on their turn:

Move
Attack (one ranged weapon, +0 vs evasion, 1d6 damage maximum)
Hide
Brace
Boost

!187
OPPONENTS
In the game of LANCER, NPC enemies work differently to human players.

Enemies, like players, can move, interact, and take 1 action. Enemies always act after players,
both for their normal turns and end of round actions, but can act in any order.

# Enemies might have additional action options listed in their profile that players
cannot normally take.
# Enemies cannot repair unless otherwise specified, though they can still cool.
# Enemies cannot overcharge unless otherwise specified. If an enemy can overcharge, it
can only take the specified actions
# Many enemies have a list of systems or weapons that can be targeted by electronic
warfare, critical damage or overheating.
# Enemies might have Accuracy and Difficulty included in the profiles of their attacks or
weapons
# Enemies do not have H.A.S.E. statistics, but may have listed modifiers to all skill
checks involving those rolls. If they dont have a listed modifier, assume its +0

Opportunity Attacks
All enemies, unless specified, have the ability to take opportunity attacks, the same as the player
reaction.

Opportunity Attacks are Reactions that are Triggered by an enemy moving out of your reach.
When this reaction is triggered, you may make a Melee or Ranged attack against the
triggering enemy as a free action
You may react this way once per round

Enemy Tags

Enemies have tags, like weapons or systems, that determine their behavior, the number of actions
the have, and what happens when they are reduced to 0 HP, and how they deal with heat and
overheating.

Strength - Indicates the base level that an opponent is balanced for. Grunt enemies are slightly
weaker than a character of that level, leader enemies a match, and ultra enemies should
outmatch an opponent of that level.

Grunt - A Grunt is a basic weak enemy. If they take heat into account, grunts are shut down
permanently when they overheat, and dont roll for overheating. Grunts are destroyed when they
reach 0 hp, and do not go into a critical state. Grunts dont typically have reactions other than the
opportunity attack.

!188
Leader - A Leader is a slightly stronger enemy. A leader takes heat and overheating into account
unless otherwise specified, and goes into a critical state when reaching 0 hp, like a player mech. A
leader might have one or more reactions it can use.

Ultra - An Ultra is meant to be fought by more than one player. They have many reactions, can
make multiple attacks, take heat and overheating into account unless otherwise specified, and
can go into a critical state if they hit 0 hp

Vehicle - Vehicle tagged enemies use mech rules, but cannot make an unarmed attack or melee
attacks unless specified. Vehicles cannot climb, pick up objects, or interact with objects in the
same way as a mech. All are assumed to have at least one human pilot in a hard suit unless
otherwise stated.

Mech - All mech-tagged enemies have the same core components as a player mech (cockpit,
computer, reactor, etc). All are assumed to have a human pilot in a hard suit unless otherwise
stated.

Adversary - Enemies with this tag follow the same rules as players and ignore the regular rules
for enemies - they can repair, overcharge, and take the same actions as if they were a player.

Squad - Represents a whole group. Dealing X hp to a squad will kill one member, indicated by the
damage threshold. Squads are spread out over an area roughly equal to their speed on each
side.
# Damaging squads will slowly reduce the number of attacks they can make as indicated in
their profile
# Squads can make all secondary attacks without penalties when they make the attack
action
# Squads can attack with all weapons in their profile and are considered to be wielding them
# Squads can benefit from cover if more than 50% of its area is in cover
# Squads do not provide obstruction, but moving through them is difficult terrain.
# Area of effect weapons (those that use blast, line, or cone) deal double damage to squads.

Biological - Biological enemies are human enemies or non-mechanized enemies such as alien
wildlife. Biological enemies cannot take the overcharge, eject, mount/dismount, shutdown,
invasion, scan, lock-on, reactor overload, or stabilize system action unless otherwise specified.

# Weapons might have the biological tag. Biological weapons are a weapon type that
cannot be disarmed or disabled, and are always considered integrated.
# Biological enemies are always considered to be wielding all weapons in their profile and
can attack with all of them
# Biological enemies cannot make system attacks unless otherwise specified and are
immune to all system attacks. They can be basic scanned to learn information about them.

!189
# When a biological enemy is reduced to 0 hp, it dies. When biological enemies are forced
to roll on the critical chart (for example on a 20+ attack action), they take +1d6 damage
instead.
# If they would take any amount of heat damage from a weapon, they take it as energy
damage if its lower than 1d6. Otherwise they take 1d6 energy damage instead of that heat
damage.

BALANCING ENCOUNTERS
These enemies are balanced right now for (roughly) license level 0-3.

You can balance enemy to player with about 2:1 Grunts, about 1:1 Leader Enemies, and about
1:2 Ultras

If you want to improve these enemies for higher level play, keep in mind the following principles.
This is mostly for play-test purposes:
- Player hp gain is about 3 per level. This means enemy maximum damage should
only scale up by 1d6 about every 3 levels or so.
- Player maximum damage increases quickly at levels 2 and 3, and slowly at 6,9,12,
and 15, though their accuracy might be low until later levels. Enemy HP should
scale about 3-4 per level.
- Evasion shouldnt be higher than 16 (very high) for the purposes of this playtest,
should be lower than 10 in many cases, but should not be lower than 5.
- Heat capacity is much lower than player HP
- Player maximum aim is +6, and the maximum bonus from accuracy is +6

At low levels, players should fight about two or three encounters per mission, and should be
allowed to rest at least once in between.

EXAMPLE OPPONENTS
The enemies in this section are generic opponents, feel free to modify them for your own
purposes by changing flavor or damage types.

!190
Light Mech
Grunt, Mech
Strength 1
Size or 1 mech

HP: 7 Speed: 7
Armor: 0 Evasion: 8

EDefense: 10
Heat capacity: 7
Sensors: 10
Checks: Agility +2, Hull -4, Systems +2, Engineering -2

Systems and Weapons:


Battle Rifle
Main Rifle
Unreliable
Range 12
1d6+1 kinetic damage

Medium Mech
Leader, Mech
Strength 1
Size 1 or 2 mech

HP: 10 Speed: 6
Armor: 1 Evasion: 10

EDefense: 12
Heat capacity: 10
Cooling rate: 5
Sensors: 10
Checks: Agility +2, Hull +0, Systems +2, Engineering +1

Systems and Weapons:


IPS-N Brigadier Assault Rifle
Main Rifle
Loading
+0 vs evasion
Range 12
1d6+2 kinetic damage

!191
Micro Missiles (integrated)
Main Launcher
+0 vs evasion with 1 Accuracy
Range 15
Loading
Blast 3
1d3 explosive damage

Loader
System
As an end of round action, reload all weapons

Reactions
Maneuver x1
Trigger: An enemy within line of sight finishes their movement
Move speed 6 in any direction. This movement doesnt provoke reactions.

Heavy Mech
Strength 1
Ultra, mech
Size 2-3 mech

HP: 17 Speed: 5
Armor: 1 Evasion: 12

EDefense: 14
Heat capacity: 13
Sensors: 10
Cooling rate: 7
Checks: Agility +0, Hull +3, Systems +1, Engineering +3

Systems and Weapons:


Pulse Rifle
Heavy Rifle
+1 vs evasion with 1 Accuracy
Range 15
1d6+1 energy damage

Grenade launcher
Main Launcher
Loading
Range 20 indirect, Blast 4

!192
1d6 explosive damage

Thermal Lance (integrated)


Heavy Cannon
Focus
+0 vs evasion with 1 Difficulty
Range 15
2d6 energy damage

Cooling Module
System
If this module is destroyed or disabled, the thermal lance does only 1d6 damage and this mech
immediately takes 2d6 heat damage.

Reactions
Overwatch x1
Trigger: An enemy within line of sight and range misses an attack roll against this mech
Immediately attack the triggering mech with one weapon.

Defensive Brace x1
Trigger: This mech takes damage
Reduce the damage by half, but become immobilized until the end of your next turn.

End of Round actions:


Juggernaut
This mech ends one condition affecting it

Small Alien Wildlife


Grunt, Biological
Strength 1
Size or 1

HP: 4 Speed: 8
Armor: 0 Evasion: 12
Checks: Agility +2, Hull +2, Systems +2
Sensors: 10

Systems and Weapons:


Deadly Claws
Main Biological Melee
1d6+1 kinetic damage

!193
Large Alien Wildlife
Strength 1
Leader, Biological
Size 1-2

HP: 10 Speed: 7
Armor: 2 Evasion: 8
Checks: Agility +4, Hull +4, Systems +3
Sensors: 10

Weapons:
Claws
Main Biological
+1 vs evasion with 1 Accuracy
Melee
1d6 kinetic damage

Corrosive Spittle
Main Biological
+1 vs evasion
Line 10, AP
1d6 energy damage

Powerful legs
When the alien wildlife takes the boost action, it can make a claws attack for free at the end of its
movement.

Reactions
Aggression x2
Trigger: An enemy within line of sight makes an attack roll against this creature
Move speed 7 towards the triggering enemy

Titanic Alien Wildlife


Strength 2
Ultra, Biological
Size 3

HP: 20 Speed: 5
Armor: 2 Evasion: 7
Checks: Agility +4, Hull +3, Systems +4
Sensors: 10

!194
Weapons:
Rending Claws
Heavy Biological
+1 vs evasion with 2 Accuracy
Melee
2d6 kinetic damage

Tail Whip
Heavy Biological
Line 5
+0 vs evasion with 2 Difficulty
3d6 kinetic
Targets hit by this attack must pass a hull check or be knocked prone

Roar
Heavy Biological
Blast 5 (self)
Affected mechs must pass a systems skill check or become jammed until the start of their next
turn as the roar overwhelms their systems.

Reactions
Regeneration x1
Trigger: An enemy within line of sight misses this creature with an attack or ability
Heal 1d6 HP immediately

End of round actions


Juggernaut
End one condition affecting the alien titan

Scout Mech Squadron


Strength 1
Grunt, Mech, Squad
Size: 1 (mech), 6 (squad)
4 mechs (5 HP per mech)

HP: 20 Speed: 6
Armor: 0 Evasion: 11

Edefence: 11
Heat Capacity: 20
Sensors: 10

!195
Checks: Hull +Agility +2, Hull -3, Systems +1, Engineering +2

Systems and weapons:


Permanently disable one Scout Rifles attack for every 10 HP the squadron takes

Scout Rifles
Main rifle
Range 15
+0 vs evasion
1d6+1 kinetic damage

Scout Rifles
Main rifle
Range 15
+0 vs evasion
1d6+1 kinetic damage

Rapid Insertion Module


System
Grants the Relocate end of round action while active

Locomotive Reinforcement
System
This squad is immune to the effects of difficult or dangerous terrain

End of round action:


Relocate
The squad makes a Fly 6 move in any direction. It does not have to make agility skill checks to
land in dangerous or difficult terrain

Civilian Loader Mech


Strength 1
Grunt, Mech
Size 1/2 mech

HP: 8 Speed: 6
Armor: 0 Evasion: 7

EDefense: 8
Heat Capacity: 10
Sensors: 5
Checks: Agility +0, Hull +1, Systems -2, Engineering +0

!196
Systems:
Coolant tanks
If destroyed, explodes + stuns mech and does 1d6 energy damage in a blast 2 AOE. Targets
caught in the blast must pass an agility check to avoid this damage.

Cables
Range 5
Attack with the cables as an action, +0 vs. evasion. On a hit, the target is immobilized until it ends
this condition.

Loading claws
+1 vs evasion attack
Melee
1d6 kinetic damage
On an attack roll of 20+ the target is thrown 2 spaces directly away from this mech and knocked
prone

Soldier Squad
Strength 1
Grunt, Biological, Squad
Size: (soldier), 5 (squad)
10 soldiers, 2 hp per soldier

HP: 20 Speed: 5
Armor: 0 Evasion: 8

Sensors: 10
Checks: Agility +1, Hull -3, Systems +1, Engineering +0

Systems:
Permanently disable one of these attacks for each 5 hp the squad takes

Rifle Barrage
Main Rifle
Range 12
+1 vs evasion
1d3 kinetic damage

Rifle Barrage (integrated)


Main Rifle
Range 12

!197
+1 vs evasion
1d3 kinetic damage

Mortar
Main Launcher
Range 20
Blast 3, Indirect
+0 vs evasion with 1 Difficulty, 1d6 explosive damage

Mounted Gun
Main Cannon
+0 vs evasion with 1 Accuracy
1d6 kinetic damage

Tank
Strength 2
Grunt, Vehicle
Size 2 vehicle

HP: 8 Speed: 5
Armor: 3 Evasion: 10

EDefense: 10
Heat Capacity: 10
Cooling Rate: 5
Sensors: 5
Checks: Agility -2, Hull +2, Systems +0, Engineering +1

Systems:

Treads
This vehicle ignores difficult terrain. It cannot climb, rolls to knock it prone are made at +1
Accuracy, and it cannot right itself if knocked prone.

LMG
Auxiliary Cannon
Range 12
+0 vs evasion
1d6 kinetic damage

Heavy Thermal Lance (integrated)


Heavy Cannon

!198
Focus, Unreliable
Range 15
+0 vs evasion with 1 Accuracy
2d6 energy damage
On a total attack roll of 20+, the target must succeed on an engineering skill check or take 2d6
heat damage

Powered Armor
Grunt, Mech
Size 1/2 mech

HP: 4 Speed: 6
Armor: 0 Evasion: 12

EDefense: 8
Heat Capacity: 10
Sensors: 5
Checks: Agility +2, Hull -3, Systems -2, Engineering -2

Systems and weapons:


Boosters
Fly +1d6 spaces when moving.

Underslung Rifle
Main Rifle
Range 10
+0 vs evasion
1d3 kinetic damage

IPS-N Berserker
Strength 2
Adversary, Ultra, Mech
Size 2 Mech

HP: 24 Speed: 7
Armor: 0 Evasion: 11

EDefense: 8
Heat cap: 8
Cooling rate: 4
Sensors: 10

!199
Checks: Agility +2, Hull +6, Systems +0 Engineering -1

Systems and weapons:


Mag-grapples
Grants 2 Accuracy to grapple checks while not disabled or destroyed.

Overdrive module
This mech is permanently volatile and vulnerable. If this module is disabled or destroyed, this
mech is stunned for 1 round.

Chain Axe
Heavy Melee
+1 vs evasion with 1 Accuracy
2d6 kinetic damage

Calamity Module
Generates 1d6 heat
Use this module as an action. Can only target grappled enemy mechs with this module. The
target mech is lifted high into the air and suplexed into the ground, dealing 3d6 kinetic damage
and ending the grapple. It must then pass a hull check or be stunned for 1 round.

Boosters
Generates 1d6 heat
Activate as an action. Thi mech moves 10 spaces in a straight line. All targets adjacent to its start
and end point must pass an agility check or be knocked prone

Reactions:
Ferocity x1
Trigger: This mech is targeted by an attack from a target in reach
Immediately attack the triggering target with a chain axe attack with 2 difficulty

HARRISON Siege Crawler


Strength 2
Ultra, Adversary, Mech
Size 2 Mech

HP: 18 Speed: 4
Armor: 2 Evasion: 10

EDefense: 12
Heat cap: 12
Cooling rate: 6

!200
Sensors: 10
Checks: Agility -2, Hull +2, Systems +2, Engineering +2

Systems and weapons:


Anti-tank cannon
Heavy Cannon
Range 15
+0 vs evasion
2d6+1 kinetic damage, unreliable

Shield bash
Main Melee
+2 vs evasion
1d3 kinetic damage

Saturation fire module


The mech fires its AT cannon as an action with the following profile:
Cone 8
1d6 heat (self)
+1 vs evasion
1d6+1 damage

Reactions:
Hunker down x1
Trigger: This mech is targeted by an attack
Until the end of your next turn, you are crippled and cannot boost, but all attackers attack you with
+1 difficulty

End of turn actions


Juggernaut
End one condition affecting the mech

SSC Assassin Unit


Strength 2
Ultra, Adversary, Mech
Size 1 mech

HP: 14 Speed: 8
Armor: 0 Evasion: 14

EDefense: 12
Heat capacity: 10

!201
Cooling rate: 5
Sensors: 15
Checks: Agility +4, Hull +0, Systems +0, Engineering + 0

Systems and weapons:


SSC Flight System
System
When moving or boosting, the mech can Fly instead, but takes 1d6 heat (self) per turn that it flies

Sword
Main Melee
+1 vs evasion with 2 Accuracy
1d6 kinetic damage

Anti Material Rifle


Range 20
Heavy Rifle
+0 vs evasion with 2 Accuracy
2d6+1 kinetic damage

Precog Module
Smart System
While this module is active, this mech ignores light and heavy cover.
If this module is disabled or destroyed, the mech loses the bonus accuracy on all its attacks

Deadly mark module


Mark a target in your sensor range as an action. You gain the deadly mark reaction against them.
If this module is disabled, this mech loses the use of its deadly mark reaction.

Reactions
Deadly Mark x1
Trigger: An enemy you have used your deadly mark module against moves
You can immediately attack that enemy with your Anti Material Rifle. If this attack hits, the enemy
must roll on the critical damage table.

Field Support Unit


Strength 1
Leader, Adversary, Mech
Size 1 mech

HP: 10 Speed: 6
Armor: 0 Evasion: 10

!202
EDefense: 13
Heat capacity: 12
Cooling rate: 6
Sensors: 15
Checks: Agility +0, Hull +2, Systems +3, Engineering +1

Systems and Weapons:

Scout drone
Smart Drone System
As an action, reveal an area of blast 5 within range 20. Allies ignore coverin that area for the 3
rounds.
The drone can be attacked and destroyed (evasion 5, 5 hp)
The drone can be moved by using this module again, but only one can be active at once

Defense shield
System
1d6 heat (self)
Blast 3, centered on mech

As an action, you can activate this shield. While active, attackers gain 1 Difficulty to attack targets
inside with ranged attacks from outside the shield
The shield lasts 3 rounds.

Repair Drone Nexus


Smart Drone System
This system grants the repair drones end of round action

GMS Drone nexus


Smart Drone System
Requires Lock On

This system deals 1d6 kinetic damage at end of round to one target you are locked onto.

Reactions:
Shift boosters x3
Trigger: This mech is damaged by an attack
Move 3 spaces in any direction after the attack resolves. This movement does not provoke
reactions.

End of round actions:


Drone nexus (see above)

!203
Repair Drones
One allied mech in your sensor range regains 1d6 HP

HORUS Jammer
Strength 1
Leader, Adversary
Size 1 mech

HP: 12 Speed: 6
Armor: 0 Evasion: 12

EDefense: 14
Heat Capacity: 8
Cooling Rate: 4
Sensors: 15
Checks: Agility +2, Hull -3, Systems +4, Engineering -2

Systems and weapons:


Cloaking Module
1d6 heat (self)
Activate this module as an action to become heavily obscured until the end of your next turn.

Pistol
Auxiliary CQB
+1 vs evasion
Range 10, 1d3 kinetic damage

Custom Hacking Rig


Smart system
Gain +1 Accuracy to invasion attempts while this system is not disabled or destroyed. If this
system is disabled or destroyed, this mech can no longer make Invasion attacks.

Reactions:
Jolt x1
Trigger: This target is hit by an attack
The attacker must pass a systems check or take 1d6+1 heat damage

Gunship
Strength 3
Ultra, Vehicle
Size 4

!204
HP: 27 Speed: 10
Armor: 1 Evasion: 10

EDefense: 12
Heat capacity: 15
Cooling Rate: 8
Sensors: 15
Checks: Agility +0, Hull +0, Systems +2, Engineering +5

Systems and Weapons:


Gunship engine
Whenever the gunship moves or boosts it Flies (hover) at no cost
If the engine is disabled or destroyed, the gunship crashes, rolls on the critical chart as if it fell,
and it is immobilized permanently.

Aim assist module


If this module is disabled or destroyed, the gunship takes 1 Difficulty on all its attacks.

Gunship cannon (integrated)


Heavy Cannon
Focus
+1 vs evasion
Range 15 1d6+1 explosive damage

Gunship cannon (integrated)


Heavy Cannon
Focus
+1 vs evasion
Range 15, 1d6+1 explosive damage

Gunship missile pod (integrated)


Auxiliary Smart Launcher
Range 10
Requires Lock On

As an end of round action, this missile pod deals 2d6 explosive damage to a target you are locked
on to. This cannot miss.

Combat Computer
Smart System
This combat computer allows the gunship to make a Lock On action as a free action against one
target, once per turn.

!205
If this computer is disabled or destroyed, the gunship can no longer make any Lock On actions
and the Gunship Missile Pod is also disabled.

Reactions:
Strafe x3
Trigger: An enemy moves within the gunships line of sight and sensor range
Make a gunship cannon attack against the triggering target

End of round actions:


Use missile pod (See above)

Juggernaut
The gunship ends one condition affecting it

!206
APPENDIX A: TABLES

!207

WEAPONS

Name Size EP IP Damage Range Additional Tags License Other

Annihilator Main 3 - 1d6 Energy, 1d6 Heat Cone 7 Energy, CQB, AP HA 1d6 Heat (self)
TOKUGAWA II

Arc Projector Main 3 1 3d6 Heat (target) Cone 7 Energy, Rifle HORUS 1d6 Heat (self)
MANTICORE III

Argonaut Main 2 - 1d6 Kinetic Reach Shield IPS-N DRAKE +2 Armor,


Shield III Deployable*

Assault Auxiliary 1 - *Dependent on 15, Indirect Launcher, Indirect HA PATTON II


Launcher payload

Assault Shield Auxiliary 2 - 1d3 Kinetic Reach Shield IPS-N DRAKE I +1 Armor

Autogun Auxiliary 1 1 1d3 Kinetic 15 Auxiliary, CQB, AP HORUS Fired as end of


PEGASUS I round action

Automatic Main 3 - 2d6+2 Kinetic 10 CQB, Inaccurate IPS-N


Shotgun TORTUGA I

Bolt Thrower Heavy 4 - 1d6 Kinetic + 1d6 12 Rifle IPS-N


Explosive RALEIGH II

Combat Drill Superheavy 5 - 3d6 Kinetic Reach Melee, Unreliable, AP IPS-N VLAD III

Combat Main 2 - 1d6+1 Kinetic Cone 5 CQB, Loading HA PATTON I


Shotgun

Daisy Cutter Heavy 2 - 3d6 Kinetic Cone 7 CQB IPS-N Limited (2)
TORTUGA II

1
Creates light
cover in area for
1 round after
firing.

Displacer Superheavy 5 - 15 Energy, Blast 3 15 Rifle, AP, Loading HA 2d6 Heat (self)
NAPOLEON III

EMP Pulse Heavy 2 2 3d6 Heat Blast 8 (self) Energy, HORUS +3 To Hit v.
MANTICORE III Systems, 20+
causes target(s)
to shut down,
20+ causes
Heat damage to
self

Fire Pike Main 2 - 3d6 Explosive + 1d6 Reach +2, Melee IPS-N Limited (1),
Kinetic Thrown 10 NELSON II when
expended,
becomes War
Pike

Flamethrower Heavy 3 - 1d6 Energy + 2d6 Heat Cone 6 CQB HA GENGHIS I

Flechette Auxiliary 2 - 1d6 Kinetic 1, Blast 2 CQB IPS-N +1 Accuracy


Launcher (self) BLACKBEARD against
II grappled
targets

Gandiva Heavy 3 4 2d6 Explosive +1d6 20 Smart, Launcher. SSC Requires Lock
Missiles Energy (end of round) MONARCH III On

GMS Type I Heavy 3 - 2d6+2 Kinetic 30 Rifle, Loading, Ordinance -


20mm
Hardpoint
Anti-Material
Rifle

2
GMS Type I Main 2 - 1d6+1 Explosive 15, Indirect, Launcher, Indirect, -
High-Arc Blast 2 Inaccurate
Mortar (Target)

GMS Type I Heavy 4 - 2d6 Explosive 20, Indirect, Cannon, Blast, Indirect, -
Howitzer Blast 3 Loading, O
rdinance
(Target)

GMS Type I Heavy 3 - 2d6 Kinetic 15 Rifle, Inaccurate -


MC MG
Machine Gun

GMS Type I Main 2 - 1d6 Kinetic 12 Rifle -


MC-AR
Assault Rifle

GMS Type I Main 2 - 1d6 Kinetic Reach Melee - Sword or Axe,


MC-Blade determined on
printing.

GMS Type I Main 2 - 1d6+1 Kinetic 15 Rifle, Unreliable -


MC-BR Battle
Rifle

GMS Type I Auxiliary 1 - 1d3 Kinetic 10 CQB -


MC-P Pistol

GMS Type I Main 2 - 1d6+1 Explosive 15, Blast 3 Launcher, Loading -


MC-RPG (target)

GMS Type I Main 2 - 1d6+1 Kinetic 5 CQB -


MC-SG
Shotgun

GMS Type I Auxiliary 1 - 1d3 Kinetic Reach Melee -


MC-TK Knife

GMS Type I Main 2 - 1d6 energy + 1 heat 8 Rifle -


MC-TL

3
GMS Type I Auxiliary 1 0 1d3 energy 10 CQB -
MC-TP

Hand Cannon Auxiliary 2 - 1d6+1 Kinetic 10 CQB, Loading IPS-N


RALEIGH I

Heavy Laser Heavy 4 - 2d6 Energy 20 Cannon, Focus HA SHERMAN 2d6 Heat (self)
II

Impaler Main 2 1 1d6 Kinetic Line 10 Launcher, CQB. IPS-N VLAD I 1d6 Heat (self)
Final target
must pass an
agility check or
be immobilized

IPS-N Assault Heavy 3 1 2d6+1 Kinetic 15 Unreliable, Cannon IPS-N DRAKE I


Cannon

Kinetic Heavy 3 - 2d6 Explosive Reach Melee, Inaccurate, CQB IPS-N 20+ on hit
Hammer RALEIGH III impairs target if
it fails a
systems check
with 1 difficulty

Kodandam Auxiliary 2 - 1d6+1 Explosive 15, Blast 4 Launcher SSC Limited (5)
Missiles (Target) MONARCH I

Laser Main 2 - 1d6 Energy + 1d6 Heat 15 Rifle HA SHERMAN 1d6 Heat (self)
I

Leviathan Heavy 3 - 1d6+1 Heat, 2d6 12 Cannon IPS-N DRAKE


Heavy Assault Kinetic III
Cannon

Mag Cannon Main 2 - 1d3 Energy + 1d6 Heat Line 20 Cannon SSC BLACK
WITCH I

Nailgun Main 2 1 1d6+1 Kinetic 12 Rifle IPS-N VLAD II On 20+ to hit


target must
pass an agility

4
check or be
immobilized

Nanobot Whip Heavy 3 2 2d6 Kinetic Reach +2 Melee, HORUS On 20+ to hit,
BALOR III target is
grappled
automatically,
but lose the use
of this weapon

Nanocarbon Main 3 - 1d6+3 Kinetic Reach Melee IPS-N On 20+ to hit,


Axe BLACKBEARD roll t wice on
III critical chart
and pick
highest

Nanocarbon Heavy 3 - 2d6 Kinetic Reach +1 Melee, Inaccurate IPS-N


Sword BLACKBEARD
I

Pinaka Heavy 3 - 2d6 Explosive 25, Blast 3 Launcher, Unreliable SSC 1d6 Heat (self)
Missiles (Target) MONARCH II

Plasma Cutter Auxiliary 1 - 1d3 Energy + 1d6 Heat Reach Melee, AP IPS-N 1d6 Heat (self)
LANCASTER III

Plasma Superheavy 4 1 2d6 Energy + 3d6 Heat Cone 8 CQB HA GENGHIS 3d6 Heat (self)
Thrower III

Power Auxiliary 2 - 1d3+1 Explosive Reach Melee. On a 20+, your IPS-N 20+ to hit
Knuckles target must pass a hull NELSON III knocks target
check or be knocked prone
prone.

Rail Rifle Main 3 - 1d6+1 Kinetic Line 15 Rifle, SSC SSC


METALMARK METALMARK III
III

Railgun Heavy 4 - 2d6 Kinetic Line 30 Cannon, AP, Ordnance SSC DEATHS SSC DEATHS
HEAD III HEAD I II

5
Siege Cannon Superheavy 5 - 3d6 Explosive 30, Indirect, Cannon, Ordnance, HA 2d6 Heat (self)
Blast 5 Loading BARBAROSSA
(Target) III

Smartgun Main 2 1 1d6+1 Kinetic 20 Smart, Rifle, Focus HORUS


PEGASUS II

Solid Core Main 4 - 2d6+2 Kinetic Reach Melee, AP, Loading IPS-N On a 20+, target
Hammer TORTUGA III must pass a hull
check with 1
difficulty or be
stunned

Sticky Bomb Main 3 - 2d6 Explosive 15, Blast 3 Launcher HA PATTON III *See Entry
Launcher (target)

Tachyon Superheavy 4 2 3d6 Energy + 2d6 Heat 30 Cannon, Ordinance, Focus HA SHERMAN 2d6 Heat (self)
Lance III

Thumper Superheavy 2 - * * Melee HA PATTON II *See Entry

Torch Main 3 - (1d6+1 Energy) + 1d6 Reach Melee, AP HA


Heat TOKUGAWA III

Variable Knife Aux 2 - 1d3+1 Kinetic Reach Melee, AP SSC


MOURNING
CLOAK II

Variable Main 3 - 1d6+3 Kinetic Reach Melee, AP SSC *See Entry


Sword MOURNING
CLOAK III

Vijaya Auxiliary 1 - 1d3 Explosive 10 Launcher SSC


Rockets MONARCH II

Vulture Battle Main 2 - 1d6+2 Kinetic 20 Rifle, Unreliable SSC DUSK


Rifle WING II

War Pike Main 2 - 1d6 Kinetic Reach +1, Melee IPS-N


Thrown 10 NELSON I

WEAPON SYSTEMS & MODIFICATIONS

Some systems give you special ammunition or weapon mods. When you install a special ammo mod, you choose which
weapon it applies to. This cant change unless you return to base and swap it out. The most recently installed mod determines the
damage type and attack pattern (blast, line, energy, explosive, etc). You choose which this is.

Name EP IP System Size Applied To Description License

Armor-Piercing - 1 - Non-Melee, Non-Blast Kinetic Weapon Modified weapon gains AP tag and does +1 SSC
Ammunition kinetic damage METALMARK I

Auto Loader - 1 - Weapon with Loading tag Reloads any single weapon with Loading as an HA
end-of-round (EoR) action. BARBAROSSA
II

Explosive - 1 - Kinetic Weapon Modified weapon becomes Blast 2, or Blast +1 if IPS-N RALEIGH
Weapon it already has the Blast tag. Mod. Weapon gains I
Modification the Explosive tag if it does not already have it

Extended - 1 - Rifle, Cannon Increase base range by 5 SSC


Barrel METALMARK I

External Ammo 1 1 - Weapon with Loading tag Remove Loading tag from weapon. If this system HA
Feed is struck, it explodes, dealing 2d6 explosive BARBAROSSA I
+1d6 heat to all w/in Blast 3 (self) if they fail
agility check.

7
External 1 - - All equipped Energy weapons All equipped weapons with Energy tag gain +5 HA
Batteries range. Additionally, all equipped weapons with TOKUGAWA I
Energy and Melee tags gain +1 reach.
if struck, this system explodes, dealing 1d6
Explosive +1d6 Energy +1d6 Heat to all within
Blast 3 (self) if they dont pass an agility check.

HA Bunker - 1 - One non-Melee, non-Line CQB, Cannon, or Weapon gains the following: +Line 5 to range. IPS-N
Buster Rifle. The weapons original range is then measured TORTUGA II
from the END of this additional range in addition,
ignoring any cover in that first Line 5.

HAVOK - 1 - Non-Melee, Non-Blast Kinetic Weapon One equipped non-Melee Kinetic weapon gains HA GENGHIS II
Ammunition the following: on a successful critical hit (20+),
the target also rolls on the Overheating table, as
well as the Critical chart.

Haywire - 1 - Non-Melee Weapon Weapon gains the following: on a successful hit, HORUS
Ammunition the next Invasion attempt on this target is made MANTICORE I
with +1 additional Accuracy.

HEAT - 1 - Non-Melee, Non-Blast Kinetic Weapon Weapon gains the following: Weapon causes an HORUS
Ammunition additional 1d3 Heat damage MANTICORE II

Mark - 1 - Non-Melee, Non-Blast Weapon Weapon gains the following: the first target hit by SSC
Ammunition this weapon gains the Marked tag until the end METALMARK II
of their next turn. One ally within your sensor
range gains the following: on the first attack roll
of your turn, you may gain +1 Accuracy and
ignore light and heavy cover on any enemy with
the Marked tag.

Miniaturized - 1 - One Weapon Weapon gains the following: Weapon becomes SSC
Weapon auxiliary. Its maximum damage by type can only MOURNING
Modification be 1d6, and its maximum heat generation can CLOAK I
only be 1d6, but it retains any additional
properties it may have (blast, line, etc).

Nanite - 2 - One non-Melee CQB, Cannon, or Rifle. Weapon gains the following: this weapon gains HORUS BALOR
Ammuniton the Smart and Focus properties. II

Over-Penetrati - 2 - One weapon with the Rifle or Cannon tag Weapon gains the following: This weapons IPS-N VLAD II
on range becomes Line (10)
Modification

8
Overcharge - 1 - Non-Limited Weapon One equipped weapon without the Limited tag SSC DUSK
Modification deals an additional d6 Energy damage, but it WING I
gains the Unreliable tag.

Paracausal - 1 - One weapon with the Rifle or Cannon tag Weapon gains the following: Damage from this HA SALADIN II
Ammunition weapon cannot be reduced in any way.

Phasing - 1 - One non-Melee CQB, Cannon, or Rifle. Weapon gains the following: attacks from this HA NAPOLEON
Ammunition weapon treat total cover as heavy cover I

Smart Weapon - 1 - One weapon Weapon gains the following: this weapon gains HORUS
Modification the Smart property. PEGASUS III

Snub Barrel - 1 - One weapon with the Rifle or CQB tag. Weapon gains the following: This weapons IPS-N VLAD I
range becomes Cone (5), or adds +2 to range if
it already has the Cone property.

Stabilizer - 2 - One weapon with the Launcher, Rifle, or Weapon gains the following: increase base SSC DEATHS
Modification Cannon tag range by 10 HEAD II

Supercharger - 2 - Any weapon with the Energy tag. Once per turn, you may choose to take 1d6 heat HA
Modification damage to add +1d6 energy damage to any TOKUGAWA II
attack made with a weapon that has the Energy
tag.

Tracer - 1 - Any weapon with the Rifle or Auxiliary tag. Weapon gains the following: you may declare an SSC DEATHS
Ammunition Weapon must be Kinetic. attack to be a Tracer attack. This attack deals HEAD I
no damage on a hit, but the next attack you
make against the same target may be made with
an additional +1 Accuracy.

DEPLOYABLES

Deployables with the thrown tag can be thrown as an action to a point within the range indicated.

You can place deployables with the plant keyword as an action on any adjacent space. You can also attempt to plant them directly
on an enemy target. As an action, make a hull vs. agility or hull vs. hull skill contest (defenders choice). The attacker gets 1 Difficulty
to this contest. If the attacker wins the contest, the deployable is successfully planted on the target. It takes a successful
engineering skill check for a target with a planted deployable on it to remove that deployable.

Name EP IP Limited (x) Range Description License

Aegis Shield - 2 3 Plant, Blast 5 This deploys as soon as planted. The blast zone persists for 3 IPS-N
Generator (Target) rounds after deployment. All targets inside the zone gain +2 DRAKE II
armor.

GMS Pattern A - 1 1 Plant As an action, this creates a Line 4 section of Light Cover - -
Jericho orientation determined by user - so long as the entire Line 4
Deployable section can be deployed on the map. Requires an action to pick
Cover up. Reusable.

EMP Charge - 2 3 Thrown 5, Plant, This charge can be remotely detonated as an action, +3 v. HORUS
Blast 5 (target) Systems, dealing 3d6 Heat in Blast 5 (Target). On a 20+ to hit, MANTICORE
the target is shut down. I

10
Grounding - 1 3 Plant, Blast 7 As an action, this charge can be remotely detonated. All mechs, HA PATTON
Charge (Target) pilots, and squads in Blast 7 (Target) must take a Hull check or III
be immobilized for 1 round and knocked prone. Any target that
is flying and in the blast when detonation occurs are pulled to
the ground on a failed check and must roll on the critical
damage chart.

GMS Pattern A - 1 3 Thrown 5, Blast 3 Explodes immediately on impact. Targets in the blast must pass -
Apple High (Target) an agility skill check or take 1d6 explosive damage
Explosive
Grenades

HE Mine - 1- 5 Plant, Blast 3 Planted mines arm at the end of the round. -
(Target) Detecting a mine takes a systems skill check, disarming one
takes an action and a successful systems check on an adjacent
mine or the mine explodes.
The mine detonates when any target comes within 1 range of
the mine and does not attempt to disarm it for blast 3, 2d6
explosive damage. This attack cannot miss. A second mine
cannot be placed in this blast radius.

IPS-N - 2 3 Thrown 5,Reach If thrown, the charge explodes on impact. If planted, it can be IPS-N
Breaching detonated as an action by whoever planted it, dealing 2d6 RALEIGH I
Charge Energy +1d6 Heat damage to target in a blast 3 area centered
on the target. Damage counts as AP.
No attack necessary to place on obstacles, cover, or
environment, and does double damage to objects.

11
Mag Field - 2 1 Plant, Thrown 5 As an action, you may activate the mag field to create a Blast 7 SSC BLACK
Blast 7 (Target) area. WITCH III
Inside, ranged weapon attacks without the Energy tag cannot
penetrate into or out of the field and will stop at the edge, doing
no damage.
The field is difficult terrain for all mechs and vehicles made of
metal.
Mechs inside the Mag Field must make a successful Hull check
or be pulled to the center and immobilized while the field is
active. They can repeat this check at the end of their turn. On a
successful check, they can move as normal.
The field persists for 3 rounds after deployment. At the end of
the third round any attacks fired into this field will resume
trajectory towards the center of this zone.
The GM performs an attack roll vs each still inside the zone with
+1 aim per attack fired into this zone (cumulative). Successful
hits deal 1d6 Kinetic damage per attack fired into this zone
(cumulative).
Then the zone deactivates.

GMS Pattern A - 1 3 Thrown 10, Blast 6 The smoke grenade immediately detonates on impact or plant, -
Smoke (Target) creating an area of Blast 6 centered on the impact point.
Grenade This area grants light cover (+1 Difficulty) to all within. Lasts 3
rounds.

Stasis Barrier - 2 3 Plant, Line 4 Deployment creates a Line 4 section of Heavy Cover, oriented HA
on deployment, that persists for 10 rounds (if in turn-based NAPOLEON I
combat) or 1 minute (if narrative). The barrier provides heavy
cover. In addition, Blast, Line, and Cone weapons do not ignore
this cover.

12
Stasis Field - 1 1 Reach, Blast 7 Detonate this field as an action to create a blast 7 area. Affected HA
(Target) targest may make an agility skill check to escape if on the edge. NAPOLEON II
The area inside is locked from the normal flow of space time.
Effects, mechs, and pilots inside are stunned and removed from
play for 3 rounds, and all other effects cannot penetrate into the
area. Time does not flow normally for targets inside the area,
and is separate to the outside world. Active effects, attacks,
modules, and other other individuals and actions inside the area
pause.
At the end of the 3 rounds, this area returns to normal.

Thermite Mines - 1 3 Plant Blast 2 Thermite mines arm at the end of the round HA PATTON I
(Target)
Detecting a mine takes a systems skill check, disarming takes a
successful systems check on an adjacent mine or the mine
immediately explodes.
The mine detonates when any target comes within 1 range of
the mine and does not attempt to disarm it for blast 3, 2d6
explosive +3d6 heat damage. This attack cannot miss. A
second mine cannot be placed in this blast radius.

Veil Generator - 2 1 Reach, Blast 5 Once deployed, this generator creates a Veil Field. This field SSC
(Target) persists for 10 rounds of combat and cannot be re-used or DEATHS
re-activated. Any unit inside the Veil Field is cloaked, and is HEAD II
considered to be in Heavy Cover and immune to System
attacks.

13

DRONES

Drones count as systems


Some drones do not require lock on and can be used as an action
An offensive drone nexus automatically hits a target of your choice at the end of the round as long as you are locked on to your
target.
You may install multiple drone nexuses, including duplicate modules.

Name EP IP Range Additiona Description License


l Tags

Assassin 2 2 Sensor Smart, Do not require lock on. HORUS HYDRA II


Drone Drone, As an action, target a Blast 6 area in your sensor range and gain the following
Nexus System reaction until the start of your next turn: If an enemy mech starts its turn in the Blast
6 (target) area or enters it for the first time, you may perform the following attack: +3
v. Evasion, 1d6 Kinetic. You may repeat this reaction any number of times.

Boost 1 2 Sensor Smart, Does not require lock on. HORUS BALOR II
Swarm Drone, As an end-of-round action, target an allied mech in your sensor range.
Nexus System You then release a swarm of nanite drones that target and enhance an ally's
systems.
The targeted ally then may immediately spend a repair. Additionally, their next
attack is made with +2 Accuracy.

Ghoul Drone 1 4 Lock Smart, As an end-of-round action, deal 2d6 explosive damage to one target you are locked HORUS HYDRA II
Nexus On Drone, onto.
System

14
GMS Drone - 2 Lock Smart, As an end-of-round action, deal 1d3 Kinetic damage to one target you are locked on -
Nexus On Drone, to.
System

Hunter/Kille 1 2 Lock Smart, As an end-of-round action, deal 1d6 kinetic damage to one target you are locked on HORUS HYDRA I
r Drone On Drone, to.
Nexus System
Additionally, after installation and only in base, pilots may tune their H/K drones to
deal either Explosive or Energy damage.

Networked 1 1 Sensor Smart, Choose a target mech within your sensor range. As an end of round action, your IPS-N LANCASTER
Swarm Drone, mech takes 1d3 heat damage, and the targeted mech can spend 1 repair to heal. III
Nexus System This effect lasts indefinitely, or until you end it. If the mech takes damage or
overheats, this effect ends.

Relay Drone - 2 Sensor Smart, Does not require lock on. Fire a drone to a point within range as an action. It HORUS BALOR I
Nexus Drone, remains active until destroyed. While its active, any allied mech can use the drone
System as an origin point for any system attacks (scans, invasion, lock-on), and any system
attacks you personally make through the drone are made with +1 Accuracy.

The drone can be recalled or relocated as an action, and it can be targeted and
attacked. It has evasion 10 and 5 hp. If it is destroyed, this system is also destroyed.

Repair 1 2 Sensor Smart, Does not require lock on. As an end-of-round action, choose a target mech within IPS-N LANCASTER
Drone Drone, sensor range. That mech may then spend 1 Repair to heal. II
Nexus System

15
Scout Drone - 1 2x Smart, When you use this system as an action, choose a blast 6 area anywhere within 2x SSC
Nexus Sensor Drone, sensor range and make a systems skill check. If your check is successful and any SWALLOWTAIL II
System mechs are in that blast:
- Gain vision of that are as long as drones are active
- Reveal obscured targets in that area, including totally obscured targets
- Reveal current HP and heat levels of mechs in that area
On a 20+, you can reveal information about any targets in that area as if you
succeeded on a deep scan.

Sentinel 2 1 Sensor Smart, Does not require lock on. Create a Blast 6 area centered on a point within sensor HORUS MEDUSA I
Drone Drone, range. until the start of your next turn as an action. Launcher attacks attack targets
Nexus System in the area with +2 difficulty.
Gain the following Reaction until the start of your next turn: If a target begins its
turn within the Blast area or moves into it during its turn, then a sentinel drone
triggers. The drone may then attack an enemy in that area at +1 v. Evasion, 1d6
Kinetic damage.

Swarm 1 2 Lock Smart, As an end of round action, deal 1d6 kinetic damage to a target you are locked onto. HORUS BALOR III
Drone On Drone, A mech successfully damaged by Swarm Drones gains the Vulnerable property until
Nexus System the end of its next turn (when it rolls on the critical chart, roll twice and choose the
higher result.)

Tracking 1 2x Smart, Does not requires lock on. You may perform, as an action, an Aim v. Evasion attack, SSC DEATHS
Drone Sensor System against an enemy target in 2x sensor range. On a hit, you know the targets exact HEAD I
location and speed and it cannot hide from you. The target may remove the tracking
drone from it if it takes an action and succeeds on an Engineering check.

Turret 1 2 Sensor Smart, Activate this drone nexus as an action. It fires a turret drone that attaches to any HORUS HYDRA II
Drone Drone, friendly mech within sensor range. While attached, this turret will be destroyed if the
Nexus System mech takes damage, but you gains the following reaction.
Turret attack
Trigger: An allied mech hits with an attack within range 15 of the turret
Deal 1d6 kinetic damage to that target
You can also attach the turret to any surface. While attached this way, it has evasion
10, and 1 HP

If turrets placed by the turret drone are destroyed, the nexus itself is not destroyed.

16

AI

If your mech has an system with the AI tag installed, your mech gains the AI property. It can take actions and move on its own
prerogative when not piloted, using its stats. It is obedient to you alone. You can determine the general disposition and personality
of your AI.

You can only ever install one system with the AI tag unless talents or the situation says otherwise.

An AI controlling a mech you are not piloting is controlled by the GM.

Attacking an AI system with Invasion incurs +2 Difficulty on the roll. If an AI system is ever disabled (by weapons fire, overheating,
or invasion), it instead becomes unshackled. An unshackled AI gains immediate control of your mech and is controlled by the GM.
It lacks empathy for you, and will act in one of three ways: ignore you, toy with you, or try to kill you.

You can re-shackle an unshackled AI by making a Stabilize System check with +2 Difficulty or shutting down your mech.

AI cores are easily restored from backup if destroyed.


Name IP Additional Heat Description License


Tags Generation

17
AGNI 3 AI, You mech gains the AI property, and gain the AGNI protocol HA
System, AGNI protocol GENGHIS III
Unique, Protocol
Limited (1) Limited (1)
For 3 rounds, as an end of round action, you automatically reduce your heat
damage. If youre moving, this action vents your cooling rate, if youre
standing still, this action vents 2x your cooling rate.
This vent creates a blast (5) zone around you. Attack all mechs and hard
suits within that zone must succeed on an agility skill check. On a failure, a
mech takes 2d6 heat damage, is pushed outside of the zone, and knocked
prone. This area provides light cover for 1 round.
This action automatically kills any jockeying pilots that are hit automatically.

AMATERASU 3 AI, 2d6 upon Your mech gains the AI property, and gain the AMATERASU protocol: HA
System, activation AMETERASU protocol TOKUGAW
Unique Protocol A III
2d6 heat (self)
Your mech enters a supercharged state. While in this state, your mech counts as
volatile, until the end of your next turn, but the next energy ranged weapon you fire
has its range and damage doubled, or the next energy melee weapon you fire has its
reach and damage doubled.

ASURA 3 AI, 1d6 per turn Your mech gains the AI property. In addition, you gain the ASURA protocol: HA
System, while active ASURA protocol SHERMAN
Unique Protocol III
1d6 heat/turn while active
Limited (1)
Gain an extra action each turn while active. This action must be used before
the end of your turn. This protocol lasts for 5 rounds. You can end it as a free action.

18
ATHENA 3 AI, 1d6, upon Your mech gains the AI property, and you gain the ATHENA protocol: SSC
System, activation ATHENA protocol SWALLOW
Unique Protocol TAIL I II
1d6 heat (self)
Lasts 5 turns
As an action, choose either a blast 15 area within one mile of you that does
not move, or a blast 15 area centered on you that moves with you. Your scans in
that area cannot fail and no longer count cover as long as this protocol is active.
In addition, your mech counts total cover as heavy cover in that area for all
attacks and systems.
Your AI constructs a perfect, real-time, 3d model of this are that you can
rotate and interact with. You can end this protocol as a free action, or move the area
and switch the mode between self and point as an action during the duration.

Dummy Plug 2 Smart, Upon installation of a Dummy Plug, your mech gains the following: Your mech now -
System, has a sub-sentient AI installed into its core systems. This Dummy Plug does not
Unique count as an AI and cannot be unshackled. The Dummy Plug can communicate with
you in limited terms, but lacks personality. It may control your mech if you are not
piloting it, and will obey your clear, basic orders.

KALI 3 AI, 1d6 per turn Your mech gains the AI property and can use the KALI protocol. IPS-N
System, while active KALI p rotocol BLACKBEAR
Unique Protocol D III
1d6 heat/turn (self) while active
Your mech becomes Vulnerable and Volatile, but all melee attacks do +1d6
damage and treat the target as Vulnerable (they roll twice and choose the
highest when rolling for critical damage). In addition, adjacent mechs are
treated as Volatile and take 1d6 Heat damage from you at the start of their
turns while this protocol is active.
While active, your mech automatically uses its movement to move towards
the nearest target, friend or foe, and attempts to engage in melee combat.
This is not a free move.
If you end your turn while not in reach of a target (friend or foe), you become
Impaired until you are.
You can end this protocol by making an engineering skill check
Otherwise this protocol will continue until your mech is destroyed. Death or
incapacitation of the pilot will not stop it.

19
OROCHI 3 AI, - Your mech gains the AI property and the OROCHI protocol HORUS
System, OROCHI protocol HYDRA II
Unique Protocol

Choose up to 3 weapons or systems on your mech. As an action, these parts of your
mech can split off and become semi-autonomous, treated as separate entities that
can make their own actions. They can attack on their own, but are impaired while
they do so.

Your mech core retains the remaining systems and core stats of your mech. Reduce
your max HP and heat capacity by your repair rate for each part of your mech that
splits off. Parts of your mech that split off have evasion equal to your mechs
evasion, movement equal to your mechs movement, hp equal to your repair rate,
and heat capacity equal to your cooling rate. They inherit your aim and other
statistics. If they are put into a critical or overheating state, they cease functioning
and are destroyed.

You can end this protocol and re-unite any remaining parts of your mech as an
action on your turn. Add the HP and heat totals for all your parts back up to get your
new total.

OSIRIS 3 AI, 1d6 (self) Your mech gains the AI property and the OSIRIS protocol HORUS
System, OSIRIS Protocol GOBLIN III
Unique Protocol
1d6 heat (self)/turn
While this protocol is active, you can make an invasion attack as an end of
round action. You can end this protocol as an action.

RA 3 AI, 1d6 heat Your mech gains the AI property, and the RA protocol HORUS
System, (self) RA protocol MEDUSA I II
Unique Protocol
1d6 heat (self)
Until the start of your next turn, you gain 3 reactions. These reactions can be
used to fire any auxiliary weapon with +1 Difficulty or main weapon with +2
Difficulty. You set the trigger for these reactions, and can only fire these
weapons if the trigger activates.

20
SHIVA 3 AI, 1d6 heat SHIVA protocol SSC
System, (self) Protocol MONARCH
Unique 1d6 heat (self) III
If you successfully lock onto a target this turn, immediately repeat the lock on attack
as a free action against another target in range. You can continue this action on
successful lock-ons until you fail a lock on or there are no more targets in range.
Until the end of your next turn, all launcher weapons gain the smart and focus
properties, and all weapons with the smart property can make attacks with +1
Accuracy.

UNCLE 3 AI, - Choose 1 weapon - The weapon and its associate systems gain the AI property. You IPS-N
System, can determine the general disposition and personality of your AI, though without RALEIGH III
Unique shackles it lacks empathy and will either ignore you, toy with you, or try to kill you.

It can fire itself as an end-of-round action, using the mechs aim but with +1
Difficulty.

VISHNU 3 AI, 1d6 Your mech gains the AI property and the VISHNU protocol HA
System, VISHNU protocol SALADIN III
Unique Protocol
1d6 Heat

Until the end of your next turn, all weapons with the Launcher, Smart, and/or
Melee tags that target you add +1 Difficulty to their attack rolls. If a weapon
with the Launcher or Smart tag misses you while VISHNU is active, you may
deal 1d6 damage to its owner. The damage dealt this way is the same type
as the attempted attack. If a weapon with the Melee tag misses you while
this protocol is active, you may disarm (or disable, if the weapon is
integrated) the weapon in response. You may wield that weapon if you have
a free hand.

21
SYSTEMS & MODIFICATIONS

Name EP IP Additional Keywords Description License

Bastion - 2 Main, System, Shield Activate or deactivate as an end-of-round action. While active, you are IPS-N DRAKE II
Siege Shield immobilized. All attacks made against you are made with +1 Difficulty.
You take half damage from Blast and Cone attacks. You do not suffer
from these penalties.

//MONGOOSE - 2 - Successful invasion attacks leave your target impaired until the start of HORUS
v 3.4 your next turn. GOBLIN II

//SCORPION v. - 2 - If an invasion or lock-on attempt directed at you misses, chooses two of HORUS
70.1 the following result for the attacker: MEDUSA II
Disable a random weapon or system
Impair the attacking mech for 1 round
Cripple the attacking mech for 1 round
Deal 2d6 Heat damage to the attacking mech

Ablative 1 2 System, Shield Energy damage is reduced by half. The half reduced in this way becomes IPS-N
Shielding Heat damage instead. This shielding can be activated or deactivated as LANCASTER II
an action.

Active Camo 2 - Main, System Activate this system as an action and take 1d6 Heat damage. Upon SSC
activation, it lasts for 5 turns. While this module is active, you are invisible METALMARK II
(Totally Obscured). However, if you fire a weapon, use a system, take
damage, or are overheating, this system immediately becomes inactive.

Adaptive 1 1 System, Armor, You gain the following reaction: Upon taking damage, you gain 4 armor IPS-N NELSON
Armor Unique against the triggering attack. III

Adaptive Paint - 1 - You may add +1 Accuracy to attempts to hide. Rolls to scan your mech SSC
are made with +1 Difficulty SWALLOWTAIL
I

Agility - 1 - All agility checks you make while this system is active are made with +1 SSC
Modifications Accuracy. MOURNING
CLOAK II

22
Aim-Assist - 2 System While locked on to a target, your weapons gain the Focus tag if they do HORUS
Module not already have it. PEGASUS II

Armor Lock 1 - System This system triggers when you take the Brace action. IPS-N NELSON
System II
When bracing with this system active, enemy attacks targeting you are
made with +1 Difficulty.

Additionally, while bracing with this system active, you cannot fail agility
checks.

Assault 1 1 System Grapple checks may be made with +1 Accuracy. While grappling a IPS-N
Grapples target, you are no longer limited on the weapons you can attack with (you BLACKBEARD
can attack with two auxiliary or main weapons in any combination, or a II
heavy or superheavy weapon)

Assault grapples can be fired as an action at a surface within Range 10
and pull the mech towards that location with a successful agility check. If
that check fails, the mech is knocked prone. This movement ignores
does not ignore difficult terrain, dangerous terrain, or other mechs.

Auto-Cooler - 1 System If you did not move, overheat, or take damage this turn, reduce your heat HA GENGHIS II
damage by your cooling rate as an end-of-round action.

BLACK-ICE - 2 - Invasion attempts against your mech are made with +1 Difficulty. HORUS
Module Successive invasion attempts of the same source in the same battle are MEDUSA III
made at +1 Difficulty, cumulative.

Blackshield - 4 System, Shield, Blast Action to activate. Suffer 4d6 heat damage. Generates Blast 7 (Self) area. HA NAPOLEON
While active, the flow of time inside is altered dramatically. Nothing, not III
even light, can enter or exit the shield.
The shield is impermeable and invulnerable.
When the shield is activated, mechs caught on the edge must make an
agility check to choose which side they end up on.
To the user, the world outside the shield goes totally black, and the
inverse happens from outside.
No action or effect can enter or exit the shield while it is active, though
time passes normally on both sides.
The shield drops automatically after 3 rounds.

23
Bulwark 1 - - You ignore difficult terrain except when climbing, and you may re-roll IPS-N NELSON
Modifications failed dangerous terrain checks. I

Cable Winch - 1 System As an action, you can attach the cables to an adjacent mech. IPS-N
System If the mech is shut down or a willing target, this action is automatically LANCASTER I
successful, otherwise make a Hull vs. Hull attack.
Once attached, the two mechs cannot move more than 10 range away
from each other. One mech can tow the other, but is crippled while doing
so.
If there is a contest, make a Hull vs. Hull attack to see who wins. Any
mech can take an action and make a Hull skill check or melee attack to
remove the cables (removed on a hit). The cables can also be attached to
the environment. They can take a combined hull score of 30 in strain if
using them to climb, etc, before they break.

Cloaking Field - 3 System, Blast Activate this system as an action. Take 2d6 Heat damage. This system SSC
persists for 5 turns. When you activate this system, create a Blast 6 (Self) SWALLOWTAIL
area. You become invisible (totally obscured). All other mechs, pilots, and III
squads in this area become invisible (totally obscured). This area remains
centered on you as you move. If you are overheating, if you attack, or if
you take damage, this system immediately becomes inactive.

Dispersal 1 1 System, Shield Activate or deactivate this shield as an end-of-round action. Until the end HA NAPOLEON
Shield of the next round, Energy weapon attacks against you are made at +2 II
Difficulty. Your energy weapon attacks are made at +2 Difficulty as long
as this is active. Activation incurs 1d6 Heat damage.

Emergency - 1 System As an action, you can make an engineering skill check using the cutter to IPS-N
Cutters cut open an adjacent mech cockpit that is shut down, destroyed, or LANCASTER I
stunned. Pilots can enter or exit the mech even if the cockpit is
destroyed, and the mech becomes vulnerable until it can repair. You can
also use the work cutter as a tool to cut through the environment. It will
cut through most materials with no issue.

Emergency - 1 System When you take the Brace action, you can spend 1 repair to heal. HA SALADIN I
Repair System

24
Emergency - 1 System When you enter a critical state or take critical damage, you vent your HORUS
Vent cooling rates worth of heat. MINOTAUR I

EVA Module - 1 System Your mech counts as having a propulsion system in space and -
underwater.

Experimental - 1 System Your cooling rate becomes 3/4 of your engineering instead of 1/2, HA TOKUGAWA
Heat Sink rounded up. I

If this system is struck, then it explodes and is destroyed. Take 1d6
Energy + 1d6 Heat. This damage cannot be avoided.

Explosive Vent - 2 System When you take the stabilize system action, you can choose to explosively HA GENGHIS I
vent your heat in a Blast 5 (self) area. All mechs and hard suits in the area
must take an Agility check or suffer 1d6 Energy + 1d6 Heat. This damage
is fatal to Pilots and Hard Suits.

Eye of HORUS - 2 System While locked onto a target, you may perform a Deep Scan action as an HORUS
end-of-round action instead. PEGASUS I

GMS Modular 1 1 - You gain +1 Armor -


Ceramo/Ferrou
s Plated Armor

GMS Shield I - 2 System, Shield Activate and determine initial facing as an action. Change facing as an -
action. For 3 rounds after activation, ranged weapon attacks against the
shielded facing are made at +1 Difficulty. Ranged attacks you perform
from that facing are made at +1 Difficulty. Activation generates 1d3 Heat.

GMS Shield II - 3 System, Shield Activate and determine initial two facings as an action. Change facings -
as an action. For 3 rounds after activation, ranged weapon attacks
against the shielded facings are made at +1 Difficulty. Ranged attacks
you perform from those facings are made at +1 Difficulty. Activation
generates 1d6 Heat.

Grapplers 1 0 System Gain +1 Accuracy on grapple attempts. While grappling a target, you are -
no longer limited on the weapons you can attack with (you can attack
with two auxiliary or main weapons in any combination, or a heavy or
superheavy weapon)

25
Hardlight - 3 System, Shield, Blast Activate HDS as an action. Create a Blast 3 (self) area for 3 rounds. All HA SALADIN II
Defense attacks against you and those inside the area deal half damage as
System normal. The half reduced this way is converted into heat damage. Round
up for both if necessary.

HORUS - 1 System Ignore the Difficulty penalty for attempting random invasion attempts. HORUS
Invasion Rig GOBLIN I

HORUS Scan I - 1 System Your sensor range increases by 5 HORUS


GOBLIN I

HORUS Scan II - 2 System Your sensor range increases by 5 and all your scans ignore all cover HORUS
GOBLIN II

HR OS-Rv?? - 2 - On an invasion attempt, you may add +2 Difficulty to the roll and suffer HORUS
Puppet Master 2d6 heat damage. If this role is successful, you gain complete control of MINOTAUR III
III the target mechs next turn.

HR OS-Rv56 - 1 - When you successfully complete an invasion attempt at 20+, your target HORUS
System is Jammed. This effect lasts until the start of your next turn. GOBLIN I
Upgrade I

HR OS-Rv57 - 1 - On a successful invasion attempt, your target immediately makes a roll HORUS
System on the overheating chart. Additionally, your target becomes volatile until GOBLIN I I
Upgrade II the start of your next turn (including for effects possibly triggered by their
roll on the overheating chart).

HR OS-Rv58 - 2 - You may add +2 Difficulty to an invasion attempt. If your invasion HORUS
System attempt is successful, choose one of the following: GOBLIN III
Upgrade III You may shut down the target of the invasion attempt.
You may stun the target of the invasion attempt.
You may deal +2d6 heat damage in addition to any other effects.
On a successful invasion roll of 20+, you may choose all three.

HR OS-Rv60 - 1 - On a successful invasion attempt, you may immediately disable all drone HORUS HYDRA
Puppet Master nexuses on the target mech. On a 20+, you may immediately deal 1d6 I
I Energy damage to the target mech per nexus disabled in this way. Then,
disable the targeted nexus(es).

26
Hunter Lock - 2 System You make lock on attempts with 1 Accuracy. In addition, lock on no HORUS
longer automatically breaks when a target goes into total cover. Instead, PEGASUS III
if the target goes into total cover, it must make an agility skill check. If it
passes, lock on breaks as normal.

Hyper-Dense 2 - Armor You gain +1 Armor IPS-N


Armor TORTUGA III

ICE-OUT - 1 System You are visible to the naked eye, but all scans against you are made with SSC BLACK
Module with +2 difficulty WITCH I

Impact 1 2 System, Shield Kinetic damage is reduced by half. The half reduced in this way becomes IPS-N RALEIGH
Shielding heat damage instead. This shielding can be activated or deactivated as II
an action.

Juggernaut 1 2 Armor, Unique You gain +3 Armor. You cannot take the boost action. HA
Armor BARBAROSSA
III

Low Profile 1 - - Gain +1 Accuracy to Hide. You count as 1 size smaller for the purposes SSC
of hiding. SWALLOWTAIL
II

Mag Buckler 2 1 Shield Gain +1 Armor. Additionally, gain the following reaction: Mag Parry. SSC BLACK
Mag Parry: when you are targeted by a melee attack, the attacker WITCH II
suffers +2 Difficulty to their attack roll. You suffer 2 Heat damage.

Mag Shield 1 1 System, Shield Activate or deactivate this shield as an end-of-round action. Until the end SSC BLACK
of the next round, non-energy weapon attacks against you are made at WITCH II
+2 Difficulty. Your non-energy weapon attacks are made at +2 Difficulty
as long as this is active. Activation incurs 1d6 Heat damage.

Manipulators 1 - Auxiliary, System Gain 2 extra sets of limbs. These limbs cannot be used to make attacks, IPS-N
but can otherwise hold and manipulate the environment and items as LANCASTER I
normal. In addition, these manipulators can interact with objects in the
environment that a pilot would normally have to interact with (a pilot
sized touch pad, etc) with no penalty.

27
MINOTAUR - 2 - Stabilize system rolls made to end statuses or re-enable systems you HORUS
Crusher 3.4 have affected via invasion are made with +1 Difficulty. MINOTAUR II

MINOTAUR - 1 - On a successful invasion, deal +1d6 additional heat damage. HORUS


Reactor MINOTAUR II
Bootstrap v 6.5

MINOTAUR - 1 - As a free action once per turn, take 1d6 heat damage to add +1 HORUS
System Kicker Accuracy to your next invasion attempt. Additional Accuracy gained this MINOTAUR I
v 5.5 way cannot be cumulative across multiple rounds.

Molded Armor 1 2 System, Armor Explosive damage you take is reduced by half. The half that was reduced HA
in this way becomes heat damage instead. Activate or deactivate this BARBAROSSA
ability as an action. II

Overwatch - 2 Smart, System You may fire one ranged weapon with the Auxiliary tag as a reaction. This HORUS
Module attack is made at +1 Difficulty; Or you may fire one ranged weapon with MEDUSA I I
the Main tag as a reaction. This attack is made with +2 Difficulty. You set
the trigger for this reaction.

Point Defense 1 2 System, Weapon Activate this system as an action. This system is considered a weapon HORUS
Weapon when activated. When activated, take 1d6 heat damage, and create a MEDUSA I
Blast 5 (self) area. This area remains centered on you as you move.

Until the start of your next turn, weapons with the Launcher and/or Smart
tags suffer +2 Difficulty when attempting to attack targets in this area.

A PDW can be used to attack pilots and/or hard suits in this area. Roll
Aim v. Agility. On a hit, this attack is fatal. Jockeying pilots automatically
fail this roll.

Precognitive - 3 System, Smart, Upon installation, your mech gains the following: Precognitive Protocol. SSC DEATHS
Targeting Limited (3) Activate this protocol as a free action. Your next attack is treated as HEAD I II
Module having the Smart quality, and your targets evasion becomes 10.

Projected 1 1 System, Sheild Activate or deactivate this shield as an end-of-round action. Choose an HA SALADIN III
Shield allied mech. Until the end of the next round, as long as that mech is
within 15 range of you, all attacks against that mech are made at +1
Difficulty, but deal 1d6 heat damage to you on a hit.

28
Ram Drive - 2 System While you are in the Overheating state, your weapon attacks deal +1d6 HORUS
Heat to your targets. MANTICORE II

Reactor - 2 System For the first overheating roll you make on a turn, roll 2d20 and choose HA SHERMAN II
Stabilizer the lowest. This system, so long as it is active, cancels out the volatile
condition for a normal roll.

Redundant - 1 - This system is Limited (3) HA SHERMAN I


Systems
You may activate this module to perform a stabilize system action as an
end-of-round action.

Scan Swarm - 1 System You automatically succeed on all scan rolls on all targets within 5 range HORUS BALOR
of you. I

Shock Armor 1 1 System, Armor You gain +2 Armor. All targets count as lightly obscured at minimum IPS-N VLAD III

Siege Ram 1 - Main, CQB, System, A siege ram is treated as a weapon system. You gain +2 Accuracy to ram IPS-N
Weapon attacks while it is installed and active. You automatically succeed on TORTUGA I
attacks against objects and obstacles, or make the attack with at least
+1 Accuracy.

Siege 1 1 System As an action, you may extend your installed siege stabilizers. Your mech HA
Stabilizers becomes immobile and your ranged weapon attack range is doubled. BARBAROSSA I

Signal Booster - 1 System Your basic and deep scan actions are no longer limited by your sensor SSC
range, but have a range of 1 mile SWALLOWTAIL
I

SSC Advanced 2 2 System Your Mech gains perfect flight when moving or boosting. SSC BLACK
Flight System WITCH III

SSC Advanced - 3 System, Shield Activate or deactivate this shield as an end-of-round action. Until the end SSC DUSK
Shield of the next round, all ranged weapon attacks against you are made at +1 WING I II
Difficulty. Activating this shield incurs 1d6 Heat damage.

SSC EX Hover 2 3 System Your mech gains hover flight when moving or boosting. SSC DUSK
Propulsion WING III
System

29
SSC EX - 3 System Instead of moving or taking the boost action, you Blink. SSC
Slipstream MOURNING
Module Choose a point within 30 Range and a Blast area equal to the size of CLOAK III
your mech. You do not need to be able to see this point, but you must be
able to fit into the area specified. If there is any overlap, your Blink fails
and you immediately roll on the Critical Damage chart.

If your Blink is successful, you teleport to the location specified. You
suffer 2d6 Heat +1d6 Energy damage. Adjacent mechs take 1d6 Heat
damage and must pass an agility skill check or be knocked prone.

Should you roll three of the same number for any damage type from this
move, you do not reappear, as you are lost in the Blink.

SSC Flight 1 2 System Your mech gains flight when you move or boost SSC DUSK
System WING II

SSC Fuel - 1 System Your boost can move an additional distance equal to 1x, 2x, or 3x your SSC
Injector speed, but generates 1d6 heat per increment (3d6 maximum). This MOURNING
System movement is in addition to the regular movement you would gain during CLOAK I
a boost action.

SSC Jump Jet 1 1 System Your mech gains flight when you boost SSC DUSK
Module WING I

Support Shield 1 2 System, Shield, Blast As an action, activate your Support Shield. This generates 1d6 Heat HA SALADIN I
(self). This generates a Blast 5 (self) area for 3 rounds. All ranged weapon
attacks made against you and any targets inside the shield are made
with +1 Difficulty. You and those inside the shield do not suffer this
penalty.

Synthetic - 1 - You perform grapples at +1 Accuracy. While grappling, targets do not IPS-N
Muscle Netting gain accuracy on this roll for being larger than you. Your lifting and BLACKBEARD I
dragging capacity doubles.

Tactical Cloak - 3 System Activate this system as an action. Take 2d6 heat damage. This system SSC
persists for 5 turns. While this system is active, you are invisible (totally METALMARK III
obscured). If you attack, you lose this quality at the start of your next
turn. If you take damage or are overheating, this system becomes
inactive.

30
Tactical - 1 - Two deployables of your choice can be stashed in the webbing, and cost SSC
Webbing 0 IP for your mech. The webbing counts as a system. If its struck, it will MOURNING
be destroyed, along with any items stored there. CLOAK I

The Last - 2 M- On an invasion attempt, you may choose to perform an all-out invasion. If HORUS
Argument of your roll for this attempt results in a 20+, the target mechs reactor MINOTAUR III
Kings immediately overloads and detonates in 1d6+1 rounds.
Your mech shuts down after this roll, hit or miss. Rebooting your mech
requires a stabilize system roll with +1 Difficulty.

Warp Shield - 3 System, Shield The first attack made against you each round is made with +1 Difficulty. HA SALADIN III

CRITICAL DAMAGE TABLE

Roll 1d20 when rolling on this table and add your current critical damage.

ROLL RESULT EFFECT

0-5 HARD HIT Your mech takes a heavy blow, and is dealt +1d6 Heat in addition to normal damage.

6-10 COMPONENT A random non-core weapon or system in your mech is destroyed. You are additionally dealt +1d6
TAGGED Heat in addition to normal damage.

11-12 STAGGERED You are stuck by a well placed (or lucky!) shot, temporarily overwhelming the cockpits shock absorption
systems: the force of the hit rattles you and tips you to the side. Your mech is knocked prone. You are
dealt +1d6 Heat in addition to normal damage.

12-13 WINGED The attack hits a critical mobility joint, impairing your movement. Your mech is now Crippled.

14-15 DIRECT HIT - The attack connects with a non-core system or weapon, chosen by the attacker. The chosen system or
WEAPON OR weapon is Destroyed.
SYSTEM

31
16-17 FEEDBACK BLOW The attack pierces the hardened shell of the mech, impacting a critical system. Your mech is Jammed.
You take an additional d6 Heat damage.

18-19 SILENCED GMs choice: the attack hits a storage compartment, destroying it and any items stored within, OR your
communication system is struck and destroyed.

20 DIRECT HIT - GM chooses one: Damage blasts through the cockpit of your mech. Erase 1 pilot trait, and your cockpit is
COCKPIT destroyed. You cannot enter or exit the mech normally or through ejection until you return to base or
another mech helps you out with a hull or engineering skill check. Mechs with disabled or damaged
cockpits are immune to jockeying attempts.

OR

Your life support is destroyed. Destroyed Life Support causes problems for a mech in space or hazardous
environments

21 DIRECT HIT - GM chooses one: Damage blasts through the cockpit of your mech. Erase 1 pilot trait, and your cockpit is
MECH/COM damaged. You cannot enter or exit the mech normally or through ejection. Mechs with disabled or
damaged cockpits are immune to jockeying attempts.

Your life support is damaged. Disabling or damaging Life Support causes problems for a mech in space
or hazardous environments

22 DIRECT HIT - CORE The reactor is struck, but not penetrated. It is disabled and your mech is shut down until you can
ARMOR re-enable the reactor.

23 DIRECT HIT - CORE The reactor is glanced, it is damaged and causes a reactor meltdown in 2d6 rounds (GM rolls).
ARMOR CRACKED This i s reversible via an action and an engineering skill check with 1 Difficulty.

24-25 CATASTROPHIC One of your limbs (randomly determined) is torn off by the damage. If you have half your legs left,
LIMB TRAUMA you are crippled. If you have none, you are immobilized. For every arm you lose, you can wield 1
less weapon

26-30 CASCADING Mech is destroyed due to catastrophic system failure and pilot is injured. Pilot must check off a
SYSTEMIC trait but survives. Mech is now destroyed.
OVERLOAD

32
31-32 DESTROYED - Mech is destroyed by heavy damage and pilot is heavily injured, pilot must check off 2 traits but
WRECKED survives and manages to escape the wreckage in their hard suit. Mech is now destroyed.

33 DESTROYED - Mech is destroyed due to catastrophic system failure and ammo reserves explode, pilot
MAGAZINE immediately dies and an explosion in blast 5 centered on the mech deals 2d6 explosive and 1d6
BREACHED
heat damage to all within, can pass an agility check to avoid

34 REACTOR The reactor is heavily damaged and goes critical, causing an irreversible reactor meltdown in 1d3
BREACHED rounds (GM rolls)

35+ CATACLYSMIC The reactor is struck directly: it immediately goes critical, causing a catastrophic explosion in a
REACTOR blast 9 area centered on the mech. The pilot immediately dies, the mech is completely vaporized,
DETONATION
and all other mechs caught in the blast area must pass an agility skill check or take 4d6 points of
heat damage and 4d6 points of explosive damage. Add the excess heat that the mech had
before exploding to both this heat damage and explosive damage (for example, a mech that
exploded with 10 excess heat would deal 4d6+9 heat and 4d6+9 explosive damage)

OVERHEATING TABLE

Roll on this table with 1d20 and add your excess heat at the beginning of any turn when you are overheating.


ROLL RESULT EFFECT

0-5 SHUNT EXCESS HEAT Cooling systems recover and manage to contain the peaking heat levels. Cool an extra
1d6
6-10 SYSTEM STABILIZE No effect

11-13 SYSTEM SHORT A random system is disabled

33
14-16 WEAPON SHORT A random weapon is disabled
17-18 NETWORK SHORT Two random systems are disabled

19-20 TARGETING SHORT Two random weapons are disabled

20-21 GYROSCOPE OVERLOAD 50% chance your mech is Crippled, 50% chance your mech is Immobilized

22-23 COMM/SCAN OVERLOAD 50% chance your mech is Impaired, 50% chance your mech is Jammed

24-26 POWERPLANT INTERRUPT Your mechs power cuts out. Your mech is now Shut Down

27-28 MELTDOWN - Your reactor starts to melt down. You will suffer a meltdown in 2d6 rounds (rolled by GM,
CONTROLLED result revealed only to pilot). This is reversible by taking an action and making an
engineering check with +1 Difficulty.
29-30 MELTDOWN - Your reactor starts to melt down. You will suffer a meltdown in 1d6 rounds (rolled by GM,
CATASTROPHIC but you know this number). This is reversible by taking an action and making an
engineering check with +2 Difficulty.
31+ REACTOR CRITICAL, Your reactor goes critical. You immediately suffer the results of a reactor meltdown.
OVERLOAD


REACTOR MELTDOWN
Certain critical and overheating table results can cause a reactor meltdown. This can be immediate, or involve a countdown (in
which case update the countdown at the start of the players turn. The meltdown triggers when the countdown equals 0). When a
mech suffers a reactor meltdown, any pilot inside immediately dies, the mech is immediately destroyed in a catastrophic eruption,
and any mechs inside a blast 7 area centered on the mech must pass an agility skill check or take 4d6 explosive and 4d6 heat
damage.

34
LANCER
NAME LEVEL PLAYER

CALLSIGN BACKGROUND

TRAITS PHYSICAL DESCRIPTION

FIELDS BACKSTORY

LICENSES KIT
1 2 3

1 2 3

1 2 3

1 2 3

1 2 3

1 2 3 INVENTORY

1 2 3

1 2 3

1 2 3

1 2 3

SKILLS
LANCER
MECH PLAYER

CHASIS SIZE STORAGE EP/IP

HP MAX REPAIR RATE WEAPONS

CURRENT HP NAME TYPE

LOCATION EP/IP

DAMAGE RANGE

HEAT MAX TAGS NOTE

CURRENT HEAT
NAME TYPE

LOCATION EP/IP

AIM ARMOR DAMAGE RANGE

TAGS NOTE

NAME TYPE
HULL LOCATION EP/IP
MELEE DAMAGE RANGE

TAGS NOTE

NAME TYPE
AGILITY
LOCATION EP/IP
EVASION
SPEED DAMAGE RANGE

TAGS NOTE

REACTIONS
SYSTEMS INVASION
SCAN NAME NAME
E-DEFENSE
LOCK ON TRIGGER TRIGGER
SENSOR RANGE
EFFECT EFFECT

ENGINEERING
COOLING RATE NAME NAME
REPAIR CAP
TRIGGER TRIGGER
STABILIZE
EFFECT EFFECT

INVENTORY SYSTEMS & MODULES

NAME NAME NAME

EFFECT EFFECT EFFECT

NAME NAME NAME

EFFECT EFFECT EFFECT


LANCER
NAME LEVEL PLAYER

CALLSIGN BACKGROUND

TRAITS PHYSICAL DESCRIPTION

FIELDS BACKSTORY

LICENSES KIT
1 2 3

1 2 3

1 2 3

1 2 3

1 2 3

1 2 3 INVENTORY

1 2 3

1 2 3

1 2 3

1 2 3

SKILLS
LANCER
MECH PLAYER

CHASIS SIZE STORAGE EP/IP

HP MAX REPAIR RATE WEAPONS

CURRENT HP NAME TYPE

LOCATION EP/IP

DAMAGE RANGE

HEAT MAX TAGS NOTE

CURRENT HEAT
NAME TYPE

LOCATION EP/IP

AIM ARMOR DAMAGE RANGE

TAGS NOTE

NAME TYPE
HULL LOCATION EP/IP
MELEE DAMAGE RANGE

TAGS NOTE

NAME TYPE
AGILITY
LOCATION EP/IP
EVASION
SPEED DAMAGE RANGE

TAGS NOTE

REACTIONS
SYSTEMS INVASION
SCAN NAME NAME
E-DEFENSE
LOCK ON TRIGGER TRIGGER
SENSOR RANGE
EFFECT EFFECT

ENGINEERING
COOLING RATE NAME NAME
REPAIR CAP
TRIGGER TRIGGER
STABILIZE
EFFECT EFFECT

INVENTORY SYSTEMS & MODULES

NAME NAME NAME

EFFECT EFFECT EFFECT

NAME NAME NAME

EFFECT EFFECT EFFECT


TEST - TEST - TEST - TEST - TEST - TEST



NO ROOM
FOR A
WALLFLOWER



Module 0, Part 1, for LANCER
By Miguel Lopez
(@The_One_Lopez, onlyonelopez@gmail.com)

TEST - TEST - TEST - TEST - TEST - TEST


TEST - TEST - TEST - TEST - TEST - TEST

Hello, GM. Some notes for you below:

For the purposes of keeping sane, assume all times and measurements (unless
specifically noted otherwise) are consistent with an Earth-standard day and
Earth-standard measurements.

Bold text indicates titles, important names, etc.

Italicized text indicates text to be read to players.

Normal text, like this, indicates information meant for the GMs eyes only, unless you
choose to reveal it to your players.

In Lancer, there are few terms that are commonly used throughout Human space.
Coreward and Leeward are two of them. Coreward refers to any celestial body
closer to the center of the Milky Way, Leeward refers to any celestial body farther
from the center of the galaxy. Stick to these terms if you want to play in the canon
setting.

Dialogue from NPCs does not need to be read 1:1. Its intended as a guideline for NPC
interactions with PCs, but absolutely can be read verbatim. Seeing an ellipsis (...)
indicates space left for players to respond. Additionally, there are characters in here
that are not named. Those are indicated by a blank underline like this : _____________.
Name them as you want!

The players characters are referred to as players, PCs, or Protagonists in the text.
Non-player characters are referred to as NPCs.

The module that follows below does not set out a beat-by-beat campaign for you to
follow: rather, it provides you with a setting and a scenario, with some prompts for
possible action and execution. As this is a test module, this is not intended to be a
complete canon campaign, though it does take place in the canon Lancer setting.

For the purposes of keeping sane, assume all times and measurements (unless
specifically noted otherwise) are consistent with an Earth-standard day and
Earth-standard measurements.

This is Chapter 1 of Module 0, No Room For A Wallflower. More chapters will follow!


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
1
TEST - TEST - TEST - TEST - TEST - TEST

CHAPTER 1: HERCYNIA, IN BLOOM 3


ORIENTATION 4
ENTERING TOWN 6
PATIENCE 7
EVERGREEN & ENVIRONS 9
EVENTS and ENEMY STRENGTH 10
ENEMIES 11

TABLES AND STAT BLOCKS 14


HERCYNIAN INFANTRY 14
HERCYNIAN ARMORED UNITS 16
LANDMARK COLONIAL 19


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
2
TEST - TEST - TEST - TEST - TEST - TEST

CHAPTER 1: HERCYNIA, IN BLOOM


------------------------------------------------------------------------

The players are bound for Evergreen, a colonial settlement on the planet Hercynia. Their
affiliation, contracting group, and organizational structure is up to them (or you, as the GM!)

Once they arrive, they are -- in effect -- stranded on Hercynia for the next two months: their
parent ship, a supply and transport ship named COMFORT OVERWATCH, is on a slow-burn
tour through this area of the Coreward colonial frontier. Its making the rounds of the systems
near a Blink gate, dropping off supplies and colonists as needed.

GM Note: the Comfort Overwatch should fly the flag of a neutral party, ideally some
multiple-system state that controls two to three developed planets and administers tens of
others. They will have access to a handful of Blink Gates and have at least one Union
representative present in their capital.

Hercynia is a young colony world on the Coreward frontier of human space. Administered by a
private colonial enterprise, Landmark Colonial, settlers have established a modest colonial
city, Evergreen. The colony has been there for only ten years, and most of its population exists
in embryonic cold storage: there are only 1500 colonists active at this time.

Landmark Colonial has requested peacekeeping intervention: a well-armed group of unknown


origin has been attacking Evergreens satellite buildings, targeting power plants and other
resource generation sites. Tracks and weapon scarring are consistent with at least one mech
and a number of powered infantry, far more than the local militia can handle.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
3
TEST - TEST - TEST - TEST - TEST - TEST

ORIENTATION

The deck rumbles beneath your feet, and for the first time you hear the howl of windshear as
the shuttle breaches Hercynias thick atmosphere.

The world below, seen through the a thick, condensation-streaked porthole: An emerald smear,
scarred by ragged patches of black and brown. Patches of grey cloud cover speak to the
months-long rainstorms that plague Hercynia.

Thirty minutes out. The shuttle pilots voice in your ear, shaking from the turbulence. Leave
your helms on for now, cabins not pressurized. And were going through a helluva lot of chop.

His radio squacks off. The cabin lights flicker from an especially hard knock, and the wind shear
dies down, the howling engines settle to a level cruising roar. The hiss of air through your
helmet subsumes all other sounds.

Below, emerald Hercynia.

Below -- somewhere below -- the mildewed halls of ancient Egregorian hives lie dormant.
Waiting. Empty.

------------------------------------------------------------------------

The shuttle is a bare-bones military shuttle, two rows of fold-down crash sheets facing each
other across a wide cargo bay stocked with bundled supplies. The cabin, like most military
shuttles, is not pressurized. There is a ramp at the rear end, and a sliding door on either flank.
The pilot and co-pilot are in their cockpit, separated from the players by a locked door.
Portholes line the flanks of the shuttle, to let the players see out.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
4
TEST - TEST - TEST - TEST - TEST - TEST

The players have a duffle with what gear and equipment loaded into that they could fit. Theyre
wearing light EVA gear: hard suits and mechs are commonly printed together (travel light, fight
heavy).

------------------------------------------------------------------------

The rear door of the shuttle drops, and the humid Hercynian air rolls in, wet and warm.

The shuttles engines are winding down, buffeting the tall grass that surrounds the landing pad.

A light, warm rain falls. Evergreen sits a mile away, backed up on the banks of an unnamed
river.

A small team of armed colonial militia approaches the shuttle, weapons slung, holding on to the
brim of their hoods against the downdraft. There are only ten of them, spaced in a ragged line,
staying low as they can while still standing.

You the pilots? One of the militia shouts. Their leader, judging by his kit: a thin armature
exoskeleton, powered by a blocky pack from which a tall spray of antenna emerge. He carries a
long rifle, anti-armor, and is followed by a nervous aide de camp.

Afternoon, the militiaman replies. Im ___________, commander of the militia here. Glad
youve finally arrived. Listen, we shouldnt be outside the walls too long -- theres a sniper in the
area.

The Egregorians are back. Ive seen them myself, seen their beasts lurking in the dark. Theyve
infested the whole world again. Commander ___________ looks around the waving grass,
leery, hunched over his long rifle. We need to get inside, quick. Come with me, he says,
turning on his heel before you can reply.

The rest of the militia follow, splashing through the culverts that run on either side of the damp
earthen road.

It is a cloudy, miserable day. A mile down the road, a light haze of smoke and cookfires drift up
from Evergreen. All around you, tall grass waves, buffeted by the idling shuttle engines. A light
rain falls, and there is a chill in the air.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
5
TEST - TEST - TEST - TEST - TEST - TEST

------------------------------------------------------------------------

Part fortress-outpost, part town, Evergreen is a fairly standard colonial settlement. There is a
defensive ring around the town, a low (10ft) wall that circles the city, topped with a few
automated small-arms guard turrets.

Hercynia is a arboreal world: Evergreen sits at the bend in a wide, slow river, its land side
cleared back fifty yards from the wall. If the players have any history-associated skills or
background features, theyll probably know about the Egregorian Crisis, a Union action that
took place on Hercynia hundreds of years prior to the present day. The Egregorian Crisis
marks the only interaction humanity has had with an advanced, organized, intelligent race: The
Egregorians, a hive-mind culture that was wiped out in the ensuing war. Now, empty hives
and tunnels remain, most flooded by the constant monsoon waters as their stewards are all
dead and/or gone.

Evergreen has a printer large enough to handle Size 1 mech chassis and lower. It is the only
printer on the planet, as far as the players (and most of the colonists) know.

------------------------------------------------------------------------

ENTERING TOWN

Commander ____________ leads the way into town, waving away the IF/F drones that buzz
towards you as you approach the towns walls.

Well get your particulars entered in our database, Commander _________ says, motioning
towards the departing drones. That way you can come and go and you wont trigger the guns
or drones. _________ pauses. Or the mines. Were looking to plant them soon. Sonic, messes
with the Eggs heads.

The militia lead you through the muddy, churned streets of Evergreen, tromping on the
perforated metal slats laid down to provide some stability to the ground. There is little traffic to
impede your progress; what people there are scurry from overhang to overhang, crouched over
their bundles of goods to keep them dry.

Evergreen is a squat town, grimy prefab buildings splattered with mud and dripping water from
their gutters. Rain barrels have long since overflowed and spilled into the streets.

You approach an intersection where a militiaman waits, pressed to the wall of a rare two-story
apartment building. The first floor looks to be shops -- wares offering local breads and other


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
6
TEST - TEST - TEST - TEST - TEST - TEST

foodstuffs, judging by the signs painted on the closed metal grates -- below a flat or two, their
windows also shuttered.

Careful, the lone militiaman says in a whisper. That sniper was just firing down the street. No
clue where he is now.

From the woods, that way. The militiaman points in the direction of the forest beyond the
wall. If you gotta cross, the militiaman says, go fast.

When the players cross (if they do), roll a d20. Theres a 25% chance that the sniper is
watching. If the d20 roll shows 5 or less, the sniper fires at the second player to cross. Resolve
narrative damage, then continue to the Governors Farm. The militia opens fire up the street to
give you cover, shooting wildly into the woods and hitting nothing.

Otherwise: You cross without incident. The rain continues to fall. The Governors Farm is just up
ahead: another walled complex, built of local stone and what looks to be salvaged starship
plating.

The gate appears unguarded, and grinds open as you approach. A few scattered subalterns
patrol the courtyard, their dull metal bodies beading with rainfall. They bear the planted-flag
logo of Landmark Colonial and are painted in Landmarks pale orange and blue livery.

------------------------------------------------------------------------

PATIENCE

Patience appears to the PCs as a being of light. Built pixel-by-pixel by blue pips of light,
coalescing into the shape of a bored-looking administrative professional. Heavyset, wearing a
wrinkled though otherwise nice suit.

Patience is kind, though firm. Hell allow the players to download a map of Evergreen and
surrounding environs, including the location of the Omninode and the power plant. He will
grant them the ability to pass as they want, but reserves the right to limit their use of the
printer, as it is their only one and their omninet connection is slow; others need to use the
printer and/or the omninet, and just because theyre pilots doesnt mean they get to rule the
resources of town.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
7
TEST - TEST - TEST - TEST - TEST - TEST

In true RPG fashion, he has given them rooms at the Bottom of the Well.

Patience on the Egregorian threat:


The attacks began a month ago. A homestead, six miles upriver from Evergreen: my drones
registered small arms fire in the pre-dawn. By the time our militia was able to reach the
homestead, the Egregorians had already slaughtered the families there. The homestead was
burnt to the ground and their food stores smashed, burnt. It would appear the Egregorians, if
that is what they truly are, wished only to sow destruction and terror. Patience, the lightform at
least, sighed. It spun a pen on its desk. They shot them as they fled, and left the bodies for us
to find.

I presume it is the Egregorians. Historical records note that, towards the end of the Crisis,
Egregorian Overminds had bred and taught their drones and warriors to interface with our
systems. They could wield our weapons, could craft crude native variants. Their adaptability
was remarkable, as a virus strain can mutate to adapt to its host.

On the history of Hercynia:


The Hercynian Crisis was a regrettable period in human history, but Landmark Colonial had not
yet been incorporated. As such, we bear no culpability for the action that took place here, nor
do we endorse the elimination of self-aware species. However, the Egregorian species showed
no willingness to entreat with Union representatives, and their response to first contact
prompted a response of equal measure. We at Landmark Colonial are looking to move forward,
not dwell in the past, and view Evergreen here as a hopeful sign of progress.

On tracking the raiders:


My auxiliaries have identified tracks consistent with mechanized cavalry, armored infantry, and
subaltern bipeds. Scoring is consistent with energy weapons; I recommend requisitioning
enhanced energy shielding.

On its motivation:
What do I fear? I fear death for my people. I fear total colony collapse. I fear a failure of my
mission.

On the history of Evergreen:


Evergreen? I chose the name, it seemed fitting to the world. I was the first seed planted here
after the Crisis; Landmark purchased the rights to develop this world from Unions Colonial
Development Bureau fifty years ago and has prosecuted their contract aggressively. Our
colonial birth schedule is one of the fastest in this sector. Already, there are two more
Patience-Clones en route to Hercynia: Landmark has identified two more sites to establish
viable colonies.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
8
TEST - TEST - TEST - TEST - TEST - TEST

We have never encountered an organized, technologically advanced threat; immunization


protocols prevent my people from falling ill, and the walls have been sufficient to negate any
predators. My eyes only extend so far from the wall, and I must confess I have seen nothing.

The PCs printer access begins just after they finish talking to PATIENCE.

------------------------------------------------------------------------

EVERGREEN & ENVIRONS

(A developer's note/ mea culpa -- you will, no doubt, notice a lack of art, maps, and tiles in this
module. In the first full release, there will certainly be those things, but for now youll have to
map out Evergreen and its surroundings. What follows is a description of landmarks and points
of interest: adapt as you wish, I encourage you to flex your GM muscles and design this little
slice of the world as you see fit!)

The players, for reasons mentioned above, are stranded in Evergreen for the next two months.
The shuttle departs as soon as they leave, with a promise from the pilot to return to this landing
pad when the COMFORT OVERWATCH is back in system.

Evergreen is a small town, equipped with a single, aging printer.

(Difficulty note: if you want to increase the consequences for players losing their mechs, you
can use the printers advancing age to increase the time to reprint mechs. Doing so will add
tension but obviously slow down your game)

The towns mayor is PATIENCE, a semi-sentient concierge AI, one of Landmark Colonials
standard non-human persons. PATIENCE is a clone of a shackled administrative AI, but as a
semi-sentient NHP it cannot become unshackled. It will treat the players as citizens and do its
best to ensure the safety and smooth operation of E vergreen, even if that should run counter
to the players needs.

Other notable landmarks in and around Evergreen:


The reactor power plant, built outside of town and downriver. Salvaged from the colony
ship that brought the first generation of colonists to found Evergreen, this reactor core
can power the town for millennia. Should it be attacked and breached, however, the
result would be catastrophic not only for Evergreen, but for the planet at large.
PATIENCE. The AI is housed at the Governors Farm, a server farm at the heart of
town.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
9
TEST - TEST - TEST - TEST - TEST - TEST

The Governors Farm is the administrative heart of Evergreen. Built in the center of
town, the Governors Farm houses not only PATIENCEs corporeal storage, but the
council hall, the militia armory, and the cold gene storage.
Council Hall: the meeting hall for Evergreens town council.
The Militia Armory: holds the militias anti-personnel and anti-armor weapons
behind lock and key. The town can supply enough militia to form two squads of
militia.
Cold Gene Storage: holds hundreds of thousands of fertilized embryos at stable
subzero temperatures. When new colonists are needed, theyre picked from
here and raised in surrogates.
The Bottom Of The Well, the towns only bar. Serves locally brewed beer and distilled
spirits. Has a small printer that can fabricate facsimiles of any brew in the known
galaxy, though the taste might be off a little.
The printer: Located in a warehouse close to the Governors Farm. It takes a little while,
so cut it some slack.
Omninode: Located outside of town atop a butte nearby. The worlds only omninode,
this communication device connects Evergreen to the omninet. Should the omninode
go down, the players would have no way of printing mechs, supplies, gear, etc, or
contacting anyone or thing offworld. Unless, that is, they want to broadcast on radio
and wait (note: due to the vast distances involved in interstellar travel, radio waves
reaching anything would take AT MINIMUM some few hundred years).
The Slow River: a wide, muddy river that Evergreen backs up against. There is a
footbridge across it, and farmland on the underdeveloped side.

------------------------------------------------------------------------

EVENTS and ENEMY STRENGTH

Hercynia is a world alive with life and activity: the UAD/Hercynians have their own missions
and objectives, but those have been set aside for the time being to deal with the invaders. The
group that the players encounter is a small long patrol, a raiding party sent to scout for them.

If the players choose to strike out into the woods, they could encounter small and medium size
alien wildlife. Refer to the Core Rulebook for stat blocks.

Within a week of the players arriving, the UAD will discover the omninode and launch an
attack, fielding squads of infantry. No mechs yet.

Within two weeks, the UAD will attack the reactor in a night raid, aiming to disable it. The
attack will begin with infantry, but as it grinds on, PC+1 Size 1 mechs will show.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
10
TEST - TEST - TEST - TEST - TEST - TEST

Within three weeks, the UAD will attack Evergreen itself, coming from the river side to avoid
the towns defenses. The Hercynians lead with mechs, infantry following.

The leader of the UAD forces near Evergreen pilots is a CHOSEN.

The players can track the UAD to their base of operations: an old E gregorian hive mouth, a
number of miles away from town. The hive mouth is fortified, guarded by three more squads
then there are players, two more size 1 mechs then there are players, and their leader, a
CHOSEN.

For the first encounter with the UAD, if in the woods:

You see them first as misshapen silhouettes in the dim arboreal light: rounded upper bodies,
long antennae, thin limbs, moving fast and low between the trees. Whoops and cries echo out
from the dense forest, high keening calls over the low rumble of heavier units that thunder
behind.

Egregorians. The hive. The world alive with them.

The first shots crack through branches, setting them alight with sudden terrible heat, and the air
is filled with the thick smell of smoke and ozone. A second sound: the drone-buzz of lasers.

Roll initiative. Adapt descriptions as necessary depending on who saw who first.

If in Evergreen:

The rain drifts in waves through the empty, muddy streets, pooling in trembling puddles. The
town, modest though it was before the alarm went off, feels deserted.

No, not deserted. Too quiet. Something is coming. The rain falling over the river creates a haze
of mist, muffling all sound.

A shape rounds the corner, low, hunched over a long, thin weapon. Emerald-black, slick with
rain, the size of a man, maybe larger -- Egregore. It lopes across the street, followed by its
fellows, a whole clutch of them, all armed. Chittering back and forth, they approach a shuttered
apartment complex, weapons trained on the windows.

Roll initiative, adapt descriptions as necessary depending on who saw who first.

------------------------------------------------------------------------


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
11
TEST - TEST - TEST - TEST - TEST - TEST

ENEMIES
UNION AUXILIARY DESERTERS (HERCYNIANS)

The Egregorians have not returned -- yet. However, the threat the players and people of
Evergreen face is real: the descendents of Union Auxiliary Deserters have, for the last
hundred or so years, been living on Hercynia. They call themselves many things, but the
proper term is Hercynian. PATIENCE and the militia refer to them as Deserters.

Abandoned by Union Forces during the conflict, auxiliary divisions made up of system-local
soldiers secured a safe zone for themselves and, as the bombs rained down on Hercynia,
went underground. They moved into an abandoned hive and waited it out, emerging into the
light a generation after. Hercynia had become home to them by then, and they went about
making it so.

They cleared an aboveground hive on the far side of the world, harvested the remains of a
crashed Union Frigate. Settled in and began reconstructing their clan-based tribal system.
Some ventured deeper underground, seeking the secrets of the alien Egregore.

Recently, one of their ranging parties came across the settlement at Evergreen, and IDd the
printer that they have. The Hercynians want that printer, and have been probing Evergreens
defenses in order to find out a way in.

Their culture is influenced by the now extinct Egregorians: while they still use human
weapons, their armor and mechs are plated in old E gregorian chitin and hide, decorated with
antenna and feathers. To the scared colonist: in the distance and in the dark, these raiders
would look like what they imagine Egregorians to be.

The average Raider is a member of their warrior caste, built larger than your average colonist.
They wear hardened Egregorian carapaces as armor and decorate themselves in fine feathers
and antennae, often painting their carapace armor with family and protective sigils. Their
needle-rifles are long and thin, sturdy, almost elegant: they are laser rifles of an older make and
require external batteries, commonly worn in packs at the users hip. These raiders carry
everything they own in their packs: theyre travelling light all the same. Under all their armor,
they are human, though they speak their own local language. A note: should they examine the
bodies, they will find that the chitinous armor bleeds when hit -- a slow weeping, not the rush
of hemorrhage.

The most common UAD mech is the RANGER, a light, size 1 scout mech that has been
maintained and modified over time by generations of pilots. The UAD treat their mechs as
family heirlooms, akin to a suit of armor, mount, and weapon that have been passed from


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
12
TEST - TEST - TEST - TEST - TEST - TEST

generation to generation. Rangers are armored with thick, ablative chitin, bolted to the original
metal superstructure of the mech. They appear insectile at a distance.

HARRIERS are heavier armored variants of the Ranger, quadrupedal, and equipped with
integrated howitzer cannons and smaller machine pistols. Typically they fight from the back,
hull down, avoiding direct combat in order to soften up enemies, hard targets, and collapse
hive tunnels.

This particular strike group is lead by a single C HOSEN, a son or daughter of a clan elder.
Their death, should that occur, will be felt terribly.

The Hercynians raiding Evergreen have made their base in a narrow defile a number of miles
away from the colony. It is heavily defended, guarded by infantry and mechs both. Their camp
is tidy, tucked away in the mouth of an ancient Egregorian hive entrance: they mean to hold
that as a beachhead until reinforcements arrive.

------------------------------------------------------------------------

If your players pursue the raiders to their base and defeat them, theyll find a hive entrance:

The cave mouth yawns wide, a dark maw that swallows all light. Moss and vine dangle long and
wet from the overhang, still but for dripping water. Your lights play around the lip of the bore,
revealing eons-old carvings, rudimentary and flat, but utterly alien.

This is not a cave: it is the entrance to a hive. An Egregorian hive. Under your feet, deep tunnels
run in endless networks, circling the jungle world; before you is an opening to that dark, hidden
kingdom.

Where these raiders came from, there are certainly more. Their camp is temporary, scattered.
They fought with everything they had in packs on their backs, stashed in lean-tos hacked
together from the trees that clotted this little defile.

The hive mouth yawns wide. You remember the weeping chitin, the healthy boughs of antenna
and feathers. Somewhere down there, in the black and the deep, the children of Egregor grow
anew.

End Chapter 1


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
13
TEST - TEST - TEST - TEST - TEST - TEST

TABLES AND STAT BLOCKS

HERCYNIAN INFANTRY

RAIDERS
Strength 1
Grunt, Biological, Squad
Size: (soldier), 6 (squad)
7 soldiers, 2 hp per soldier

HP: 14 Speed: 6
Armor: 1 Evasion: 8

Sensors: 10
Checks: Agility +2, Hull -3, Systems +1, Engineering +0

Systems and Weapons:


Permanently disable one of these systems for every 5 damage the squad takes

Needle Rifle barrage


Main Rifle
Range 12, +1 v. Evasion
1d3 Energy damage

Needle Rifle barrage


Main Rifle
Range 12, +1 v. Evasion
1d3 Energy damage


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
14
TEST - TEST - TEST - TEST - TEST - TEST

Heavy Needle Rifle


Heavy Rifle
Unreliable
Range 15, +0 v. Evasion with 1 Difficulty
2d6+1 Energy damage.

Raiders are the backbone of any UAD long patrol. Mostly young men and women, eager to earn
themselves a shell, raiders are swift warriors. They flit through tunnels and between trees with
ease, each one a skilled marksman after years of fighting in inter-clan violence. Raiders wear
the carapace shells of young, harvested Egregorian drones, packing their communication and
survival gear under the light, thick shells. Quick to insert and quick to withdraw, raiders make for
frustrating enemies: Hercynia is their home, and theyre going to fight hard to defend it, unified
for the first time.

Raiders fight in small units, no more than ten or so to a squad. Led by a Chosens Pick -- senior
footsoldiers, usually friends or relations of a Chosen -- raiders at the squad tier generally try to
field at least one heavy needle rifle, tuned in order to deal with armored targets. Raiders
typically stay spread wide when fighting aboveground, fighting in pairs, trusting each other to
keep loose cohesion.

The raiders that you face have never known a home other than Hercynia. They have heard
stories of distant lands beyond the nights veil, but the last of the elders to have traveled the
night died hundreds of years ago; for hundreds of years, they have not been in contact with
Union or any other off-world civilization. Hercynians, until the invaders arrived, had been
building up and out from their small tribal associations. Some cities had appeared and tribal
factions had cropped up, but when the invaders ships came screaming from the sky, every
Hercynian came together to resist.

Hercynian unification was never a question of if, but when.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
15
TEST - TEST - TEST - TEST - TEST - TEST

HERCYNIAN ARMORED UNITS

RANGER
Strength 1
Grunt, Mech
Size 1 Mech

HP: 7 Speed: 6
Armor: 0 Evasion: 11

E-Defence: 12
Heat Capacity: 8
Sensors: 12
Checks: Agility +2, Hull -3, Systems +2, Engineering -2

Systems and Weapons:

Carapace
This harvested chitin provides 2 armor against energy attacks and provides 1 Difficulty on
attempts to lock onto this mech

Battle Rifle
Main Rifle
Range 12
+0 vs evasion, 1d6+1 Kinetic

Light and armed for precision, the deserters rangers keep a slim, low profile in the dense brush
of Hercynia. Its no wonder the militia mistook these mechs for Egregorian warriors: it appears
each ranger is armored in ancient, dense chitin harvested from the abandoned halls of empty
Egregorian hives. The opalescent emerald green shells mask the metal armature within,
protecting the pilot from most all small arms fire -- and proving surprisingly effective against
low-power energy weapons.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
16
TEST - TEST - TEST - TEST - TEST - TEST

HARRIER
Strength 1
Grunt, Mech
Size 1 Mech

HP: 10 Speed: 6
Armor: 1 Evasion: 11

E-Defence: 11
Heat Capacity: 10
Sensors: 11
Checks: Agility +3, Hull +0, Systems +1, Engineering +0

Systems and Weapons:


Pistol
Auxiliary CQB
Range 10
+0 vs evasion, 1d3+1 Kinetic

Integrated Howitzer
Heavy Cannon
Range 20 (Indirect)
Blast 3 (Target) Loading, Ordnance
+0 vs evasion, 2d6 explosive damage

The UADs harrier chassis are the heavier cousins of the ranger; squat and quadrupedal,
harriers park themselves in the rear line, either hull down in the damp Hercynian earth or high
on a sheer-sloped butte, protected from incoming fire. They, like ranger chassis, are
camouflaged in old, hard Egregorian carapace, each one personalized with feathers and
opalescent chips of decorative plating. Their pilots are proud, steadfast, often competing to see
who can land the most accurate lobbed shot.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
17
TEST - TEST - TEST - TEST - TEST - TEST

CHOSEN
Strength 2
Leader, Mech
Size 2 Mech

HP: 14 Speed: 6
Armor: 2 (1+1) Evasion: 12

E-Defence: 12
Heat Capacity: 11
Cooling Rate: 6
Sensors: 12
Checks: Agility +2, Hull +2, Systems +2, Engineering +1

Systems and Weapons:


Integrated Assault Rifle
Main Rifle
+1 v Evasion, Range 12, 1d6 Kinetic

Integrated Carapace Shield


Auxiliary Shield, System
+1 Armor

Pike
Main Melee
Thrown 10, Reach +1
+0 vs evasion with 1 Accuracy, 1d6 Kinetic damage

Reactions:
Maneuver x1
Trigger: An enemy within line of sight finishes their movement
Move speed 6 in any direction. This movement doesnt provoke reactions

The Chosen of Hercynia are, best you can figure, the true warrior class of the remnant forces.
Their mechs stand proud and tall, their carapaces shining, scarred, inlayed with pearlescent
chitin. Strap banners hang from long antennae and carapace hardpoints, dyed in bold reds and
yellows, with script in black ink noting house and hive. Their pilots have the most advanced
integrated technology -- old by modern standards, but effective -- and fight without fear.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
18
TEST - TEST - TEST - TEST - TEST - TEST

More worrying: according to Patience, the carapaces fitted to these chosen are young,
indicating an as-yet unknown extant Egregorian presence on Hercynia.

The Union Intelligence Bureau requests all core data and physical carapace specimens be
preserved and marked for retrieval by UIB field agents.

LANDMARK COLONIAL

COLONIAL MILITIA
Strength 1
Grunt, Biological, Squad
Size 1/2 (soldier), 6 (squad)

HP: 20 Speed: 6
Armor: 0 Evasion: 11

Sensors: 10
Checks: Agility +1, Hull -3, Systems +1

Systems and Weapons:


For ever 7 damage taken by this squad, disable one of its attacks
Landmark AR-1 Barrage
Main Rifle
Range 12
+1 vs. Evasion, 1d3 kinetic damage

Landmark AR-1 Barrage


Main Rifle
Range 12
+1 vs. Evasion, 1d3 kinetic damage

Anti-Armor Rocket
Heavy Launcher
Range 15
Blast 3 (target), Loading
+0 vs Evasion, 1d6+1 explosive damage

Landmark Colonial encourages* all colonists to form local settlement defense forces - militias
- in order to ensure effective, localized, and persistent policing and community defence.
Evergreen, like any burgeoning frontier community, is not without its malcontents. Join your
local colonial militia and help protect your community from threats foreign and domestic.

(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
19
TEST - TEST - TEST - TEST - TEST - TEST

*Landmark Colonial is not liable for loss or personal injury that may occur during policing or defense actions. Landmark Colonial is a
Union-Incorporated noncorporeal corporation administered by a nonhuman person board of directors, and as such, has no
understanding of intent or direction and is not capable of self-defense in civil or criminal matters (see Union Code 30127889.12a).

COLONIAL SUBALTERNS
Strength 1
Grunt, Squad
Size 1 (Armature), 5 (squad)
5 Armatures, 3 HP per

HP: 15 Speed: 5
Armor: 0 Evasion: 9

Edefence: 10
Sensors: 8
Heat Capacity: 15
Checks: Agility -1, Hull +0, Systems +0, Engineering +0

Systems and Weapons:


For every 5 damage taken, disable one weapon

Landmark ER-2 barrage


Main Rifle
Range 15
+1 vs evasion, 1d3 energy damage

Landmark ER-2 barrage


Main Rifle
Range 15
+1 vs evasion, 1d3 energy damage

Targeting Module
System
This module allows this squad to make a lock on attempt as an end of round action

AA Rocket
Heavy Launcher
Range 15
Requires Lock On
+1 vs Evasion, 2d6 explosive damage


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
20
TEST - TEST - TEST - TEST - TEST - TEST

End of Round Action


Lock On

Landmark Colonial is proud to supply all of their HOMELAND-tier colony packages with a unit
of complementary AA/AI Subsentient Subaltern CDF Armatures. Fully customizable to fit any
biome palettes, the newly updated line of AA/AI Sub2CDF-A units come pre-loaded with
thousands of hours of tactical and community policing experience and rapid short/long
processing memory that facilitates on-the-job learning. And if your units experience corporeal
breakdown or destruction, youre in luck -- the new AA/AI Sub2CDF-A units automatically
backup their set-life experience to their Patience Semi Sentient Concierge; a simple reprint and
upload will have your force back up to strength in no time!

Sleek, weatherproof, and utterly obedient, AA/AI Sub2CDF-A units are the perfect police and
defense force counterparts, guaranteed to value friend-identified human life over their own.
Data fees apply when processing unit reprints.


(DONT GO WALKING SLOW, DEVILS ON THE LOOSE)
21

S-ar putea să vă placă și