Sunteți pe pagina 1din 217

UNION BATTLEFIELD RECOGNITION GUIDE

ALPHA V0.3
Welcome to the alpha version! Feedback welcomed – please address it to Acrozatarim either
on the Lancer reddit or the homebrew channel on the Pilot NET Discord server!

Welcome to the Union Battlefield Recognition Guide! This is a manual of new NPCs for the
Lancer tabletop roleplaying game, providing a huge spread of new foes to face. You’ll find 60
totally new NPC write-ups, and 34 brief write-ups for NPC versions of the Big 5 manufacturers’
player-facing mech frames from the Lancer core book!

Why NPC versions of the Big 5 frames?


Many of the player-facing mechs have close equivalents in the existing NPC roster, and you can
quite viably represent a Blackbeard with a Berserker, a Lancaster with a Support, and so forth.
However, the NPC frames are often different (sometimes drastically so) in their capabilities, and
many Big 5 mechs have no NPC equivalent as yet.

The idea behind producing these new NPC stat blocks is to give players the thrill of facing an
opponent who isn’t just a Berserker—but quite clearly a Blackbeard, complete with the absurd
beard-grapples and all. It lets players enjoy the additional layer of knowledge from familiarity
with their own frames when facing such opponents across the battlefield. For GMs, it also makes
things a bit quicker and easier when it comes to representing these sorts of foes during a mission,
by having pre-existing versions to grab and drop in.

Of course, the idea with these NPCs isn’t to just provide a precise simulation of the player-facing
rules, but to adapt player-facing systems and rules into a form that matches the game’s overall
NPC design philosophy, and is easy to run for the GM as part of an NPC force.

I highly recommend CORE optional systems only be given to Veterans and Elites, and then used
sparingly.

NPC Manufacturers
The first NPC mech manufacturer, Klein Zodiac, is done! These NPC manufacturers are an
excuse for groups of themed mechs that have specific backstory, consistent role, or more defined
concepts than the general mech stat blocks.

Please Note: THIS IS AN ALPHA VERSION


The contents of the Union Battlefield Recognition Guide are a first draft. There’s a lot of work
yet to be done, going over and catching errors, inconsistencies, making sure each entry and
system profile actually follows the same format, etc etc. Balance and numbers will need looking
at on everything. Big 5 NPCs in particular need a pass to further refine down the more complex
systems they use into something more manageable for a GM when trying to handle a dozen
mechs at the same time, and to focus each one more solidly around a core practical role in play.
As well as editing, improvements, formatting, etc etc, the following will also be added to the
UBRG in the future:
• A few more general new NPCs.
• NPC mechs specific to a number of second-tier manufacturers and factions, displaying
particular themes with associated background that can be dropped into a campaign.
◦ Zeleznik Foundries: Heavy, tough frames with excellent co-ordination systems,
produced by a corporation staffed almost entirely by clones of one woman. DONE
◦ Paternoster: Beautiful, highly-engineered works of art and war made by a cult who
believe the very act of creation to be holy.
◦ Tomorrow’s Children: Mechs packed to the gills with NHPs and experimental tech,
built with few safeguards and little caution by a militant off-shoot of Horizon.
◦ Klein Zodiac: A product line of twelve small-framed mechs designed for operation in
enclosed, human-sized spaces and urban environments, favoured by criminals, private
clients, and militia. DONE
◦ Zu Mu Security: Security, policing, and surveillance mechs produced en masse for
clients across known space, used to protect and to oppress civilian populations in
equal measure.
• The Long Rim mechs as NPCs. DONE
• New templates, including a CORE powers one for non-Big 5 NPCs. STARTED
• Elite and Ultra NPC types – powerful new NPCs that always have the Elite or Ultra
template and wield frightening capabilities on the battlefield beyond those of regular
NPCs.
• New infantry types.
• Probably some other stuff.

NPCs Summary
Artillery
Blockbuster – Aerial bomber with high-capacity warheads that can clear whole swathes of the
battlefield of terrain and cover.
Pounder – Mid-range combat artillery with mortars and area-denial through sustained fire.
Predator – Drone-commanding artillery that launches dangerous UAVs into the battlefield’s sky.
Rocketeer – Skirmishing mobile artillery with jump capabilities that’s hard to pin down.
Stormcaller – Weather-controlling artillery that blankets the battlefield with storms.
Terraformer – Massive artillery repurposed from civilian terraforming to alter battlefield
conditions.
Vulcan – A devastating laser cannon with a mech attached, capable of blasting lines right
through a battle but slow to recharge.

Controllers
Apostate – Controller using Blinkspace manipulation to teleport foes away and squelch
weapons’ area of effect.
Cryo – Short range controller using cold to lock enemies down if they don’t run hot.
Despoiler – Radioactive controller that spreads dangerous terrain and can force enemies out of
cover.
Medium – A long-range controller that can control wrecked chassis, silence NHPs, and inflict
narrative consequences. Somewhat complex to run.
Reaver – Close quarters controller who shoves enemies around and sets them up for allies.
Salamander – Short range controller using fire to overheat enemies and establish dangerous
zones that should be avoided.
Spider – Entrapping controller who spins webs and immobilizes enemies to render them easy
prey.
Tyrant – Mid-range controller with powerful, direct tech attacks to damage and weaken
enemies.

Defenders
Avenger – A resilient, short-range flying defender that brings down retribution from the sky via
intense volleys of firepower.
Chorus – A horrifying tech-defender that uses mutilated NHPs to jam systems and torment foes
in its area of control.
Counterbattery – A long-range defender that hammers distant enemies with counterfire when
they attack its allies.
Hoplite – A dominating melee defender that pins enemies down in its vicinity and prevents them
from leaving its reach.
Paragon – An elite defender that challenges enemies to combat and demands their attention in
battle.
Skybreaker – Heavy, slow AA defender that excels at locking down airspace against flying foes.
Warper – A paracausal defender that bends the fabric of spacetime to protect its allies and harry
enemies.

Strikers
Avalanche – A huge assault mech covered in heavy cannons that strides implacably across the
battlefield, driving enemies back.
Blitzer – Extremely heavily-armoured first-in assault mech with short range grenades, but
becomes vulnerable after launching its attack.
Deviant – A bizarre paracausal striker that breaks the fourth wall and can attack characters’
backstories.
Disciple – Agile melee martial artist that uses tech attacks in hand-to-hand to overheat and
hinder a target.
Electro – Short-range striker that can amp up its own power by spreading electrical amplifiers,
and can fry systems in close quarters combat.
Ghul – Melee striker that can steal repairs from victims and patch itself back up as battle
continues.
Miner – An insurgent mining rig turned to battle, capable of tunnelling through the ground to
reach targets.
Raider – A CQB skirmisher using flames and heat to gang up on outflanked victims.
Ranger – A stealthy, hard-hitting mid-range striker that benefits greatly from dense terrain.
Showdown – Precision striker and duellist that can disrupt and debilitate opponents at close
ranges.
Stormwing – Light, elite jumpjet assault that excels at rapid flanking attacks.
Wrecker – A tough melee combatant that can smash through obstacles and dismember mechs
piece by piece.
Supports
APC – A tough, fast support that can transport a squad of infantry across the battlefield in style
and comfort.
Armourer – A very tough support that can upgrade the weaponry of its nearby allies.
Bridgelayer – A huge support that can change the landscape of the battlefield.
Hunter – A stealthy support that helps others remain hidden and finds paths through rough
terrain.
Masquer – A tech support that takes brief control of its allies to aid them.
Relay – Support that amplifies allied hackers and lets them piggyback off its sensors.
Streetsweeper – A close-range aggressive support that enhances nearby allies for combat in
dense terrain.
Theurge – A resilient support that can control molecular integrity, weakening the armour of foes
or reinforcing nearby allies.

Big Five NPCs


IPS-N Blackbeard
IPS-N Drake
IPS-N Lancaster
IPS-N Nelson
IPS-N Raleigh
IPS-N Tortuga
IPS-N Vlad
IPS-N Zheng
SSC Atlas
SSC Black Witch
SSC Death’s Head
SSC Dusk Wing
SSC Metalmark
SSC Monarch
SSC Mourning Cloak
SSC Swallowtail
HORUS Balor
HORUS Goblin
HORUS Gorgon
HORUS Hydra
HORUS Kobold
HORUS Lich
HORUS Manticore
HORUS Minotaur
HORUS Pegasus
HA Barbarossa
HA Genghis
HA Iskander
HA Napoleon
HA Saladin
HA Sherman
HA Sunzi
HA Tokugawa
GMS Everest

NPC Manufacturers

Klein Zodiac – A series of size ½ mechs built for urban combat and tight environments.
KZ Dog – A stealthy urban long-ranged striker that can melt into the stream of traffic.
KZ Dragon – A hazardous-environment clean-up support that can transfer heat and quench
Burn.
KZ Goat – A hard-hitting but simple melee striker that excels when grouped up with allies.
KZ Horse – A high speed support scout.
KZ Monkey – A troublesome controller that can weld, cut, and pull apart targets.
KZ Ox – A strong but brutish striker that’s very hard to stop.
KZ Pig – A tough defender good at shielding allies and holding a defensive formation together.
KZ Rabbit – An unusual defender, as it’s designed to protect its pilot above all else.
KZ Rat – A fragile support armed with a vicious little railgun and a knack for seeing through
walls.
KZ Rooster – An attention-grabbing controller that can keep a clear signal for its allies.
KZ Snake – A brutally effective anti-mech striker that can jockey larger frames and pull them
apart.
KZ Tiger – A savage, high-octane striker that can deal out extreme damage by taxing the pilot to
their limits.

Zeleznik Foundries – A series of large, industrial mechs built for both resilience and excellent
networking for mutual support in battle.
ZF Husar – A heavy close combat striker running hot for maximum impact as a shock trooper.
ZF Kasztelan – A durable and defensive artillery that can blanket an area with precision seeking
firepower.
ZF Szlachta – A tough defender that draws attention with flares and can be bolstered for
effective counterfire.
ZF Wojewoda – A heavy support piece capable of bolstering many allies and once and holding
its own in close combat.
ZF Ułan – A medium assault striker built for speed and flanking, more durable than most in the
skirmisher and harrasment role.
ZF Wołchw – A controller that sabotages victims’ control over their internal systems and severs
them from their allies.

Templates
CORE Power – A template with a selection of generic CORE powers for mechs other than those
of the Big 5 manufacturers.
Metafold Wraith – A template for the tormented victims and terrifying harbingers of paracausal
horror.
Regiment – A template of shared doctrines, tactics, or wargear for organized groups of enemies
with distinct character.
APC
Support

Despite the mechanized cavalry chassis and energy weapons of modern warfare, infantry
remains a key component of many military doctrines. With mobility being a vital element of
infantry deployments, it’s no surprise that designers have sought to fuse the manoeuvrability of
mech frames with the troop-carrying capacity of personnel fighting vehicles. Sporting light
weaponry intended to assist an onboard detachment to take and hold tactical locations, ‘APC’
mechs are built for resilience and speed at the expense of potential damage output.

Tactics: The APC can haul allied infantry squads across the battlefield, offering them improved
mobility and protection on the go. Ultimately, the APC works best when there’s a specific place
or task that the infantry need to be shepherded towards; once the squad is out, it can offer some
protection and fire support but will struggle to overcome enemy armour on its own terms.

APC
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
15 10 10 5 +1 +1 +1 -1 1 6 10 10 2
Tier II
18 11 11 5 +2 +2 +1 -1 1 7 10 11 2
Tier III
20 12 12 5 +3 +3 +2 -1 1 8 10 11 2

Base Systems:
Automatic Grenade Launcher
Main Launcher
+1 vs evasion/tier
Range 8, Blast 1
4/5/6 explosive damage

Fire Ports
Trait
A unit with the Squad tag mounted in the APC can still make a Skirmish action during its turn to
fire weapons from the APC’s position as if its own. However, the squad suffers 1 Difficulty on all
attack rolls, increased to 2 Difficulty if the APC made any movement on its last turn.

Guardian
Trait
Adjacent allies can use the APC for hard cover.

Squad Compartment
Trait
As a Quick Action, a unit with the Squad tag in an adjacent space can mount the APC, or can
dismount into an adjacent space. While mounted, the squad cannot be targeted or damaged. If the
APC is destroyed, the squad is unharmed but can now be targeted and damaged, and must still
take a Quick Action to escape the wreckage and dismount.

Optional Systems:
Deployment Clearance Pulse
System, Quick Action, Recharge (5+)
The APC emanates a blast 3 shockwave, forcing all characters caught within it to pass a Hull
save or suffer Knockback 3 away from the APC. Targets in soft or hard cover can add the
Difficulty they’d usually impose on attacks against them as bonus Accuracy to this saving throw
instead.

Full-Context Deployment
Trait
The APC is not Slowed and counts as having a propulsion system in low and zero-gravity
environments and in the water. In normal conditions, when it boosts, it flies, but must end its
boost on the ground or other manageable surface or otherwise fall.

Protective CBRN/PDW Envelope


Trait
Units with the Squad tag within sensor range of the APC gain 1 Accuracy on all saving throws.
Once per round, the APC can take 1 heat as a reaction to a squad within range having to make a
saving throw to increase this bonus to 2 Accuracy for that roll. A squad can only benefit from one
Protective CBRN Envelope at a time.

Rapid Deployment Ejection Pods


Trait
A mounted unit with the Squad tag can dismount from the APC as a Free action at the beginning
of its turn, rather than a Quick action, and can deploy into a free space up to range 5 from the
APC rather than adjacent to it.

Smoke Charges
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
The APC launches a smoke grenade, which creates a blast area granting soft cover to all
characters and objects within it. The area lasts until the end of the APC’s next turn.
APOSTATE
Controller

Apostates are a rare breed of cutting-edge Blink tech chassis, praised by some technozealots and
reviled by others. This sophisticated design of frame seeks to achieve a greater level of harmony
between pilot and Blinkspace manipulation via exposure to the Blink—something that humans
usually perceive as nothing, but which can be somewhat simulated by connecting the candidate
to the carefully filtered experience of an NHP in the Blink. This inevitably drives the NHP mad
and takes a heavy toll on the human as well. Some technocults encourage potential Apostate
pilots to cultivate and bond with ‘sacrificial lamb’ NHPs who will serve as their bridge into such
a limited Blink immersion, keeping and tending to the ruined resulting entity as a form of
contradictory penance for the crime of seeking greater enlightenment through the Blink.

Tactics: Apostates are lightweight controllers interfering with enemy abilities via Blink
manipulation. Wrath-Swallowing Needles are a flexible tool for shutting down the offensive
potential of enemies who rely on area-of-effect weapons, while Fool-Rebuking Mudra and the
PERSEPHONE-Class NHP give some ability to fend off advances and close assaults. The
Apostate’s immunity to kinetic damage can give it some breathing space during intense firefights
before enemies figure its defences out, but it needs to keep mobile and keep dancing around
enemies to avoid getting pinned down and obliterated by weight of fire.

Apostate
Mech, Controller, AI
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 12 12 8 +0 +1 +2 +0 0 5 10 12 1
Tier II
12 15 15 8 +1 +2 +4 +1 0 5 10 15 1
Tier III
14 18 18 8 +2 +3 +5 +3 0 5 10 18 1

Base Systems:
Wrath-Swallowing Needles
Auxiliary Melee
+1 vs evasion/tier
Threat 1, Thrown 12
2/3/4 kinetic damage
Throwing Wrath-Swallowing Needles does not disarm the Apostate of this weapon. Targets
struck by Wrath-Swallowing Needles have the value of any Blast, Burst, Cone, and Line
weapons reduced to 0 until the end of their next turn, affecting only a single target within range
instead of an area; weapons that have no range value gain range equal to the original value of
their Blast, Burst, Cone, or Line trait.

Fool-Rebuking Mudra
Quick Tech
Sensor Range (10)
+2 vs evasion/tier
On hit, the target is teleported up to 3 squares directly away from the Apostate and becomes
Impaired until the end of its next turn. If it would teleport into a space already taken by another
character or obstacle, it takes 1/2/3 AP kinetic damage and the teleport fails.

PERSEPHONE-Class NHP
System, AI, Protocol
3 heat (self)
The Apostate has the AI tag. At the beginning of its turn as a protocol, it may emit a burst 3 area
of difficult terrain dealing kinetic damage; this area remains until the beginning of its next turn. It
may then teleport to a space it has line of sight to within range 10. The PERSEPHONE-Class
NHP cannot unshackle.

World-Splitting Sutra
Trait
The Apostate is immune to kinetic damage.

Optional Systems:
Baleful Crowd Shraap
Quick Tech
Sensor Range (10)
+2 vs evasion/tier
On hit, the target takes 2/3/4 heat and allies of the Apostate treat the Threat range of their
weapons as 5 higher for attacks and overwatch against the target until the end of the Apostate’s
next turn.

False Markings In The Labyrinth


Trait
Whenever an enemy voluntarily makes teleportation movement within range 50 of an Apostate,
it takes 1/2/3 AP kinetic damage. This effect does not stack from multiple Apostates in the area; a
target only takes the damage once with each incidence of teleportation.

Hunter Needles
Trait
The Apostate’s Wrath-Swallowing Needles gain the Seeking and Smart traits.

Stolen Heart Shraap


Quick Tech, Recharge (6+)
2 heat (self)
Sensor Range (10)
+2 vs evasion/tier
On hit, the target takes 2/3/4 AP kinetic damage. Place a die next to the target, turned to the
number of the current round (or 6 if it is round 7 or later). Whenever the target takes a Quick
Action, Full Action, or reaction, increase the number on the die by 1. When the die would be
increased from 6, a singularity into the Blink tears apart local spacetime, dealing 2/3/4 AP kinetic
damage to the target and every enemy within a burst 3 area around the target, turning that area
into dangerous terrain dealing kinetic damage until the end of the target’s next turn, and
teleporting the target up to 5 squares in a direction of the Apostate’s choice. The effect ends when
the singularity bursts open, or when the target takes a Full Action and succeeds at an Engineering
check.

Tear Down The Sacred Gate


Quick Tech, Recharge (5+)
Sensor Range (10)
The Apostate creates a line 6 area of distorted reality within range. Once per round as a reaction
to any character beginning its turn or moving into the line or any space adjacent to it, the
Apostate may teleport the target up to 5 squares in a direction of its choice. Attempting to
teleport the target into a space already containing a character or obstacle causes the movement to
fail.
ARMOURER
Support

Armourer-class mechs are the pack mules of a mechanized cavalry unit’s force chart, lugging
onboard printers and volatile containment systems to ensure the guns never run dry. When a
firefight starts, far from running for cover, these heavily-plated logistics frames do their part
directly. An Armourer runs real-time diagnostics to fine-tune and flash-fabricate one-use
modifications for weaponry systems or defensive capabilities.

Tactics: The Armourer boosts its allies damage output by upgrading their weapon systems, and
provides some defensive and repositioning capability as well. The Armourer is extremely
resilient and so not under great threat by enemy fire as long as the mechs it is supporting are still
functional, but unless it takes the Emergency Weapon Fabricators optional system it has very
little capacity to harm enemies and is better off using its crane to yank open escape routes.

Armourer
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
20 8 8 8 +1 -2 +0 +2 2 5 10 10 2
Tier II
23 9 9 8 +2 -2 +0 +4 2 5 10 11 2
Tier III
26 10 10 10 +2 -2 +1 +6 2 6 10 12 2

Base Systems:
Battlefield Diagnostics
Quick Tech
2 heat (self)
The Armourer can either reload a single Loading weapon on an adjacent ally, remove the
Ordnance tag from one weapon on an adjacent ally until the end of that ally’s next turn, or add
the AP, Seeking, Reliable 2 or Knockback 3 tags to one weapon on an adjacent ally until the end
of that ally’s next turn.

Ablative Reinforcement
Quick Tech
The Armourer chooses resistance to energy, explosive, kinetic, or Burn damage. One adjacent
ally gains that resistance against the first attack that hits it before the end of the Armourer’s next
turn, whether or not the attack does the damage type in question.

Crane
Trait, Protocol
At the beginning of its turn, the Armourer can target a single character within range 2 of its
position and move that character to another free location within range 2. If the target is
unwilling, it can attempt an agility save and avoid being moved on a success.

Optional Systems:
Baffler Defence Bolt-Ons
Quick Tech
One adjacent ally becomes unaffected by the Seeking and Smart weapon tags on attacks made
against it until the end of the Armourer’s next turn.

Emergency Weapon Fabricators


Quick Tech
2 heat (self)
The Armourer fabricates itself a one-use weapon with the following profile.

Main Cannon/CQB/Launcher/Rifle (pick one)


AP/Seeking/Smart/Reliable 2/Knockback 3 (pick one)
Range 12/Cone 5/Threat 5 and Range 5 (pick one)
+1 vs evasion/tier (or e-defence if Smart)
4/6/8 energy/explosive/kinetic damage (pick one)
This weapon lasts until the beginning of the Armourer’s next turn.

Killzone
Quick Tech, Recharge (5+)
2 heat (self)
The Armourer places down a line 5 zone with at least one space adjacent to itself. Until the end
of the Armourer’s next turn, any friendly attacks that trace line of effect across the zone add
1/2/3 energy damage against targets.

Overcharge Offensive Capabilities


Quick Tech
2 heat (self)
Until the end of the Armourer’s next turn, whenever one adjacent ally forces a target to make a
save against one of the ally’s weapons or systems, that target suffers an additional 2 Difficulty on
the save.

Rapid Fabrication Solutions


System
Allies who begin their turn adjacent to the Armourer gain a +1 bonus on all Recharge rolls they
make that turn.
AVALANCHE
Striker

The enormous Avalanche class of superheavy chassis is a simple enough concept: take a very
large frame, and pack armour and guns onto it until the limitations of physics are reached. A
mobile firepoint, the Avalanche acts as one would expect from the name, moving forward
inexorably across the battlefield and hammering anyone unwise enough to make their presence
known with a thunderous barrage of cannon-fire. Often considered a ‘heavy assault’ cousin to
the more conventional Assault doctrine, the Avalanche overawes and terrifies those who have the
unfortunate task of standing in its way and trying, desperately, to turn aside its wrath.

Tactics: The Avalanche is a slow but steady striker, moving forward to engage the enemy via
overwhelming mid-range firepower. Although very resilient, the Avalanche lacks clever tricks
beyond pushing hostiles back out of an area, taking on some elements of the defender role in its
ability to shove enemies away with its attacks. Brace makes it tougher than one might initially
think, but it struggles to capitalize on the very opportunities its Knockback tags can open up, and
needs lighter support to avoid being outflanked and overwhelmed.

Avalanche
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
18 7 9 8 +2 -1 +0 +0 2 3 10 10 3
Tier II
22 8 11 8 +4 -1 +1 +1 2 3 10 12 3
Tier III
26 9 13 8 +6 -1 +2 +1 2 3 10 14 3

Base Systems:
Heavy Cannon Mass Battery
Heavy Cannon
Knockback 2
1, 2, or 3 targets within range 12
+1 vs evasion/tier plus 1 Difficulty
5/7/9 explosive damage
If this weapon only fires at a single target, it loses the 1 Difficulty on its attack roll and instead
gains 1 Accuracy, and its Knockback tag increases to 4.

Brace
Trait, Reaction
Once per round as a reaction to being hit by an attack, the Avalanche gains resistance to all
damage from that attack.

Heavy Frame
Trait
The Avalanche cannot be knocked back, prone, pushed, or pulled by any actor smaller than itself.
Implacable
Trait
The Avalanche ignores difficult terrain.

Optional Systems:
Decimator Shells
Trait
The Avalanche’s Heavy Cannon Mass Battery deals 10/15/20 AP explosive damage to objects
and terrain, and damage from the weapon can never be reduced by resistance, only by armour
and immunity.

Hellstream Missile Racks


Main Launcher, Recharge (4+)
Blast 2, Ordnance
Range 10
+1 vs evasion/tier
3/4/5 energy damage
Targets attacked by this weapon who are in cover suffer 1 Difficulty on all ranged attacks and
saves until the end of their next turn, unless they move out of cover.

Plasma Scythe
Main Melee
Burst 2
+1 vs evasion/tier
4/5/6 energy damage

Rapid Repair Systems


System, Quick Action, Recharge (6+)
4 heat (self)
The Avalanche heals 8/12/16 HP.

Titan Battle Shield


System, Shield
The Avalanche reduces all damage from auxiliary weapons to 1, and all damage from the
Reliable tag to 1.
AVENGER
Defender

The Avenger is a close support aerial chassis, with a finely tuned balance between raw speed,
incredibly heavy armour, and punishing rotary cannons that can reduce an armoured vehicle to
a smoking wreck in mere seconds. Avenger designs exist to provide fire at the bow wave of an
assault, darting in to pour shells into any hard pockets of resistance and relying on thick plating
to weather any return fire before redeploying to a new position. Avengers are usually known for
practical, blunt visuals, sometimes derided as ‘flying bricks’ for their lack of finesse and grace
— but watching one of these mechs pulverize a firebase with an unrelenting stream of fire
quickly dispels any notions that their ungainliness might make them ineffectual.

Tactics: The Avenger is an airborne defender, positioning itself over a fight and brutally
punishing anyone who attacks its allies while relying on its belly plating to hold firm. Due to its
short range, it needs to rely on its mobility to position for best effect, but it can take serious
punishment and hold firm over a protected area to give fire support even in intense battles. The
Avenger’s weakspot is other flyers, however, against whom it lacks serious protection and who
can usually strike from beyond its reach.

Avenger
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
13 10 8 6 +1 +1 +0 +0 1* 6 12 10 1
Tier II
16 12 9 6 +2 +2 +1 +1 1* 7 15 12 1
Tier III
19 14 10 6 +3 +3 +2 +2 1* 8 18 15 1

Base Systems:
Skyhammer Rotary Cannons
Heavy CQB
AP, Reliable 2
Range 3, Threat 3
+1 vs evasion/tier plus 1 Accuracy
6/8/10 kinetic damage
When fired at a ground target while the Avenger is airborne, the Difficulty imposed by any cover
the target is in is reduced by 1.

Retributive Attack Run


Trait, Reaction
Once per round as a reaction if the Avenger is flying, when an enemy within sensor range of the
Avenger makes an attack that does not include the Avenger as a target, the Avenger may move up
to its speed towards that enemy and then attack with the Skyhammer Rotary Cannons if within
range.

Full Flight Suite


System
The Avenger can fly when it moves or boosts with hover flight.

Heavy Belly Armour


Trait
As long as the Avenger is flying, it has 3 armour against attacks made by enemies who are not
flying.

Optional Systems:
Afterburners
System, Recharge (4+)
2 heat (self)
When the Avenger boosts after making an attack with the Skyhammer Rotary Cannons in the
same turn, it can activate this system to count as being in soft cover until the start of its next turn,
and to increase its speed by 3 for the distance the boost can travel.

Eagle Claw Aerial Takedown


System, Quick Action, Recharge (6+)
One flying target adjacent to the Avenger must pass an Agility save or immediately fall to the
ground, taking falling damage and being knocked prone in the process.

Emergency Landing
Trait, Reaction
Once per round when the Avenger is flying and is hit by an enemy attack, it can immediately
drop to the ground and gain resistance to all damage from that attack.

Scorcher Missile Rack


Auxiliary Launcher
Recharge (5+)
Range 10
+1 vs evasion/tier
1/2/3 Burn damage and one space the target is in becomes dangerous terrain until the end of the
scene, dealing Burn damage.

Waiting Retribution
Trait
If the Avenger is flying but does not move during its turn, at the end of its turn the Range and
Threat on its Skyhammer Rotary Cannons increases to 5 and it can perform a Retributive Attack
Run reaction twice per round.
BLITZER
Striker

‘Putting the HE in Hedgehog’, as the marketing blurb goes, the Blitzer line of heavy assault
mechs serve as first-in, direct frontal assault frames. A Blitzer is designed to weather the worst
firepower a fortified defence can throw at it and push on through to create a breach. Advanced
360-degree explosive saturation systems can clear enclosed areas in moments once the Blitzer
breaks through, but it has to fold back some of its notoriously heavy armour to clear its fire
ports. This leaves it briefly vulnerable in the aftermath — mechs of this kind rely on the shock
and awe of their initial impact to follow through. As well as shock troop roles in military
engagements, some heavy-handed governmental organizations use modified Blitzers loaded with
non-lethal suppression charges to breach and clear against insurgent and dissident groups
during policing actions.

Tactics: The immensely heavy armour of the Blitzer lets it shrug off most fire that lacks the AP
tag, and its clusterbombs and rams provide a ferocious initial opener to a close-quarters battle.
However, once the Blitzer fires its grenades and its armour drops, it becomes very vulnerable. It
is best matched against light enemies who will need to fall back from the initial barrage, or with
support from other close assault mechs who can buy it time to reload and armour up once more.

Blitzer
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 6 8 5 +4 -2 -1 -1 4* 4 5 10 1
Tier II
17 6 10 5 +5 -2 -1 -1 4* 4 5 10 1
Tier III
20 6 12 5 +6 -2 +0 +0 4* 5 5 10 1

Base Systems:
‘Hedgehog’ Clusterbomb Discharge
Main CQB
Burst 3, Knockback 1, Loading
+2 vs evasion/tier plus 1 Difficulty
6/8/10 explosive damage
Characters do not benefit from cover against this weapon. After firing this weapon, the Blitzer’s
Armour drops to 1 until it reloads.

Blitzkrieg
Trait
The Blitzer can freely move through characters the same size or smaller than itself when it takes
the boost action. It ignores difficult terrain and deals 10/15/20 AP kinetic damage to terrain and
objects it attempts to pass through while boosting, and can keep moving if this is enough to
destroy the obstacle.

Guardian
Trait
Adjacent allies can use the Blitzer for hard cover.

Heavy Juggernaut
Trait
The Blitzer’s ram attacks deal 4/5/6 kinetic damage, have Knockback 3, and 1 Accuracy.
Rammed targets must pass a Hull save with 1 Difficulty or be knocked prone.

Optional Systems:
Full Spectrum Dazzle Charges
System, Quick Action, Recharge (6+)
The Blitzer discharges a burst 1 area of dazzle charges. All characters within this area must pass
a Systems check or only have line of sight to adjacent squares until the end of their next turn.

Hedgehog’s Dilemma
Trait, Reaction
Once per round, the Blitzer can fire the Hedgehog Clusterbomb Discharge as a reaction to an
enemy moving adjacent to it. If it does so, the Knockback of the weapon is increased to 3.

Shunt
Trait
When the Blitzer boosts, it may try and shunt a single character of its size or smaller that it
moves through on its path. If the target fails an Agility check, they are pushed ahead of the
Blitzer and moved to an adjacent space in front of its movement direction when it comes to rest.
If there is no space for them to be pushed into due to obstacles or other characters, they suffer
3/4/5 kinetic damage and are pushed into the nearest adjacent space possible.

Smoke Charges
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
The Blitzer launches a smoke grenade, which creates a blast area granting soft cover to all
characters and objects. The area lasts until the end of the Blitzer’s next turn.

Typhoon Shockwave Munitions


Trait
The Hedgehog Clusterbomb Discharge also inflicts the Slowed condition on targets until the end
of their next turn.
BLOCKBUSTER
Artillery

Blockbusters combine the destructive power of conventional bomber aircraft with the tactical
flexibility of mechanized cavalry. These heavy mechs deliver colossally powerful payloads
capable of flattening whole streets in a single blast, with potent engines allowing extended loiter
modes for further aerial fire support.

Tactics: The Blockbuster’s signature trick is the high capacity bombs in its heavy bombing bay,
with which it can clear swathes of cover and obstacles off the board. It does need to get a little
closer than conventional artillery to get the best use out of its bombs, but by remaining near the
flight ceiling it can retain a range advantage. However, the Blockbuster is a clumsy and relatively
slow aerial mech and, while large, it isn’t very resilient; aerial engagement in particular can leave
it out of options.

Blockbuster
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 7 10 10 +0 -1 +1 +2 0 4 15 11 2
Tier II
17 8 12 10 +1 -1 +2 +3 0 4 15 13 2
Tier III
20 9 14 12 +2 -1 +3 +5 0 5 15 15 2

Base Systems:
Liberator Air-To-Ground Cannon
Heavy Cannon
Arcing, Blast 1
Range 15
+1 vs evasion/tier
4/6/8 explosive damage
When fired at a ground target while the Blockbuster is airborne, the Difficulty imposed by any
cover the target is in is reduced by 1. When firing at an airborne target, the weapon suffers 2
Difficulty.

Heavy Bombing Bay


System, Free Action, Limited (2)
Once per round when this mech moves or boosts and is flying, as a free action it can drop a
bomb on one character or space below its current elevation that it passes directly over or passes
over a space adjacent to. The Blockbuster can choose one of the following munitions to drop
when it does so.
High Capacity Bomb: The bomb creates a blast 4 area with at least one space on the
target. Characters within the area must pass an Agility save or suffer 6/8/10 explosive damage
and be knocked prone. Structures, objects, and terrain in the affected area automatically suffer
15/30/45 AP explosive damage.
Cluster Air-Mines: The Blockbuster deploys a mine into the target space; if placed in an
elevated space, the mine can float there. The mine is invisible and untargetable but can be
revealed and disarmed in the usual manner for mines. It triggers when a hostile character moves
adjacent to its space, detonating in a blast 3 area wherein all characters must pass an Agility save
or take 6/8/10 explosive damage and become Slowed until the end of their next turn, taking half
damage on a save. Flying characters who fail the save are also immediately forced to the ground.

Heavy Flight Suite


System
The Blockbuster can fly when it moves or boosts with hover flight. It gains 1 Accuracy on Hull
checks and saves when airborne.

Optional Systems:
Afterburners
System, Recharge (4+)
2 heat (self)
When the Blockbuster boosts after using its heavy bombing bay in the same turn, it can activate
this system to count as being in soft cover until the start of its next turn, and to increase its speed
by 3 for the distance the boost can travel.

Bomb Printer
Trait
The Blockbuster’s heavy bombing bay loses the Limited (2) trait and gains the Recharge (5+)
trait instead. Its Liberator Cannon gains the Reliable 1 trait.

Defensive Machine Gun


Auxiliary Rifle
Reliable 1
Range 8
+1 vs evasion/tier
3/4/5 kinetic damage
When fired at an airborne target while the Blockbuster is also airborne, this weapon gains 1
Accuracy. While the Blockbuster is airborne, this weapon gains Threat 3.

Devastation Warheads
Trait
The Blockbuster’s high capacity bombs also destroy three spaces of ground beneath any spaces
not taken by obstacles, structures, or terrain after dealing its damage. Characters caught in the
area may take falling damage as a result, and this could have further drastic effects on the terrain
under certain circumstances (such as impacted rivers now pouring into the freshly-created crater
lake and the like).

Greywash Bomb
Trait
The Blockbuster gains the following option for its heavy bombing bay.
Swarm Warhead: The bomb creates a blast 2 area which remains until the end of the
scene or until the Blockbuster is destroyed. All characters who start their turn in the area or who
move into it for the first time during their turn takes 2/4/6 Burn. As a Quick Action, the
Blockbuster can move one swarm warhead area within its sensor range up to 2 spaces in any
direction.
BRIDGELAYER
Support

Bridgelayers are huge logistics frames, designed to operate under heavy fire wherever a force
needs critical route-creation or defensive excavations. Laden with armour and massive,
unfolding bridges for strategic deployment, Bridgelayers trudge forward in an implacable
advance. Lesser mechs are advised to run or else risk being tossed aside like leaves.

Tactics: Bridgelayers lack any direct means of attack, but can reshape the battlefield by laying
bridges across rivers or dangerous areas, raise up fortified sections, gouge swathes of difficult
terrain to slow attackers, and offer some benefits to allies in their immediate vicinity. Their sheer
resilience and heavy armour means a Bridgelayer can effectively spearhead an attack, acting as a
pseudo-defender via sheer bulk and overcoming any obstacles the enemy might place in its path.

Bridgelayer
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
30 5 10 10 +5 -5 +1 +3 3 3 10 11 3
Tier II
35 6 12 10 +6 -5 +1 +3 3 3 10 13 3
Tier III
40 6 14 12 +6 -5 +1 +4 4 3 10 15 3

Base Systems:
Bridgelayer
System, Full Action, Limited (1)
As a Full Action, the Bridgelayer can deploy a piece of unfolding bridge terrain from itself. The
bridge is 3 squares wide by 6 squares long, and is laid down on top of existing terrain. One of the
narrow ends must be placed adjacent to the Bridgelayer. Units on the bridge ignore any difficult
or dangerous terrain and any altered elevation in the spaces it now covers, granting safe passage
over broken ground, rivers and chasms, and so forth. It can be tilted up or down, reaching a
height or depth of up to 6 squares from the starting elevation of the Bridgelayer, so it might grant
access for ground units to the top of a large building or bottom of a ravine. The Bridgelayer can
retrieve the bridge as a Full Action. Each space of the bridge has 20 HP and armour 3.

Excavator
System, Quick Action
The Bridgelayer may create a contiguous area of up to 3 spaces of difficult terrain, at least one of
which must be adjacent to the Bridgelayer. It may also either excavate up to 3 spaces of trench
adjacent to itself, which offer soft cover to units entirely within them, or create 3 squares of size
1 10 HP cover adjacent to itself. The squares chosen do not need to be free; the Bridgelayer deals
10 AP kinetic damage to any objects or terrain in those spaces, while units must pass an Agility
save or be knocked prone into an adjacent space, and take 4/5/6 AP kinetic damage.

Guardian
Trait
Adjacent allies can use the Bridgelayer for hard cover.

Heavy Frame
Trait
The Bridgelayer cannot be knocked back, prone, pushed, or pulled by any actor smaller than
itself.

Implacable
Trait
The Bridgelayer ignores difficult terrain.

Optional Systems:
Bulldozer
Trait
When the Bridgelayer finishes its movement or a boost, it may deal 30 AP kinetic damage to any
number of adjacent objects or pieces of terrain. Any adjacent enemies must also succeed at an
Agility save or be knocked back 3 spaces and knocked prone.

Crane Claw
Heavy Melee
Threat 3
+1 vs evasion/tier
3/4/5 kinetic damage
When the crane claw hits a target, they are also either grappled or suffer Knockback 5.

Environmental Shielding Generator


System, Shield
Allies within range 10 of the Bridgelayer gain 2 Accuracy on checks and saves to prevent
damage from dangerous terrain or hostile environmental effects.

Extended Carriage Racks


Trait
The Bridgelayer’s Bridgelayer system becomes Limited (3).

Refinery
System
Allies who begin their turn adjacent to the Bridgelayer gain a +2 bonus on all Recharge rolls they
make that turn.
CHORUS
Defender

The less said about Choruses the better, so that those who never have to face them need not
know of their horror. The result of horrific NHP research, every Chorus mounts a bizarre multi-
casket container of fragmented, psychologically mutilated NHPs – a choir of the broken,
howling out a data-wail into the infosphere. Chorus pilots are usually either stone cold or
cruelly expressive, unleashing the torment and malice of their ruined stable upon foes in the
area. The simple but awful nature of the Chorus makes them effective area-control agents. No-
one wants to get too close to a Chorus, not even its own allies.

Tactics: The Chorus is a tech defender that can Jam its opponents unless they attack it, and will
spend most of its time using Infoscream to draw fire. Tech attackers will be deeply wary of its
Banshee Transmissions and it is a terror for NHP-users at close range, giving nearby allies some
protection. However, it can’t do a lot of actual damage. Direct Neurofeedback Shriek deserves
special mention as an optional system because it can have narrative effects, making combat
against a Chorus a mentally scarring experience for characters in the long-term.

Choir
Mech, Defender, AI
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 7 14 8 +1 -1 +2 +0 2 4 10 11 1
Tier II
17 8 16 8 +2 -1 +4 +0 2 4 10 13 1
Tier III
20 9 18 8 +3 -1 +6 +1 2 4 10 15 1

Base Systems:
Invasion Harpoon
Heavy Cannon
Loading
Range 10
+1 vs evasion/tier
5/6/7 kinetic damage
On hit, all tech attacks made against the target gain 1 Accuracy and, at the beginning of the
target’s turn, it must pass an Engineering save or suffer 1/2/3 heat. It can remove the harpoon by
taking a Quick Action and passing a Hull check.

Banshee Transmissions
Trait, Reaction, Recharge (6+)
When an ally within range 5 of the Chorus is hit by a tech attack, as a reaction the Chorus can
force the character who made the tech attack to pass a Systems save or immediately shut down.
The Chorus does not need sensor range or line of sight to the attacker. A character can only be
the target of Banshee Transmissions once per scene.

Infoscream
Quick Tech
Sensor Range (10)
+1 vs e-defence/tier
On hit, the target takes 2/3/4 heat and is Jammed; however, it can still make attacks using its
weapons as long as they include the Chorus as a target. The Jammed condition ends at the end of
the target’s next turn, or when they successfully hit the Chorus.

Wailing Chorus
Trait
The Chorus has the AI tag. When a unit that has the AI tag begins its turn within range 3 of the
Chorus, it must choose to either gain 1 heat or have any AI or NHP-derived benefits disabled
until the beginning of its next turn. A unit controlled by an unshackled NHP that begins its turn
within range 3 of the Chorus must pass a Systems save or be Jammed until the end of its next
turn. If the Chorus becomes unshackled, it remains still and takes no other actions apart from
targeting the nearest character with Infoscream each turn.

Optional Systems:
Direct Neurofeedback Shriek
Full Tech, Recharge (6+)
Sensor Range (15)
The pilot of a target mech must pass a Grit save as they are assailed by a direct assault on their
personality and psyche via the medium of their mech’s input/output systems, a rapid jarring
cascade of identity-crushing scenes and accusations tailored to the victim on the fly by a
particularly sadistic NHP fragment. If they pass the save, the mech is Impaired until the end of its
next turn. If they fail the save, the pilot can no longer add their Grit to any dice rolls for the
remainder of the scene, and will likely need treatment and counselling during narrative play.

Hobble Prey
Trait
The Invasion Harpoon also inflicts the Slowed condition on targets until they remove the
harpoon.

Nightmare Static
Quick Tech, Recharge (5+)
The Chorus teleports 5 squares. There must be a viable route it could have taken between its
current location and its destination via normal movement modes available to it.

Prison of Screams
Trait
As a free action at the beginning of its turn, the Chorus chooses a single adjacent character with
an NHP AI, friend or foe, and forces them to pass a Systems check or have the NHP immediately
unshackle,

Technobile
Trait
Whenever a character hits the Chorus with a tech attack, they must pass a Systems check or
suffer 2 heat.
COUNTERBATTERY
Defender

Counterbattery mechs engage in artillery duels with enemy fire support, offering pound-for-
pound retaliation with precision weapons that can track and reply to detected launch arcs with
incredible accuracy. Standard doctrine uses Counterbattery frames alongside mid-range combat
chassis to provide a protective umbrella during firefights.

Tactics: As a hybrid of defender and artillery, the Counterbattery provides a bubble within which
hostile long-range fire is brutally punished. The NPC does best when positioned as part of a
firebase of fellow mechs who would otherwise make a tempting artillery target, but it’s also
effective against lighter mid-to-long range combatants who want to keep a distance from any
assault troops accompanying the Counterbattery. In turn, this defender is itself weak to close
range combat, where its autocannon becomes an unwieldy tool.

Counterbattery
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
16 8 10 6 +2 -2 +2 +0 0 3 20 10 1
Tier II
18 9 12 6 +2 -2 +3 +1 0 3 20 11 1
Tier III
20 10 14 8 +3 -2 +4 +2 0 3 20 12 1

Base Systems:
Repeater Response Autocannon
Heavy Cannon
AP, Arcing
Range 20
+1 vs evasion/tier
6/8/10 explosive damage
This weapon fires with 1 Difficulty unless fired as part of a reaction. When fired as part of a
reaction, it instead has 2 Accuracy and its range increases to 30.

Counterfire
Trait, Reaction
If the Counterbattery does not boost on its turn, it may make an overwatch attack with the
Repeater Response Autocannon as a reaction when an enemy attacks it or an ally within range 5
of it, if the enemy is at range 10 or more from the target of is attack.

Fire Signature Calculations


Trait
The Counterbattery can make 2/3/4 overwatch attacks each round, rather than just 1.

Optional Systems
Detonate Ammo Reserves
System, Recharge (5+)
When making an overwatch attack, the Counterbattery can load a special HEAP shell that will
touch off secondary detonations within a mech’s ammunition supplies. If the attack hits the target
and deals damage, the Counterbattery chooses two enemies within range 3 of the target. Chosen
enemies must pass an Agility save or be damaged as if they had been hit with the weapon used in
the attack that provoked the Counterbattery’s overwatch fire.

Interception Trajectories
Trait, Reaction
Once per round, the Counterbattery may expend an overwatch reaction to give itself and allies
within range 5 resistance against the damage of a single attack made by an enemy from range 10
or greater distance, instead of making an overwatch attack.

Light Them Up
Trait
The first time a Counterbattery uses its overwatch reaction in a round to attack, it places the Lock
On condition on the target after attacking them.

Proximity Alert
System, Reaction
Once per round as a reaction, when an enemy attacks the Counterbattery or any allies within
range 5 with a blast, burst, line, or cone, those caught in the area of effect may move 2 squares
before the enemy makes its attack rolls or forces saves on units remaining in the attack area.

Squelch Target Lock


System
As a quick action, the Counterbattery can remove the Lock On condition from a single ally
within sensor range, and also grant them 1 Accuracy on all saves until the end of their next turn.
CRYO
Controller

Often seen as an icy counterpart to the Pyro, the Cryo chassis-pattern takes a rather different
approach to battlespace control. Cryo mechs lock down dangerous targets by literally freezing
them in place, using cutting-edge energy transfer technologies to induce extreme cryogenic
conditions in the local area. These systems are often both experimental and temperamental, and
so the Cryo combat doctrine remains a rarely-applied art of war.

Tactics: The Cryo is a close-range controller, forcing enemies to either keep on the move and run
their engines hot or risk being Immobilized and Impaired. It works well if paired with other units
who can inflict heat, leaving victims with a very fine balance to maintain with their reactors. The
Cryo is itself vulnerable to effects that inflict heat as it has to juggle the demands of its primary
systems.

Cryo
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
15 6 10 12 +1 -2 +1 +3 1 3 10 12 2
Tier II
16 6 12 15 +2 -2 +1 +5 1 3 10 14 2
Tier III
18 6 14 18 +2 -2 +2 +6 1 3 10 16 2

Base Systems:
Magnetocaloric Cryorail
Main Cannon
Range 8
+1 vs evasion/tier
2 heat (self)
Energy 3
The target is also Immobilized until the end of its next turn, or only Slowed until the end of its
next turn if it is in the danger zone. After inflicting damage and applying the relevant condition,
the target then cools for 2/3/4 heat. This weapon can fire twice at tier II, and three times at tier
III.

Endothermic Field
System, Quick Action, Recharge (4+)
2 heat (self)
The Cryo emits a freezing aura over a burst 3 area. Any mech within this area that does not move
or boost on its turn becomes Immobilized, and any mech within the area who is not in the danger
zone becomes Impaired until the end of its next turn.

Insulated
Trait
The Cryo is immune to Burn.
Optional Systems:
Shatterbolt Rifle
Main Rifle
Range 12
+2 vs evasion/tier
Kinetic 4/5/6
If the target is Immobilized or Exposed, it becomes Stunned until the end of its next turn. A
target can only be Stunned by this weapon once per scene.

Cryo Mine
System, Mine, Recharge (5+)
The Cryo deploys a mine in a free space within range 3. The mine is invisible and untargetable
but can be revealed or disarmed via the usual rules for mines. The mine triggers when any hostile
character passes over its space, forcing an Engineering save for any character in a burst 1 area
around it. Failure causes a character to become Immobilized and Impaired until the end of its
next turn, and causes it to cool for 2/3/4 heat.

Heat Pump
Quick Tech
Sensor Range (10)
+2 vs e-defense/tier
On hit, the target loses 2/3/4 heat. If this drops it out of the danger zone, it is also Impaired until
the end of its next turn.

Ice Nine
Trait
Whenever the Cryo causes a target to be Slowed or Immobilized, one other target adjacent to the
first must pass an Engineering save or suffer the same condition.

Ice Wall
System, Quick Action, Recharge (6+)
2 heat (self)
The Cryo fills a line 5 area within its sensor range with ice, each square of which is 2 squares
high, has evasion 5, and 10 HP. The wall remains until the beginning of the Cryo’s next turn. Any
character in one of the squares when the wall forms is pushed aside into an adjacent space and
must pass an Engineering save or be Slowed until the end of its next round.
DESPOILER
Controller

The feared Despoiler doctrine emphasizes area denial through the use of intense but short-lived
exotic energies or tailored radiation bursts with high exponential decay. Modern Despoiler
chassis can thus render a region untenable for hostile forces to remain within, while still
allowing for allied advance within hours at most and a minimum of long-term impact on non-
military exploitation prospects. Older models, using more conventional forms of radiation,
would leave scars on the landscape that might linger for decades, or even centuries.

Tactics: The Despoiler controls the battlefield by spreading dangerous terrain around, so it can
close off lanes of advance or drive characters out from cover. However, a Despoiler’s devastation
can harm its own allies as well as enemies, and mobile characters may be able to keep away from
defiled zones. Think very carefully before fielding more than one Despoiler with a Micro-Nuke
optional system at a time.

Despoiler
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
15 8 8 10 -1 -1 -1 +3 1 3 5 10 2
Tier II
18 9 9 10 -1 -1 -1 +4 1 4 5 12 2
Tier III
21 10 10 10 +0 -1 -1 +6 1 4 5 14 2

Base Systems:
‘Desolation’ Rad-Beamer
Main Cannon
+2 vs evasion/tier
Range 10
2/3/4 energy damage and 2/3/4 heat
On hit, all spaces the target currently occupies become dangerous terrain for the remainder of the
scene, dealing energy damage.

Defile
Trait, Quick Action, Recharge (5+)
All spaces in either burst 3 of the Despoiler or in a line 5 area extending from the Despoiler’s
position become dangerous terrain for the remainder of the scene, dealing energy damage

Radiological Shielding
Trait
The Despoiler has resistance to energy and Burn damage, and is immune to energy and Burn
damage inflicted by dangerous terrain.

Extreme Energy Signature


Trait
The Despoiler cannot hide under any circumstances, although it benefits from the protective
advantages of cover and invisibility as normal.

Optional Systems:
Blanket Emissions
Trait
When a character attempts an Engineering check to avoid taking energy or Burn damage from
dangerous terrain while within 10 of the Despoiler, they suffer 1 Difficulty on the roll.

DU/Pyrophoric High-Velocity Cannon


Heavy Cannon
Loading, Ordnance, AP
+1 vs evasion/tier plus 1 Accuracy
Range 15
4/5/6 kinetic damage and 1/2/3 Burn damage
On hit, all spaces the target currently occupies become dangerous terrain for the remainder of the
scene, dealing Burn damage.

Micro-Nuke
System, Full Action, Ordnance, Limited (1)
Choose a space within range 10 and line of sight. The Despoiler fires a micro-nuke at the target,
creating a burst 3 area centred on that space. All characters caught within take 16/20/24
explosive damage, or half on a successful Agility save. All spaces within the area then become
dangerous terrain for the remainder of the scene, dealing energy damage. A Despoiler with this
system triggers the radiological or anomalous energy alarms for all characters in the scene as
soon as it arrives; they immediately become aware of its presence and that it possesses this
system.

Salt the Earth


Trait
All dangerous terrain that the Despoiler creates lasts indefinitely, rather than until the end of the
scene.

Trail of Destruction
Whenever the Despoiler moves or boosts, every space it leaves during its movement becomes
dangerous terrain until the beginning of the Despoiler’s next turn, dealing Burn damage.
DEVIANT
Striker

Deviants are a fine example of the perils inherent to paracausal science. No consistent,
repeatable process exists to create Deviant-class frames; each is a one-off, whether an
accidental design born from a rupturing piece of blink technology or the hard-won prize from
countless failed experiments. Rarely, several are forged at once in a moment of disaster, left as
fizzing, blurred shapes burned into reality in an exploding gateway’s shockwave. Piloting a
Deviant takes a heavy toll on the mind of the pilot, whose psyche is exposed to concepts and
perhaps even realities she cannot easily explain. In the field, a Deviant displays capabilities that
foes and allies alike find equally hard to rationalize. In short, Deviants aren’t playing quite the
same game that everyone else is.

Tactics: The Deviant is a complex NPC designed for groups who want to have some fun
breaching the fourth wall or experiencing a weird extreme of paracausality. A lot of the Deviant’s
abilities work based off out-of-character elements, attack unusual aspects of the game (such as
Triggers and Downtime actions), or require additional game props like new dice or cards to work
properly. The Deviant’s an all-round striker but really the threat it poses comes from the sheer
weirdness of what it can do and how it spreads damage around. For maximum chaos with the
Predatory Lexicon optional system, the GM can choose a word like ‘target’, ‘mech’, ‘action’, or
other phrase that’s tricky for the players to work around.

Deviant
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 9 9 8 +1 +1 +1 +1 1 7 10 11 1
Tier II
15 11 11 8 +2 +2 +2 +2 1 8 10 14 1
Tier III
18 13 13 8 +3 +3 +3 +3 1 9 10 17 1

Base Systems:
Paradox-Entangled Beamer
Main Rifle
+2 vs evasion/tier
Range 10
3/4/5 energy damage
On hit, this weapon also does 3/4/5 energy damage to the mech controlled by the player seated
one space to the left of the target’s player at the table. If the players are not seated next to one
another (due to playing a game online, for example), it instead deals the damage to the mech
controlled by the player next along the increasing scale of time zones from the target’s player,
with further fine distinction sorted via alphabetical name ascending from the target’s player’s
name.

Name-Eating Blade
Main Melee
AP
+2 vs evasion/tier
Threat 1
4/6/8 kinetic damage
When a mech is damaged by this weapon, its pilot must roll a Grit save or have one of their
Triggers reduced by 2 to a minimum of 0 until they are able to take a rest and repair. If a player
character has all their Triggers reduced to 0, a non-player character of importance to them loses
all memory or knowledge of who they are and, indeed, never actually met them at all, even
though the PC retains memory of the prior series of events.

Folding Battlespace
Trait
The Deviant can move off the edge of the battle map. When it does so, it appears at the
corresponding point on the opposite edge of the battle map. It can freely move in this way, but
cannot attack, use tech actions, deploy objects, or have any other effect over the battle map’s
edge to the far side apart from moving itself.

Quantum Fluctuation Larceny


Trait, Reaction
If any PC rolls two Accuracy or Difficulty dice at the same time as part of any dice roll, and both
those dice come up with the same result, one Deviant within sensor range can immediately steal
the value rolled. The player of the character in question counts any roll of that value on any dice,
d20 or d6, as a 0, until the Deviant is destroyed or the scene ends.

Optional Systems:
Fragile Outcome-Thread Realignment
Trait
This optional system can only be selected if the GM has one or more four-sided (d4) or eight-
sided (d8) dice available. While the Deviant’s HP are at its maximum, all of its allies within
range 5 use d8s instead of d6s for Accuracy dice, while all of its enemies within range 5 use d4s
instead of d6s for any damage dice they roll.

Hostile Probability Slice


Quick Tech, Recharge (5+)
Sensor Range (10)
This optional system can only be selected if the GM has a deck of cards available. One target
player character’s mech within range must pass an Engineering save or the player no longer rolls
d20s for any roll, instead drawing cards from a standard deck of 52 cards plus 2 Jokers.
Whenever a roll is called for, the player draws a card, using its face value as the result of the dice
roll; Jacks count as 11, Queens 12, and Kings 13. An Ace is a natural 20. A Joker is also a natural
20, but the mech must immediately make an Overheating roll, rolling 1 die if it has not lost taken
any Reactor Stress thus far. As soon as the player draws either an Ace or a Joker, the deck is
reshuffled and the player returns to using a d20 as normal. If multiple players are affected by
Hostile Probability Slice at the same time, they all draw from the same deck.

Ontological Knife
Auxiliary Melee
Threat 1
+2 vs evasion/tier plus 1 Accuracy
3/4/5 kinetic damage
The damage from this weapon cannot be resisted or reduced in any way. A player character
struck by this weapon must pass a Grit save or suffer 1 Difficulty on the next Downtime action
roll they take. Should that Downtime action’s roll result in a 9 or less, as well as the usual
consequences, the character also has a surprising encounter with an old acquaintance, rival, or
lover, who now means them harm or to do them wrong; if a character has no such relationships,
an entirely new one is spontaneously born from an unlikely series of events.

Past-Echo Resonance Amplifier


Main Cannon
Smart
Range 8
+2 vs e-defence
5/7/9 energy damage
This weapon deals an additional 3 energy damage to characters with no living relatives,
characters who are loners, and characters engaged in a quest for vengeance or retribution. It
gains 1 Accuracy on attacks against characters who do not know their origins, who suffer
amnesia to any significant extent, or who have never known affection of any kind.

Predatory Lexicon
Trait, Reaction
At the beginning of the scene, the GM secretly writes down a word on a piece of paper and
places it face-down, revealing it when a player first says (or types, or writes) that word whether
as an in-character comment or an out-of-character comment. Once per round as a reaction when
a player says the word in question, any Deviants with Predatory Lexicon may immediately
teleport up to 5 spaces, as long as their final destination is closer to the character of the player in
question than where they started. If they are adjacent to the target at the end of this move, the
Deviant can immediately attack the target with either a Name-Eating Blade or Ontological Knife.
DISCIPLE
Striker

Disciples are esoteric chassis built and used by technocultists and adherents of paracausal
philosophies, fusing the pilot’s reflexes with data and code to an instinctual, intimate level.
Disciples are frighteningly fast in both the physical world and the datasphere, directly
interfacing with opponents’ systems via close-proximity nodes or even contact-pads on the
mech’s manipulators. Every Disciple is a demonstration of the user’s enlightenment to the unity
between knowledge and gross matter, between flesh and machine, between possibility and
impossibility.

Tactics: The Disciple is a fast but fragile melee assault mech, vulnerable to Reliable weapons
but wielding tech attacks with punishing effect in hand-to-hand combat. A Disciple can set
enemies up for its allies through Lock Ons and weakened e-defence, and its ability to ignore
engagement lets it dance through a close firefight with relative impunity.

Disciple
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 14 14 6 +1 +1 +2 +0 0 6 5 10 ½ or 1
Tier II
12 16 16 6 +2 +2 +4 +0 0 7 5 11 ½ or 1
Tier III
14 18 18 6 +2 +4 +6 +0 0 7 5 12 ½ or 1

Base Systems:
Heaven’s Judgement Fists
Main Melee
Smart
+2 vs e-defence/tier
Threat 1
5/6/7 kinetic damage and 1/2/3 heat
The target gains the Lock On condition.

Thought Purging Strike


Quick Tech
1 adjacent target
+2 vs e-defence/tier
On hit, the target takes 1/2/3 heat. Until the end of its next turn, its e-defence drops to 5 and it
gains 2 Difficulty on all tech attacks.

Agile
Trait
The Disciple ignores engagement, difficult terrain, and can climb without penalty.

Counterattack
Trait, Reaction
Once per round as a reaction, when an enemy strikes the Disciple with an attack, the Disciple can
immediately make an attack with its Heaven’s Judgement Fists in retaliation if the enemy is
within threat range, then may move 1/2/3 spaces without triggering overwatch attacks.

Optional Systems:
Conflagration-Stoking Prana
Quick Tech, Recharge (5+)
1 adjacent target
+2 vs e-defence/tier
On hit, the target takes 3/4/5 heat and 1 Burn.

Core-Shattering Palm
Quick Tech, Recharge (6+)
1 adjacent target
The target must pass an Engineering save or immediately roll an Overheating check, rolling 1 die
if it has not yet suffered any Reactor Stress. This ability does not actually inflict Reactor Stress
and does not change the target’s current heat gauge.

Cascade of Light
Trait
Whenever the Disciple moves for any reason, it becomes Invisible until completing its
movement and any reactions that trigger from it.

Flurry of Calculations
Trait
The first time in a turn the Disciple hits with its Heaven’s Judgement Fists, it may make one
additional attack with the weapon against a different target within reach.

Purify Code-And-Form
System, Free Action, Recharge (5+)
As a free action at the beginning of its turn, the Disciple may remove a single condition from
itself.
ELECTRO
Striker

Electro-class frames feature a ravenous level of energy draw, enough to tax even a coldcore
power source. This doctrine espouses the use of flash printers and an overclocked reactor to
create and deploy electrical conduits into the battlespace, extending the Electro’s sphere of
influence and forming feedback loops that overload unwary opponents. These mechs excel in
disperse-and-disrupt roles where they can turn close-quarters fighting into a nightmare of
crackling lightning traps and bursts of disorientating static.

Tactics: The Electro is a close-quarters area-denial specialist who can rapidly increase its own
output if allowed to remain in one place, spreading damage among large numbers of enemies and
capable of taking out troublesome systems in melee. Heavily armoured mechs can weather the
worst of the low but consistent damage from densely-clustered amplifiers, however.

Electro
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 8 13 6 +2 +0 +2 -2 1 4 10 11 1
Tier II
15 9 14 8 +4 +0 +4 -2 1 4 10 13 1
Tier III
18 10 15 10 +6 +0 +6 -2 1 4 10 16 1

Base Systems:
Arc Projector
Heavy CQB
+2 vs evasion/tier
Range 5
4/5/6 energy damage
On hit, the Electro can make a new, secondary attack against another character within range 3 of
the first. This effect can chain up to three times, but the weapon can only hit a particular
character once with each firing.

Directed Overload Amplifiers


System, Deployable, Quick Action
The Electro places an overload amplifier in a free space within range 5. The generator is a size ½
object with evasion 5 and 8/12/16 HP, and has immunity to energy damage. An enemy who starts
their turn adjacent to the Electro or to an amplifier, or who moves adjacent to either, suffers
energy damage equal to the number of amplifiers within range 5 of their location. The Electro’s
attacks also deal an additional amount of energy damage equal to the number of amplifiers
within range 5 of its location. The Electro can place up to five amplifiers at a time; once five are
present in the scene, an existing one is destroyed whenever the Electro places a new one.

Earthed
Trait
The Electro has resistance to energy damage and external sources of heat.

Overload Discharge
System, Quick Action, Recharge (5+)
The Electro unleashes a disruptive discharge of electricity into an adjacent target. The target must
pass a Systems save, with additional Difficulty equal to the number of overload amplifiers within
range 5 of the Electro, or have a single system of the Electro’s choice disabled until the end of
the scene.

Optional Systems:
Burnout
Trait
Overload amplifiers also deal damage to enemies who make tech attacks within range 5 of one or
more of them.

Lightning Scourge
Medium Melee
+1 vs e-defence/tier
Threat 2
3/4/5 energy damage and 1/2/3 heat
An enemy struck with this weapon counts as 1/2/3 overload amplifiers for the purpose of
calculating other overload amplifiers’ effects when within range 5 of them. This effect lasts until
the end of the Electro’s next turn.

Scramblepulse Protocols
Trait
Overload amplifiers can engage enemies.

Static Bridge
Trait
Instead of jumping to another character within range 3 of the first, the arc projector’s secondary
attacks can jump to any character who is within range 5 of one or more overload amplifiers.

Stormpod Launcher
Arcing, Blast 2, Loading
Medium Launcher
+1 vs evasion/tier
Range 10
2/3/4 energy damage
Targets damaged by this weapon must pass a Systems save or become Impaired until the end of
their next turn. After resolving the stormpod launcher’s attack, place an overload amplifier in the
nearest free space to the center of the blast. This allows the Electro to field a total of 6 amplifiers.
GHUL
Striker

Ghul-doctrine frames usually come with more appealing names than their strategic moniker –
the Dormier Engines’ Reclaimer model, for example, or the Harvestman from New Circle
Frontiers. These mechs are notable because their combat efficiency comes paired with the ability
to degrade hostile logistics via direct engagement. Ghul weaponry is designed for precision,
destroying vital components that are hard to replace, and using flash printers and nanite hives to
directly gather their resupply from the battlefield. Although Ghul pilots are sometimes derided by
their fellows for being vultures, most detachments are pleased enough with the resources these
keen-eyed scavengers bring back from combat.

Tactics: The Ghul threatens an unusual target – the player characters’ Repairs and their ability to
restore damage. Ghuls are surprisingly durable melee combatants as they can repair themselves
and gain more protection as an engagement continues via Cannibalize. Although fast, they have
very little capacity at range; they can harry targets but without the healing from their melee
attacks, they’ll soon come apart under sustained fire.

Ghul
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 10 6 5 +2 +2 -1 -1 0 5 5 10 1
Tier II
16 12 6 5 +4 +4 -1 -1 0 6 5 12 1
Tier III
18 14 8 6 +5 +5 +0 +0 0 6 5 14 1

Base Systems:
Devourer Nexus
Medium Nexus
Seeking, Smart
Range 6
+1 vs e-defence/tier
2/3/4 Burn
Targets damaged by this weapon cannot repair damage to their HP with the Stabilize action until
the end of their next turn.

Vivisection Close Combat Suite


Medium Melee
AP
Threat 1
+2 vs evasion/tier
2/3/4 kinetic damage
Targets damaged by this weapon must pass an Engineering save or lose 1 Repair; if they fail, the
Ghul can immediately heal itself for 3/4/5 HP. A target cannot lose more than 2 Repairs to
Vivisection Close Combat Suites per scene.
Cannibalize
Trait
When the Ghul inflicts Structure damage on an enemy with a melee weapon, or when it ends its
turn adjacent to a destroyed mech, it gains +2 armour until the beginning of its next turn.

Optional Systems:
Chassis Recovery Systems
Trait
The Ghul does not treat destroyed mechs as difficult terrain. At the beginning of its turn, it can
choose an adjacent destroyed mech of up to Size 2 and drag the object with it during its move,
depositing it into a free space at the end of its movement.

Climber
Trait
The Ghul can climb any surface with no penalty and walk or stand on such surfaces as if they
were flat ground, even overhanging or vertical surfaces.

Engine Evisceration
System, Quick Action, Recharge (6+)
The Ghul forces an adjacent target to pass a Hull save or become Stunned until the end of its next
turn. A character can only be Stunned by an Engine Evisceration once per scene.

Scavenger Mine
System, Deployable, Quick Action, Recharge (6+)
The Ghul may deploy a mine into an adjacent space. The mine is invisible and untargetable but
can be revealed by a character looking for it with a successful Systems check if within sensor
range. When a character moves over the trap and triggers it, they must pass an Engineering save
or lose 1 Repair.

Sever Cooling Systems


Trait
The Ghul can inflict critical hits with melee attacks. When it does so, it deals an additional 2/3/4
heat damage.
HOPLITE
Defender

Hoplites are a broad classification of heavyweight mechs that focus on close-quarters situation
control. Typically, they ward allies with energy projection tech while preventing engaged hostiles
from tactical advance or retreat opportunities. The original chassis was designed for garrison or
patrol duties where buying time for reinforcements to engage could be vital, but later iterations
have earned a fearsome reputation as first-line mechs with arm’s-reach domination capabilities
of close quarter battles.

Tactics: The Hoplite is a sticky defender who can pin enemies to itself via Immobilizing them
with overwatch attacks if they try to move away, and is particularly punishing for characters who
might usually just accept the engagement penalties and fire ranged attacks at other targets
anyway. It can soak up a lot of damage, and works well alongside other melee attackers who can
prey on hostiles the Hoplite has pinned down.

Hoplite
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
20 8 6 6 +3 -1 +0 +0 1 4 10 10 2
Tier II
22 10 7 6 +5 -1 +0 +1 1 4 10 11 2
Tier III
24 12 8 6 +6 -1 +0 +2 2 4 10 12 2

Base Systems:
Mass Impact Doru
Main Melee
Threat 3
+0 vs evasion, plus 1 Accuracy per tier
5/6/7 kinetic damage
Enemies hit by this weapon become Immobilized until the end of the current turn.

Energyweave Aspis
System, Shield
Allies adjacent to the Hoplite gain 1 armour, to a maximum of 4. This benefit ends immediately
if they are no longer adjacent to the Hoplite for any reason. A character can only benefit from
one Hoplite’s energyweave aspis as a time.

Hoplite Vanguard
Trait
The Hoplite’s overwatch attacks with melee weapons are triggered by enemies leaving its Threat,
regardless of whether they started their turn there.

Melee Domination
Trait, Reaction
Enemies engaged by the Hoplite suffer 2 Difficulty from engagement when firing ranged
weapons, rather than the usual 1 Difficulty. Once per round as a reaction, when an engaged
enemy makes a ranged attack that does not include the Hoplite as a target, the Hoplite may make
an attack against that enemy with a melee weapon.

Optional Systems:
Achilles Reactive Plating
System
After the Hoplite takes damage from an attack, it gains resistance to that damage type. This lasts
until the next time it takes damage from an attack, whereupon the system now gives it resistance
to the latest damage type.

Akontia Light Rocket Pod


Auxiliary Launcher
+1 vs evasion/tier
Blast 1
Range 10
3/4/5 explosive damage
Once per round, the Hoplite may fire this weapon at a target within range as a reaction to that
enemy making a ranged attack that does not include the Hoplite as a target. This weapon can also
be fired normally as part of a Skirmish or Barrage action by the Hoplite.

HADES-class NHP
System, AI
The Hoplite gains the AI tag. Once per round when it deals Structure damage to an enemy with a
melee weapon, it may immediately make an attack against that enemy with a melee weapon as a
reaction. If HADES unshackles, on its turn the Hoplite will move towards and attack the most
damaged enemy it can see until the NHP is reshackled.

Kinetic Driver Xiphos


Auxiliary Melee
Knockback 2
Threat 1
+2 vs evasion/tier
2/3/4 kinetic damage
When the Hoplite inflicts Knockback with this weapon, it may immediately move up to two
spaces ignoring engagement, as long as the movement ends with it adjacent to the target of this
attack.

Rank Discipline
The Hoplite gains 1 Accuracy on all its attacks, checks, and saves as long as it is adjacent to at
least one friendly mech.
HUNTER
Support

Hunter doctrine emphasises the tactical advantages of stealth and ambushes, using nanite hives
and advanced systems packages to enhance the outflanking efforts of other mechs with the
Hunter serving as a pathfinder of sorts in both physical and data spheres. Hunters can numb
alarm systems, fuzz mech sensors with subtle static that barely registers as abnormal, and pick
out approach routes that another pilot might discount as unmanageable. These lean but fragile
chassis are favoured by support specialists for small, elite forces of lancers, by frontier militia
veterans, and by insurgents engaged in asymmetrical warfare; they’re often custom-built to
match a specialist’s needs, rather than being mass produced for

Tactics: A single Hunter can greatly enhance the abilities of a task force to hide and launch
ambushes, as well as opening up new approaches through heavy terrain for non-flyers. Ideally,
the Hunter wants to stay back from an actual firefight, contributing with long-ranged shots and
Lock Ons. Ultimately, the Hunter needs cover to get the most out of its abilities, and this does
risk the clumping of hidden allies into areas that determined enemies may well just bombard
with area of effect weapons.

Hunter
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 8 10 5 -1 +1 +2 +0 0 5 15 10 1
Tier II
12 9 12 6 -1 +2 +4 +0 0 6 15 11 1
Tier III
14 10 14 8 -1 +3 +6 +0 0 7 15 12 1

Base Systems:
Shock Longarm
Main Rifle
Loading
Range 15
+2 vs evasion/tier, plus 1 Accuracy
3/4/5 energy damage
Enemies hit by this weapon are Impaired until the end of their next turn.

Chameleon Hive-Node
Trait, Reaction
The Hunter and allies within range 5 gain 2 Accuracy on Agility checks to avoid being
discovered by the Search action. When the Hunter ends its turn hidden, as a reaction it may
immediately make a Quick Tech action to apply the Lock On condition to a valid target.

Predator-Prey Guidance Systems


Trait
When the Hunter or an ally within range 5 makes an attack against an enemy when hidden, they
gain +1 Accuracy on the attack roll.

Wayfinder Analysis Protocols


Quick Tech
Sensor Range (15)
The Hunter and 1/2/3 allies within sensor range ignore difficult terrain, take no damage from
dangerous terrain, can climb at their normal movement rate without penalty, and when benefiting
from soft cover impose an additional +1 Difficulty on ranged attacks against them. These effects
last until the end of the hunter’s next turn.

Optional Systems:
Ambush Tactics
Trait, Reaction
As a reaction to the Hunter or an ally within range 5 being discovered while hidden, the Hunter
or an ally within range 5 can make an overwatch attack against the searching enemy who
discovered them, subject to usual line of sight and range limitations on their weaponry.

Fractal Camo Cloak


Trait
The Hunter is Invisible.

Mechbreaker Trap
System, Deployable, Quick Action, Recharge (6+)
The Hunter may deploy a mine into an adjacent space. The mine is invisible and untargetable but
can be revealed by a character looking for it with a successful Systems check if within sensor
range. When a character moves over the trap, they are Shredded until the end of their next turn,
and must pass a Hull save or become Stunned until the end of their next turn.

Nightfall
Full Tech
Sensor Range (15)
2 heat (self)
The target immediately becomes hidden, even if they are not currently in cover. If they aren’t in
cover, they can remain hidden as long as they do not move at all for any reason, or take any
action.

Only Where I Tread


System, Quick Action
The Hunter becomes Slowed until the beginning of its next turn. Its movement this turn will not
trigger any mines or other proximity devices that it moves adjacent to or over. Until the
beginning of the Hunter’s next turn, allies who move through the exact spaces the Hunter has
moved through will also not trigger any mines or proximity devices from that movement.
MASQUER
Support

Masquers are sophisticated e-warfare frames that mass-produce micro-duration AIs within their
data cores and set these brief pseudo-intelligences to rapid calculation and reaction tasks. These
make effective fire-and-forget autonomous intrusion measures, but lack the long-term integrity to
render the Masquer a potent subversion platform. Instead, mechs built for this doctrine use their
systems to aid and augment allies, even briefly taking over other chassis when an AI recognizes
the opportunity to dodge an attack or counterbalance an electronic assault. For Masquers to be
most effective, fellow mechanized cavalry have to be willing to open up their steeds’ systems fully
so that they can be outright puppeted, a surrender of autonomy that can be hard for a pilot to
swallow.

Tactics: Masquers support and enhance their fellows through countering mobility-related
conditions and aiding them with saves and checks, so this NPC shines most when enemies are
using Knockback, knocking allies prone, Slowing them, and Stunning them. Its ability to outright
puppet Stunned or destroyed allies and to juggle defensive values can significantly blunt an
enemy attack, but foes who are using few clever tricks and primarily focusing on reliable damage
can neuter its effectiveness.

Masquer
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 12 12 6 +0 +2 +2 -2 0 5 15 11 1 or ½
Tier II
10 14 14 8 +0 +3 +4 -2 0 5 15 13 1 or ½
Tier III
12 16 16 8 +1 +4 +6 -2 0 5 20 15 1 or ½

Base Systems:
Cut The Threads
Quick Tech
Sensor Range (15)
+1 vs e-defence/tier
The target takes 1/2/3 heat and is knocked prone. If the target is already prone, they become
Jammed until the end of their next turn.

Bolstering Masques
Quick Tech
Sensor Range (15)
1/2/3 allies within range gain +2 Accuracy on their next skill check or save of any kind before
the end of their next turn.

Pull the Strings


Quick Tech
Sensor Range (15)
1/2/3 allies within range immediately rise from prone or end the Slowed or Immobilized
conditions as a Free Action. They may then immediately move 2 spaces, obeying engagement
and triggering reactions as normal.

Shifting Masks
Trait, Reaction
Once per round as a reaction, when a Stunned ally within range 10 begins its turn, the Masquer
may let that ally act on its turn as if it were not Stunned; however, instead of its own actions, it
instead chooses from the systems and actions that the Masquer has available, and does not have
access to its own weapon systems. It also uses the Masquer’s evasion until the Stunned condition
ends, rather than having an evasion of 5.

Optional Systems:
Cloak of Masques
Quick Tech
Sensor Range (15)
The Masquer swaps its evasion or e-defence values with a target ally until the end of the
Masquer’s next turn.

Dance of the Masques


Trait
Allies targeted with Bolstering Masques also cannot be knocked back, pushed, or pulled by other
actors until the end of their next turn.

Faceless Illogic Package


System, Mine, Quick Action, Recharge (5+)
The Masquer deploys a mine in a free space within range 3. The mine is invisible and
untargetable but can be revealed or disarmed via the usual rules for mines. The mine triggers
when any hostile character passes over or adjacent to its space, forcing a Systems save for any
character in a burst 1 area around it. Failure causes the enemy’s target recognition systems to be
overwritten, exchanging enemies and allies for the effects of their systems and abilities.
Whenever they attack a target, that target’s evasion and e-defence are raised to 16 unless they are
already higher. These effects last until the end of the scene, or until the target takes a Full Action
and passes a Systems check to purge the Masquer’s code.

Mirror Match
Quick Tech
Sensor Range (15)
+1 vs e-defence/tier
On hit, the targeted enemy takes 1/2/3 heat and treats the evasion and e-defence of any character
it attacks as being the same as its own, if its own defensive value is higher than the victim’s
normal value. Every time the target makes an attack against another character, the Masquer may
also immediately move 1 square, ignoring engagement and reactions. This effect lasts until the
end of the Masquer’s next turn.

Total Override Masque Engram


System, Reaction, Recharge (6+)
Once per round as a reaction when an ally within sensor range is destroyed, the Masquer
overrides their collapsing systems with an invasive flash-copy of its own. The ally’s HPs refresh
and it remains active until the end of its next turn, whereupon it is destroyed for good; it also is
destroyed if its HP total is reduced to 0. An ally cannot be the target of Total Override Masque
Engram more than once.
MEDIUM
Controller

Only a small number of corprostates possess the highly-vetted permissions to create Medium-
class mechs; outside of these elite manufacturers, Mediums are the work of dubious technocults,
unethical independent scientists and the occasional desperate technical crew bodging together
whatever they can find to stop an unshackled NHP. Mediums are designed as a counter to
technologically advanced opponents – like hostile NHPs – who can take control of systems and
rapidly spread their influence, because the Medium does something similar. A battlefield strewn
with damaged mech chassis is a banquet for the nanite hive-racks housed on a Medium’s frame,
and it can silence the mad chattering of hostile NHPs with cruel solipsism/nihilism viruses. Just
don’t listen to what comes forth from the onboard AI sarcophagus if ever it unshackles.

Tactics: The Medium is an all-round controller that can generate more Grunts from the debris of
the battle as conflict continues, raising wrecks and sending them back at their former comrades.
It’s frail, but a broad spectrum of tech attacks can strip foes of supporting bonuses and NHPs,
manipulate their movement, and set them up to be battered by the Medium’s retinue of automata.
The Medium is a complex controller and has some abilities that can persist beyond a battle into
narrative play, making them a good choice for adding paranoia or doubt through hidden info-
traps, NHPs that start to act erratically, and other such signs of narrative trouble.

Medium
Mech, Controller, AI
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 7 10 6 +0 +0 +2 +0 0 4 15 11 1 or ½
Tier II
12 8 12 7 +0 +1 +4 +0 0 4 15 13 1 or ½
Tier III
14 9 14 8 +1 +1 +6 +1 0 4 20 16 1 or ½

Base Systems:
Electric Ghosts
Quick Tech
Sensor Range (15)
+2 vs e-defence/tier
The target takes 2/3/4 heat and moves 1/2/3 spaces under the Medium’s control, obeying
engagement as normal but not provoking overwatch other reactions. If the target ends this
movement adjacent to another character, the Medium can force that character to pass a Systems
save or suffer 1/2/3 energy damage and move 1/2/3 spaces as with the original target, and can
continue to chain this effect to newly adjacent characters onto a total of three additional victims.
A character cannot be targeted by Electric Ghosts in this way more than once in a turn.

Infomuzzle
Quick Tech
Sensor Range (15)
+2 vs e-defence/tier
The target takes 2/3/4 heat and, until the end of its next turn, cannot benefit from the Shredded or
Lock On conditions on targets it attacks, although it still consumes the Lock On condition as
normal with such an attack. Additionally, if the target has any NHP AIs, they become muzzled;
they cannot unshackle, but they also cannot activate or offer the target any benefits. The
infomuzzle on NHPs remains permanently until removed by the pilot via a full action and
succeeding at a systems check to clear its code. If the pilot has not cleared the infomuzzle by the
end of the scene, it settles in more deeply; a specialist or technician who can work on a mech
during a rest can attempt a Systems check to remove it at the end of the rest period.

Revival Nanites
System, Quick Action, Recharge (4+)
The Medium discharges a swarm of nanites into a burst 2 area around itself. Any destroyed
mechs that are at least partly within this area are infested and reactivated as automata with the
Grunt template and the AI tag. Automata retain their original form’s Size, have evasion/e-defence
of 6/7/8, -1/+0/+1 modifiers to every HASE skill, a Speed of 3/4/4, and sensor range of 5. They
must remain within the Medium’s sensor range; if forced to leave it for any reason, they are
immediately destroyed. Destroyed automata do not leave wrecks that the Medium can revive
again. Pilots still inside a wreck that is revived as an automaton can still dismount as normal but
have no control over the automaton. NHPs remain conscious within their chassis but are equally
unable to take action. Automata are unable to use their former weapon systems but can still ram,
grapple, make improvised attacks, or use the following weapon profile for the nanite hives now
growing through them like artificial tumors.

Medium Nexus
Seeking, Smart
Range 5
+1 vs e-defence/tier plus 1 Difficulty
2/3/4 kinetic damage plus 2 Burn.

AI Sepulchre
Trait
The Medium has the AI tag and gains 1 Accuracy on tech attacks against targets that have the AI
tag. If the Medium’s AI becomes unshackled, it attempts to close as quickly as possible with the
nearest mech with the AI tag, grapple it and attack it with improvised attacks. If no such targets
exist in the scene, it will instead attempt to flee.

Optional Systems:
Advanced Automata
Trait
The Medium’s automata have Speed 4/5/5 and are no longer leashed to its sensor range.

Automatic Cycling Muzzle


Trait
When the Medium hits a target with NHP AIs with Infomuzzle, it muzzles the NHPs and also
immediately cycles them. This is usually narrative in effect, but in some cases may radically
change the behaviour of cascading NHPs.
Ghost Rider
Trait, Recharge 6+
When the Medium successfully hits a target with Electric Ghosts, it may tunnel a GHOST-class
AI into the target’s systems. This AI remains hidden on the target once the current scene ends,
and once per scene can make a tech attack of +2 vs e-defence/tier against the target without
breaking its concealment; doing so immediately gives the Medium’s pilot information as to
where the target is, their immediate surroundings, and the target’s current state. The GHOST can
be discovered by a systems inspection, taking one hour and succeeding at a systems check. Some
particularly advanced GHOSTs can jump off their host and burrow into other nearby systems
subsequently during the narrative.

Infestation Hive
System, Deployable, Quick Action, Recharge (6+)
The Medium places an infestation hive in an adjacent space. The hive is a deployable with 10
HP, evasion/e-defence 5, and sensor range 10. At the beginning of the Medium’s turn, the hive
emits a blast 2 pulse that functions as per the Medium’s Revival Nanites. Automata treat the
hive’s sensor range as if it were the Medium’s for the purposes of where they can move without
being destroyed.

Reactor Knell
Quick Tech
Sensor Range (15)
+2 vs e-defence/tier
The target takes 2/3/4 heat, and the next time before the end of the Medium’s next turn the target
takes an Overheating check, it rolls an extra d6.
MINER
Striker

Mining frames converted for combat use is almost a stereotype, a cliché, a tired old trope — but
it’s that way for a good reason. The heavy, destructive forces that miners bring to bear against
planetary flesh is just as terrible against frail mortal bodies, and in many cases nothing more
than a change of access permissions can turn an excavation chassis into a terrible beast of war
gouging unexpected avenues of attack. Some militaries and mercenary companies make use of
extensively overhauled mining frames as sappers and engineers.

Tactics: The Miner is a short-range striker with an unusual movement mode, capable of keeping
itself safe and in cover until it reaches its target. However, while this protects it from ranged
attackers, it isn’t particularly resilient against melee combatants, so is best sent to overwhelm
units who are weak in close quarters battle rather than facing down with specialist scrappers. In
short, the Miner works via asymmetrical warfare, and needs to pick its battles carefully.

Paragon
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 7 7 10 +2 -1 -1 +2 1 4 10 10 1
Tier II
12 8 8 12 +3 -1 -1 +3 1 5 10 11 1
Tier III
15 9 9 14 +4 -1 -1 +4 1 5 10 12 1

Base Systems:
Rock Grinder
Heavy Melee
AP
Threat 1
+1 vs evasion/tier
5/7/9 kinetic damage
Prone or Stunned targets also become Shredded until the end of their next turn. This weapon
deals 10 AP damage to objects and terrain.

Mining Laser
Medium Cannon
Line 6
+1 vs evasion/tier
3/4/5 energy damage and 1 Burn

Tunneller
Trait, Quick Action
The Miner can tunnel into the ground. While tunnelling, it counts as Invisible, ignores all
obstructions and can freely pass through all characters above ground. It can take no other actions
than to move, boost, or emerge as a Quick Action. When it emerges, it must have a free space to
emerge into, ceasing to tunnel and forcing all characters adjacent to that space to pass a Hull save
or be knocked prone.

Optional Systems:
Bulldozer
Trait
When the Miner finishes a boost, it may deal 10 AP kinetic damage to a single adjacent object or
piece of terrain. One adjacent enemy must also succeed at a Hull save or be knocked back 1
space and knocked prone.

Collapse Plating
Trait
The Miner has resistance to kinetic damage.

Foundry Blaster
Main CQB
2 heat (self)
Burst 1
+1 vs evasion/tier
2 Burn and 1/2/3 heat

Knocker Code Invasion


Quick Tech
Sensor Range (10)
+1 vs e-defence/tier
On hit, the target gains Lock On. At the beginning of their next turn, they gain Lock On again if
they no longer have it, and must pass a Systems save or continue to gain Lock On at the
beginning of each turn until they successfully pass this save.

Pulverizer Charge
System, Mine, Quick Action, Recharge (5+)
The Miner deploys a mine in a free space within range 3. The mine is invisible and untargetable
but can be revealed or disarmed via the usual rules for mines. The mine does not detonate by
proximity; instead, the Miner activates it with a Quick Action, dealing 10 AP explosive damage
to any objects or terrain adjacent to it and turning its space and any clear adjacent spaces into
difficult terrain. Characters on or adjacent to the mine must pass a Hull save or be knocked
prone. Burrowing or tunnelling targets in the area are forced to the surface automatically and
take 5/7/9 explosive damage.
PARAGON
Defender

Paragon-style mechs are custom-engineered beauties. Each is one-of-a-kind and built to the
personal specifications of the elite soldier, champion, or magnate who will pilot it into battle.
These warriors stride into combat in search of worthy foes, using brute-force invasion packages
and well-honed martial practices to draw out, confront, and defeat those they deem a challenge.
Many Paragon pilots ensure their frames are designed to allow for the flourishes, postures, and
aesthetic movements of their favoured martial art.

Tactics: The Paragon is an aggressive defender, in that it marks and pursues its targets to force
their attention onto itself rather than allies. Fast, resilient, and hard-hitting, the Paragon has few
immediate weak spots, but watch for hackers; the Paragon can carve up most light invasion
frames if it can reach them, but may be overwhelmed and overheated if they can keep their
distance.

Paragon
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
16 13 7 7 +2 +0 +2 +0 1 5 15 10 1
Tier II
19 15 8 8 +4 +1 +4 +1 1 5 15 11 1
Tier III
22 17 9 9 +6 +2 +6 +2 1 6 15 12 1

Base Systems:
‘Rival’ Grand Blade
Heavy Melee
AP
Threat 1
+1 vs evasion/tier plus 1 Accuracy
6/8/10 energy damage

Light Machine Gun Mounts


Auxiliary Rifle
Reliable 1
One or two targets within range 8
+2 vs evasion/tier
2/3/4 kinetic damage

Seek Challenger
Quick Tech
Sensor Range (10)
+2 vs e-defence/tier plus 1 Accuracy
One target within sensor range must pass a Systems save or become marked by the Paragon.
While marked, it suffers 1 Difficulty on attacks that do not include the Paragon as a target, and
the Paragon gains 1 Accuracy on all overwatch attacks against the target. Additionally, the
Paragon can ignore all engagement from characters other than the marked target. This effect lasts
until the end of the scene, until the Paragon uses this Quick Tech successfully and acquires a new
target, or until the target takes a Quick Action and passes a Systems save to purge the code from
its mech.

Lunge
Trait, Reaction
Once per round when a target marked by Seek Challenger moves out of the threat range of the
Paragon, it may move up to its Speed after the target, ignoring engagement and reactions. It must
end this movement as close as possible to the final position of the marked target’s own
movement.

Optional Systems:
Challenge All-Comers
Trait, Recharge (5+)
When the Paragon uses its Seek Challenger Quick Tech, it can instead target all enemies within
range 5. Marks placed on enemies in this way last until the beginning of the Paragon’s next turn.

Combat Master
Trait, Reaction, Recharge (5+)
Once per round as a reaction after hitting with a melee attack, the Paragon may immediately
inflict Knockback 3 on the target, force them to pass a Hull save or be knocked prone, or make a
grapple attack against them.

En Garde
Trait
The Paragon can activate Seek Challenger as a Full Tech instead of a Quick Tech. If it does so, it
inflicts 2 Difficulty on the target’s attacks that don’t include it as a target instead of 1, inflicts 2
Difficulty on the Paragon’s own attacks that don’t include the target, and gains 1 Accuracy on all
the Paragon’s attacks against the target rather than just overwatch attacks.

Interceptor Shield
System, Shield
The Paragon gains +1 Armour, to a maximum of 4. As a Quick Action, it can assign the shield to
another character within 5 instead, giving them the armour bonus until the beginning of the
Paragon’s next turn.

One Against Thousands


Trait
If the Paragon has two or more enemies within range 2, and no allies, all attacks against it suffer
1 additional Difficulty.
POUNDER
Artillery

The Pounder doctrine brings close artillery support to the field, loading relatively mobile and
armoured frames with as large an array of mortars as possible, combined with sustained-fire
and trajectory-analysis systems to maintain a punishing barrage on target areas. Frames of this
kind sport sophisticated targeting systems that allow them to drop fire support into active
combats with relatively little chance of friendly fire, but the trade-off comes with a limited range;
Pounders are tactical, not strategic, in the scale of their reach.

Tactics: Pounders are mid-range artillery capable of hitting and rendering inhospitable a whole
section of a firefight. They’re good at blocking lanes of advancement, but survive best if able to
park themselves behind heavy cover or blocking terrain where they can make the most out of
their arcing fire. A Pounder is less vulnerable to close attack than some artillery pieces, but the
slow rate of fire on its main guns gives enemies some breathing space in which to manoeuvre
and respond, and forced movement through hacking or Knockback weaponry can put a stop to its
area denial barrage.

Pounder
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 8 6 8 +1 +0 +1 +0 2 4 15 10 1
Tier II
12 10 7 8 +2 +0 +2 +0 2 4 15 11 1
Tier III
14 12 8 8 +3 +0 +3 +0 2 4 15 12 1

Base Systems:
Mortar Battery
Main Cannon
Arcing, Loading
One or two blast 1 areas in range 15
+1 vs evasion/tier, plus 1 Difficulty
6/7/8 explosive damage
The blast areas of this weapon cannot overlap. If the Pounder does not move after firing, the
weapon’s blast areas linger as zones until the end of its next turn, dealing 4/5/6 explosive damage
to any characters who enter or move through them, but not to characters who start their turn
within them and move out. If the Pounder is moved for any reason, including Knockback, the
zones immediately end.

Adjusted Trajectories
Trait
If the Pounder’s mortar battery blasts are placed overlapping or adjacent with their blast zones
from the preceding turn, the weapon loses its 1 Difficulty and gains 1 Accuracy for the attack.

Blast Plating
Trait
The Pounder has resistance to explosive damage.

Optional Systems
EMP Shells
Trait, Recharge (6+)
Heat 5 (self)
The Pounder’s mortar battery can fire special EMP shells when it attacks, gaining the Ordnance
and Smart traits and only able to create one blast rather than two, but the weapon’s damage type
becomes energy and all targets hit by the weapon must pass a Systems save or become Stunned
until the end of their next turn. When fired in this way, the mortar battery does not leave a
lingering damage zone.

Hand of Thunder
Trait
Enemies hit by the Pounder’s mortar battery suffer 1 additional Difficulty on all Hull and Agility
checks and saves until the end of their next turn.

Incendiary Shells
Trait
The Pounder’s mortar battery also deals 2 Burn; it does not get this bonus damage with the blast
zones that linger after firing.

Light Laser Battery


Auxiliary Rifle
Range 8
+1 vs defence/tier
3/4/5 energy damage and 1 Burn.

Shockwave Spectrum Mapping


Trait
Enemies within the mortar battery’s zones do not benefit from soft cover or Invisibility until they
leave the affected area.
PREDATOR
Artillery

Predator-class drone platforms are mechanized cavalry chassis built around heavyweight drone
nexuses and strategic nanite hives. Designed for on-the-move aerial support and observation
duties, a Predator chassis flings airborne autonomous UAVs with their own nexus load-outs;
these hunter-killers cast ominous shadows as they snarl overhead, watching for the telltale
signals of mechanized prey to disgorge their payload of bomblet-drones towards.

Tactics: Predators become more dangerous as the battle continues and they can fill the skies with
a full flock of UAVs, forcing enemies to either hunker down and hide or risk bombardment if
they make a dash for it. The mobility of the Raptors, and the support they can bring with the
Close Co-Ordination or Eye in the Sky optional systems, gives the Predator great flexibility to
adapt to a changing battlefield. However, as its entire payload relies on smart weaponry, it
struggles with high e-defence targets, and like most artillery it is vulnerable to enemies who can
close with it.

Predator
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
15 6 8 4 +0 -2 +2 +2 0 3 25 10 2
Tier II
18 6 10 5 +0 -2 +4 +4 0 3 25 10 2
Tier III
22 6 12 6 +1 -2 +6 +6 0 3 25 10 2

Base Systems:
Predator Heavy Drone System
Superheavy Nexus
Blast 1, Ordnance, Seeking, Smart
+1 vs e-defence/tier
Range 20
5/7/9 explosive damage
After firing this weapon, the Predator cannot move for the remainder of the turn. When this
weapon is fired, it also places a Raptor hunter-killer UAV in a free space at height 5 above the
blast area. The Predator can have a maximum of 3 Raptors deployed. Once 3 are in play, it
cannot use this weapon again until a Raptor is destroyed or it uses a Quick Action to recall one of
the deployed Raptors to rearm.

Defence Swarms
Main Nexus
Burst 2, Seeking, Smart
+1 vs e-defence/tier plus 1 Accuracy
1/2/3 Burn damage
After firing this weapon, the Predator is treated as being in soft cover until the end of its next
turn.
Raptor Hunter-Killer UAV
Drone (size 1/2, evasion 14, e-defence 10, 10/14/18 HP)
The Raptor drove hovers. At the beginning of the Predator’s turn, all Raptors may immediately
fly up to 5 squares. Each Raptor can, as a reaction once per round, attack an enemy within range
10 who starts movement; the Raptor’s weapon has the same profile as the Predator Heavy Drone
system, but does not deploy a new Raptor over the blast. The Raptor does not need to remain
within the Predator’s sensor range; however, if the Predator is Jammed, no Raptors will move at
the beginning of the Predator’s turn and they cannot take reactions.

Target Priority
Quick Tech
Sensor Range (25)
The Predator chooses a target within sensor range and chooses one of its deployed Raptor
drones; the chosen drone does not need to be within sensor range. The Raptor drone immediately
flies up to 5 squares and can then attack the target if the drone is within range 10 of it.

Optional Systems:
Close Co-ordination Barrage
Trait
The Predator’s Raptors can also use their once-per-round reaction when an ally within range 10
begins movement rather than an enemy, giving the ally soft cover until the end of its next turn.
When the ally finishes moving, all characters adjacent to it must pass an Agility save or take
4/5/6 explosive damage.

Explosive Decommission
Quick Tech
Sensor Range (25)
The Predator chooses a single Raptor within sensor range. That Raptor can immediately fly up to
5 spaces, then is destroyed. One target adjacent to it takes 8/10/12 AP explosive damage, or half
if they pass an Agility save. A targeted object or piece of terrain instead takes 10/15/20 AP
explosive damage.

Eye in the Sky


Trait
At the beginning of the Predator’s turn, choose a target within range 10 of a Raptor drone and
give it the Lock On condition. The Raptor drone in question loses its reaction for the turn.

Kinetic Kill Flock


Heavy Nexus
AP, Ordnance, Seeking, Smart
+1 vs e-defence/tier
Range 20
5/6/7 kinetic damage and the target must pass a Hull save or be Shredded until the end of its next
turn. This weapon’s damage is halved against targets within range 10, and they gain 2 Accuracy
on the Hull save.
Loiter Mode
Trait
When the Predator appears in the scene, it starts with one Raptor drone already deployed in a
space within range 10 of it, at height 5.
RAIDER
Striker

A moniker including several official manufacturers’ skirmisher frames and a large number of
unofficial configurations encountered in the hands of pirates and renegades, Raiders are agile
close-quarters assault mechs using area-denial thermal weaponry combined with sophisticated
wolf-pack co-ordination protocols. Manufacturers skirt legality clauses around Union’s rules of
engagement with incendiary weapons by using short-burn chemical compounds or molecular
agitation technology that falls just on the right side of the law, but nonetheless DoJ/HR keeps a
close watch on deployment and use of these chassis.

Tactics: The Raider is a flanker, its damage output significantly improving when it can
manoeuver round opponents who are already pinned by allies in a hammer-and-anvil situation.
Ideally, the Raider wants to operate in areas with plenty of soft cover that it can dart in and out of
for the Flanker trait bonus, while ignoring with its own flame projector. While relatively sturdy,
the Raider struggles against dedicated close combat frames, and is weakened when separated
from allies who can set up its Wolfpack bonus.

Raider
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
15 10 7 10 +0 +2 +0 +1 0 5 10 10 1
Tier II
18 12 8 10 +1 +3 +1 +2 0 6 10 12 1
Tier III
21 14 9 10 +2 +5 +2 +3 0 7 10 14 1

Base Systems:
Overcharged Flame Projector
Main CQB
Line 7
+2 vs evasion/tier
2 heat (self)
3/4/5 Burn
Soft cover provides no Difficulty to attacks made with this weapon.

Flanker
Trait
During its turn, the Raider gains 1 Accuracy on attacks and tech attacks made against enemies
who it was not in line of sight of at the beginning of its turn.

Initiative
Trait
The Raider gains an additional Quick Action as a Free Action in its first turn during a scene.

Wolfpack
Trait
The Raider’s attacks against enemies who are engaged by any of the Raider’s allies deal an
additional 1/2/3 damage or heat of the appropriate type.

Optional Systems:
Energy Net
System, Quick Action, Recharge (5+)
The Raider launches a net at a target within range 5, forcing it to pass a Hull save or become
entangled, suffering 3 energy damage for each square it voluntarily moves until the end of its
next turn.

Fan the Flames


Quick Tech
Sensor Range (10)
+1 vs e-defence/tier
The Raider targets a single character who is suffering from Burn damage within range. The target
and all characters in a burst 2 area around them must pass an Engineering save or suffer 2/3/4
Burn damage.

Raider Skirmisher
Trait
Before or after making any Skirmish action, the Raider can move 2 spaces that don’t provoke
reactions and ignore engagement.

Reactor Bleed Supercharger


Trait
While the Raider is Exposed, its attacks deal an additional 2/3/4 Burn damage and it gains +1
Accuracy on all checks and saves. It can become Exposed as a free action at the beginning of its
turn.

Seether Rotary Shotgun


Main CQB
Reliable 2
Range 3, Threat 3
+1 vs evasion/tier
4/5/6 heat
Heat inflicted by this weapon can be reduced by the target’s armor, as if it were damage. The
Reliable trait on this weapon inflicts 2 heat rather than 2 damage.
RANGER
Striker

A lightweight variation on the Assault doctrine, Rangers provide precision fire support in
ambush and skirmisher roles. Using superior stealth systems and rapid-deployment area denial
devices, a Ranger combines the hard-hitting impact of a true sniper with environment-agnostic
manoeuvrability to dominate firefights in support of heavier allies. Favoured by special forces,
pathfinders, and insurgents, Ranger frames have proved themselves critical in harassment roles
across innumerable conflicts.

Tactics: Rangers want to rapidly move themselves into areas of dense terrain where they can
settle down and fire from, relying on chameleonic cloaking and traps to keep them safe from
retribution. While the right optional systems can give them close-range bite as well, Rangers are
less resilient than their Assault cousins, and more vulnerable to hacking and tech approaches that
can exploit their poor e-defense, as well as area-of-effect responses fired blindly into terrain that
they’ve dug into. The more difficult terrain and cover, the tougher a Ranger is going to be to deal
with.

Ranger
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 10 6 8 +1 +2 -1 +0 0 5 10 10 1
Tier II
16 12 7 8 +2 +4 -1 +1 0 5 10 11 1
Tier III
18 14 8 8 +3 +6 -1 +2 0 6 10 12 1

Base Systems:
DMR Rifle
Heavy Rifle
Ordnance, AP
+1 vs evasion/tier plus 1 Accuracy
Range 12
7/9/11 kinetic damage

Chameleonic Cloaking
System
The Ranger treats difficult terrain as a source of soft cover. If the Ranger is in cover at the end of
its turn, it takes the Hide action as a Free Action.

Pathfinder
Trait
The Ranger ignores difficult terrain.

Trapper
Trait, Reaction
Once per round as a reaction when an enemy enters an area of difficult terrain or soft cover
within range 5 of the Ranger’s position, it can force the target to pass an Agility save or suffer
5/6/7 explosive damage.

Optional Systems:
Assault Cables
System
The Ranger can climb any surface without penalty and walk or stand on such surfaces as if they
were flat ground, even if vertical or overhanging. It also gains 1 Accuracy when attempting to
make a grapple, and on the contested Hull checks to maintain or break a grapple.

Autotargeting
Trait
The Ranger’s attacks ignore cover penalties, although it must still have line of sight as normal.

Charged Machete
Main Melee
Threat 1
+1 vs evasion/tier
6/7/8 energy damage
This weapon deals 10 AP damage to obstacles and terrain.

Napalm Mine
System, Mine, Quick Action, Recharge (5+)
The Ranger deploys a mine in a free space within range 3. The mine is invisible and untargetable
but can be revealed or disarmed via the usual rules for mines. The mine triggers when any hostile
character passes over its space, forcing an Agility save for any character in a burst 1 area around
it. Failure inflicts Burn 5/6/7 on the target, and at the end of the current character’s turn, the burst
becomes dangerous terrain inflicting Burn damage. This dangerous terrain remains until the end
of the Ranger’s next turn.

ADW Shotgun
Main CQB
Cone 5, Knockback 1, Loading
+1 evasion/tier
4/5/6 kinetic damage
REAVER
Controller

Reaver-pattern mechs use high-performance kinetic transfer and storage technologies to control
the immediate battlespace, shunting hostile armour around with force far behind a frame’s
apparent weight-class. Reavers see use among professional shock troops and privateers alike,
capable of opening breaches through defensive positions or herding foes into fire lanes and
killzones. Reaver pilots need an inclination to live dangerously and an excellent sense of split-
second judgement when it comes to the absorption and release of the devastating kinetic forces
they must shepherd to be successful.

Tactics: Reavers are melee controllers, and excel in scattering enemy formations to let allies into
position, prying vulnerable targets loose for pack tactics, or in setting targets up for friendly area-
of-effect attacks. However, they’re not particularly hardy, and lose some of their impact if facing
energy weapons; heavy-framed, larger mechs who can simply ignore their Knockback are also a
strong counter.

Reaver
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 10 8 5 +1 +1 +1 +1 1 5 10 10 1
Tier II
14 12 8 5 +2 +2 +2 +2 1 5 10 12 1
Tier III
16 14 8 6 +3 +3 +3 +3 1 6 10 14 1

Base Systems:
Kinetic Glaive
Heavy Melee
Knockback 3
+1 vs evasion/tier plus 1 Accuracy
Threat 3
5/7/9 kinetic damage

Hyperkinetic Boosters
System
When the Reaver boosts, it is immune to engagement. Up to three enemies it moves adjacent to
during its boost must pass a Hull save or suffer Knockback 2.

Hook and Sweep


Trait
When the Reaver inflicts Knockback with its attacks, it does not need to move the target in a
straight line directly away from it. Instead, it can move the targets in any direction, and can
change direction from square to square, so it can slide enemies round corners, pull them to the
other side of its position, etc.
Kinetic Pendulum Systems
System
When the Reaver suffers kinetic or explosive damage, it adds an amount to the Knockback of all
its attacks equal to the number of rounds in the scene thus far, to a maximum of +5; so for
example if it was the third round of combat, the Reaver would gain +3 Knockback. This effect
does not stack if the Reaver is hit multiple times, and lasts until the end of the Reaver’s next turn.

Optional Systems:
Aftershocks
Trait
When an enemy is knocked back any distance by the reaver, they also suffer 1 Difficulty on all
Hull and Agility saves until the end of their next turn.

Kinetic Buckler
System
The Reaver gains 2 armour against explosive and kinetic attacks only.

Polearm Interdiction
Trait
TheRreaver’s overwatch attacks with its kinetic glaive are now triggered by anyone entering or
leaving its threat regardless of whether they started their turn there.

Projected Pulse Missile


Main Launcher
Blast 2, Knockback 2
+1 vs evasion/tier
Range 10
2/3/4 explosive damage

Razorchain Concertina
System, Deployable, Quick Action, Recharge (6+)
The Reaver places a line 3 area of terrain down, with at least one space adjacent to the Reaver
itself. This is both difficult and dangerous terrain, inflicting kinetic damage. It lasts until the end
of the scene unless destroyed; each space of the razorchain has 10 evasion and 10 HP.
RELAY
Support

The Relay doctrine sees common use in forces that focus on electronic warfare, with
sophisticated MEWSS omnihook adaptations greatly expanding the battlespace influence of
allied hackers. Nearby friendlies benefit from the Relay’s own counter-intrusion umbrella,
although the protection such chassis offer can be a rather thankless task; Relays are often
priority targets for enemy forces.

Tactics: Friendly mechs can use the Relay as a node to bounce their tech actions through from a
more comfortable distance, keeping out of close-range retaliation. However, most of the Relay’s
support and defensive capabilities will be shut down if it becomes Jammed, cutting it off from
the network and leaving it ineffective.

Relay
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 8 8 6 +0 +1 +3 -2 1 5 10 10 1
Tier II
13 9 10 7 +0 +2 +5 -2 1 5 10 12 1
Tier III
16 10 12 8 +1 +3 +6 -2 1 5 10 14 1

Base Systems:
Smart Rifle
Main Rifle
Smart
+1 vs e-defence/tier with +1 Accuracy
Range 10
4 kinetic damage
At tier III, this weapon fires twice.

Lightning Rod
System, Reaction
Once per round as a reaction when an enemy targets an ally’s e-defense within the Relay’s
Sensor range with a Quick Tech or Full Tech action, the Relay becomes the target instead. The
Relay cannot use this system if it is Jammed.

Tech Node
Trait
As long as the Relay is not engaged or Jammed, any ally within their sensor range of the Relay
may choose targets for their Quick Tech and Full Tech actions using the area of the Relay’s
sensor range instead of their own.

Optional Systems:
Chainbreaker
System, Reaction, 2 heat (self)
As a reaction, when an ally uses the Relay’s Tech Node trait to launch a Quick Tech or Full Tech
action against a target, the Relay may force the target to pass a Systems save or immediately
unshackle any systems with the AI tag the target may possess.

Parallel OS
System, Protocol, 2 heat (self)
At the beginning of its turn, the Relay may choose a single Quick Tech action that an ally within
its Sensor range possesses. Until the end of its turn, the Relay can use this Quick Tech action as
if it possessed the system itself.

Logic Trap
Trait
Whenever an enemy successfully hits the Relay with a Quick Tech or Full Tech attack that
targets its e-defense, the enemy suffers 2/3/4 heat.

Signal Boost
System
As long as the Relay is not Jammed, allies within range 5 of the Relay are immune to the
Jammed Condition and enemy Quick Tech and Full Tech actions targeting their e-defence suffer
1 Difficulty.

Exploit Weak Network Link


Trait
Whenever an ally uses the Relay’s Tech Node trait to launch a Quick Tech or Full Tech action
against a target’s e-defense, they may roll against the e-defense of another enemy within range 3
of the target if it is a lower value.
ROCKETEER
Artillery

Rocketeers put the mobile into mobile artillery, packing as much heavy firepower as possible
onto a lightweight, manoeuvrable frame. Rocketeer doctrine emphasises shoot-and-scoot
approaches to tactical situations, favouring outrider and vulture roles that can rapidly exploit
unfolding opportunities within a battlespace and pick off weakened targets without exposing
themselves to close-range counterfire.

Tactics: A Rocketeer wants to stay mobile, dancing around the edge of firefights and pouring
direct fire into critical targets. Jumpjets and the emergency redeploy system allow it to act as a
hard-hitting skirmisher, but its manoeuvrability is heat-intensive so the Rocketeer is at risk from
heat weapons and hacking. Its extensive use of Smart weapons is punishing for targets who rely
on their evasion, but can give it issues facing opponents with a strong E-D value.

Rocketeer
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 10 8 8 -2 +2 +1 +1 0 4 15 10 1
Tier II
14 12 9 9 -2 +4 +2 +2 0 4 15 11 1
Tier III
16 14 10 10 -2 +6 +3 +3 0 5 15 12 1

Base Systems:
Missile Battery
Heavy Launcher
Blast 2, Smart
+2 vs e-defense/tier
One or two targets within range 15
5/7/9 explosive damage
This weapon’s blasts cannot overlap.

Jumpjets
System
The Rocketeer can fly with its move and boost, and can hover. However, if it ends its turn
hovering, rather than landing on a flat surface, it incurs a cost of 2 heat.

Emergency Redeploy
System, Reaction, 2 Heat
Once per round as a reaction, when an enemy moves adjacent to the Rocketeer or it suffers
damage from an attack, the Rocketeer can immediately fly up to its speed in spaces. This
movement ignores engagement and overwatch, but must end on a surface it can stand on or the
unit will fall.

Optional Systems:
‘Corebuster’ Launcher
Heavy Launcher
AP, Loading, Smart
+2 vs e-defense/tier plus 1 Accuracy
Range 15
4/6/8 kinetic damage and 2/3/4 heat
If the target suffers a point of Structure or Reactor Stress due to a hit from this weapon, the target
also becomes Impaired and Slowed.

‘Vulture’ Opportunity Analysis Protocols


Trait
When the Rocketeer moves its full movement or boosts, a single target within Sense range that
has suffered at least one point of Structure damage or Reactor Stress already gains the Shredded
Condition until the start of the Rocketeer’s next turn.

Fractal Lightwarp Camo


System
When the Rocketeer boosts, it counts as having soft cover until the beginning of its next turn.

‘Tsunami’ Concussion Dispersal System


System
When the Rocketeer uses its Emergency Redeploy reaction, all enemies within burst 1 at either
the start of its move or the end are knocked back 1 space and must pass a Hull save or be
knocked prone.

Tactical Oversight
Trait
The Rocketeer gains 1 Accuracy when it is at a higher elevation than its target.
SALAMANDER
Controller

A lighter-weight doctrine than the feared Pyro, the Salamander is cutting-edge engineering
turned to fiery purpose. Instead of direct assault, the Salamander focuses on area denial and
sustained zone control, forcing hostile forces out of the battlespace via overheating fragile
systems and advancing curtains of flame.

Tactics: The Salamander has a dangerous role that requires it to remain close to the front line,
but its Plasma Field and Volatile Cloud can block of avenues of approach or force enemies out of
a favourable position. It fares best against lightly armoured enemies and those with fragile
reactors whose heat it can stoke into overload, but lacks the resilience to go toe-to-toe with well-
engineered counterparts.

Salamander
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 8 10 10 +0 +0 +1 +2 1 4 10 11 1
Tier II
12 9 12 12 +0 +1 +2 +4 1 4 10 13 1
Tier III
14 10 14 14 +0 +2 +3 +6 1 4 10 16 1

Base Systems:
Flame Projector
Main CQB
Line 5
+1 vs evasion/tier
2 heat (self)
2/3/4 Burn
Soft cover provides no Difficulty to attacks made with this weapon.

Plasma Field
Quick Tech, Recharge (4+)
Sensor Range (10)
2 heat (self)
The Salamander creates an area of blazing terrain within range, consisting of 5 spaces. Each
space after the first must be adjacent to at least one other, and they must be free of objects or
characters, but they can otherwise be arranged in any pattern the Salamander wishes. Characters
who start their turn in any of the spaces suffer 1/2/3 energy damage and 1 heat; characters who
enter or move through the field suffer 1/2/3 energy damage and 1 heat for every space of it they
enter. The Salamander can maintain an existing plasma field as a Protocol at the beginning of its
turn, costing another 2 heat; if it does not do so, the plasma field extinguishes. It also
extinguishes if the Salamander makes a new plasma field.

Volatile Cloud
Quick Tech
Sensor Range (10)
The Salamander generates a cloud of volatile aerosols in a blast 1 area within range. When a
character within the area suffers energy or Burn damage, they also suffer an additional 2 heat.
The cloud dissipates at the beginning of the Salamander’s next turn, dealing 1 Burn damage to
every character still within it at this point.

Insulated
Trait
The Salamander is immune to Burn.

Optional Systems:
Ash Vents
Trait
The Salamander always has soft cover, but cannot take the Hide action.

Fan the Flames


Quick Tech
Sensor Range (10)
+1 vs e-defence/tier
The Salamander targets a single character who is suffering from Burn damage within range. The
target and all characters in a burst 2 area around them must pass an Engineering save or suffer
2/3/4 Burn damage.

Pyrophoric Frequencies
Trait
Characters within range 5 of the Salamander suffer 1 Difficulty on Engineering checks to end
Burn damage.

Reactor Override
Quick Tech
Sensor Range (10)
+1 vs e-defence/tier
The target takes 2/3/4 heat and, if it is in the danger zone after taking this heat, the target must
pass an Engineering check or immediately take a point of Reactor Stress and cool to 0.

Thermal Javelin Launcher


Main Cannon
Loading, Ordnance
Range 10
+1 vs evasion/tier
4/5/6 kinetic damage and 2 heat
The Salamander cools 2 heat when it fires this weapon. A character struck by this weapon suffers
2 heat at the beginning of each of its turns. It can end this condition by passing an Engineering
check as a Quick Action.
SHOWDOWN
Striker

Showdown patterns feature high-accuracy CQB capabilities ideal for one-on-one combat or
brief firefight engagements. Lightly armed for their weight class, these chassis devote the excess
capacity to refining and optimizing pilot/system reaction times, rapid situation analysis and
pinpoint force application. Showdown pilots often favour a certain romantic attachment to the
ideals and mystique of their mech, with a flair for the dramatic and for just-in-time deployments
to pull allies’ rears out of the fire.

Tactics: The Showdown is a disruptive but short-ranged striker with hints of controller and
defender, and excels in delivering shots where they need to go at critical moments. Its damage
output is limited enough that it may struggle against very tough opponents, and it is vulnerable to
heat and hacking approaches – especially longer-ranged opponents who can keep it at arm’s
reach.

Showdown
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 12 7 5 +1 +3 +1 -2 1 4 10 10 1
Tier II
13 14 8 5 +2 +5 +2 -2 1 5 10 12 1
Tier III
16 16 9 5 +3 +6 +3 -2 1 5 10 14 1

Base Systems:
‘Deadeye’ Heavy Pistol
Auxiliary CQB
AP
Range 5, Threat 3
+2 vs evasion/tier +2 Accuracy
4/5/6 kinetic damage

Disarm
Trait, Quick Action, Recharge (5+)
The Showdown may fire its ‘Deadeye’ Heavy Pistol at a target within range. This attack may be
made in addition to any normal Skirmish action the Showdown takes this turn to fire its weapon,
but loses the bonus Accuracy on its attack roll for the shot. If the weapon hits, in addition to
dealing damage, the Showdown may also choose a single system or weapon on the target and
renders it useless until the end of the target’s next turn.

Quickdraw
Trait, Reaction
Once per round as a reaction, when an enemy within range 5 of the Showdown would make a
ranged attack against the Showdown or one of its allies, this mech may immediately fire at the
enemy with its ‘Deadeye’ Heavy Pistol before they make their attack roll. If the Showdown hits,
the enemy takes an additional 2 Difficulty on their subsequent attack roll.

Optional Systems:
Brawler
Trait
The Showdown may make improvised attacks as a Quick Action rather than a Full Action, and
its improvised attacks gain Knockback 2.

Dead Man’s Trigger


Trait, Reaction
If the Showdown is destroyed, as a reaction it may immediately make an attack with its
‘Deadeye’ Heavy Pistol against 1/2/3 enemies within range. It is then destroyed as normal.

Hyperfibre Poncho
Trait
If the Showdown moves during its turn, its armour increases to 2 until the beginning of its next
turn.

Staredown
Quick Tech
Sensor Range (10)
+2 vs e-defence/tier
On hit, the Showdown’s target takes 2/3/4 heat and their next turn will occur after all other
characters’ turns in a round, from either side, regardless of the normal sequence of alternating
activations. If they have already acted this round, these effects apply to their turn in the following
round.

Trick Shot
Trait
The Showdown’s ranged attacks gain the Seeking tag.
SKYBREAKER
Defender

The chattering autocannons of Skybreaker-pattern chassis prove themselves again and again in
conflicts across known space. These heavy anti-aircraft platforms provide ferocious close-
proximity protection for mechanized cavalry columns, flashpoints and strongholds, combining
sheer volume of fire with sophisticated targeting and analysis systems into one terrifying
package. Skybreaker doctrine emphasises resilience during sustained engagements, and many
chassis feature squat or even arachnid profiles ideal for entrenchment.

Tactics: The Skybreaker is a defender that denies an area to flying foes via the threat of its hard-
hitting weaponry and enhanced overwatch. As well as pure fliers, it excels against mobile
characters who use flying to augment their movement and those who make extensive use of
drones. The mech loses much of its impact against opponents who stick to the ground, and wants
to remain in one place if possible. Enemies who can draw their desired targets out of its
protective envelope of overwatch can prey without fear of retribution.

Skybreaker
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 6 10 6 +2 -2 +2 +0 2 2 15 10 2
Tier II
17 6 12 6 +4 -2 +4 +0 3 2 15 10 2
Tier III
20 6 12 6 +6 -2 +6 +0 3 3 15 10 2

Base Systems:
Interdictor Autocannon Battery
Heavy Cannon
AP, Reliable 3/4/5
Range 15, Threat 10
+2 vs evasion/tier plus 1 Accuracy
7/9/11 kinetic damage
This weapon uses the above characteristics if fired at flying targets and drones. Against other
targets it loses its Accuracy and its Reliable trait and instead gains 2 Difficulty, and its Threat
range is treated as 0.

Interceptor
Trait
The Skybreaker’s overwatch attacks with its interdictor autocannon battery are triggered by any
flying movement or drone entering, leaving, or exiting its Threat regardless of whether the
targets started their turn there.

Entrenchment Stabilisers
System, Quick Action
The Skybreaker extends stabilisers and digs in. While in this state, the Threat range on its
interdictor autocannon battery is increased by 5, it can make one additional overwatch reaction
each round, it cannot be knocked back or prone, and it gains resistance to damage from blast,
line, and cone attacks. However, the Skybreaker becomes Immobilized until the state ends,
which it can do as a Free Action at the beginning of its turn.

Optional Systems:
Aerial Alarm Network
Trait
Whenever the Skybreaker fires its interdictor autocannon battery at a flying target, the target
gains the Lock On condition.

Close Air Support Systems


System, Quick Action
The Skybreaker targets a single ally within range 15. As long as that ally is flying and remains
within range 15 of the Skybreaker, it counts as having soft cover.

Microtarget Suppressive Barrage


System, Quick Action
The Skybreaker provides protection from Nexus weapons and weapons with the Seeking trait
made against allies within range 10 of its position, increased to range 15 if entrenched. Enemy
attack rolls with these weapons against such targets suffer 2 Difficulty and lose the Reliable trait
if the weapon possesses it.

Trench Defence Talons


Heavy Melee
Knockback 2
+2 vs evasion/tier plus 1 Difficulty
Threat 2
5/7/9 kinetic damage

Vigilance
Trait
The Skybreaker can take two overwatch reactions each round. This increases to three per round
at tier II, and four per round at tier III.
SPIDER
Controller

Using onboard assembly hives to rapidly spin out tempered threads by the kilometre, Spider-
class mechs are walking factories that clog their surroundings with glittering razorwire and
darting nanodrones. A formation of Spiders can render dense terrain into a nightmare hiding
energized spools that can snare even heavy frames. Once prey is caught, the mechs emerge from
cover to inject their victims with nano-concoctions that burrow into and hijack systems or simply
shred an engine from within.

Tactics: The Spider is an ambushing controller, catching hostiles in its webs to render them easy
prey. By itself, a Spider can be a serious pain, but it works best when it has fellow mechs to
pounce on ensnared victims. Bring Burn weapons to break through a Spider’s tricks quickly,
albeit at the cost of getting singed.

Spider
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 10 10 8 -1 +1 +2 +0 0 5 10 11 1
Tier II
14 11 12 8 -1 +2 +4 +0 0 5 10 13 1
Tier III
16 12 14 8 -1 +3 +6 +0 0 5 10 16 1

Base Systems:
Nanowire Injector Darts
Main Nexus
Seeking, Smart
Range 8
+1 vs e-defence/tier
2/3/4 kinetic damage
If the target is damaged by this weapon, it also becomes Slowed until the end of its next turn,
when it must pass an Engineering save with 1 Difficulty or become Immobilized until the end of
its following turn.

Leeching Threads
Full Tech
Sensor Range (10)
+2 vs e-defence/tier, Recharge (5+)
On hit, the target takes 2/3/4 heat, becomes Immobilized and deals half damage with its attacks,
to a minimum of 1 damage. The target remains Immobilized and its damage reduced until the
scene ends, the character takes a Full Action and passes a Hull check, or until a character uses a
weapon that deals Burn damage on the target, whereupon the effect immediately ends but they
also take 1 additional Burn and 2 heat.

Tangleweb Deployment Hive


Quick Tech, Recharge (5+)
Sensor Range (10)
The Spider creates a blast 2 zone within sensor range and line of sight. Any character who begins
their turn within this area or who enters it becomes Slowed until the end of their turn. Characters
who end their turn within it must pass a hull check or become Immobilized until the end of their
next turn. Enemies who enter the zone while boosting must take this Hull check immediately
rather than at the end of the turn. The zone remains until the scene ends, a character inside or
adjacent to it takes a Full Action and passes a Hull save to destroy it, or a character uses a
weapon that deals Burn damage on a target or space within the zone, which causes the zone to
immediately end but all characters within it suffer 1 Burn and 2 heat.

Predator
Trait
The Spider gains 2 Accuracy on attacks and tech attacks against enemies who are Slowed or
Immobilized.

Optional Systems:
Climber
Trait
The Spider can climb any surface with no penalty and walk or stand on such surfaces as if they
were flat ground, even overhanging or vertical surfaces.

Disassembler Injection Blades


Main Melee
Threat 1
+1 vs evasion/tier
3/4/5 kinetic damage and the target must pass an Engineering save or become Shredded until the
end of its next turn.

Monowire Spinners
Trait
The blast area of the Spider’s tangleweb deployment hive also deals 2/3/4 kinetic damage to
characters who start their turn in it or who enter it for the first time on their turn. This damage is
doubled against targets with the Biological tag.

Neural Hyperwire
Quick Tech
Sensor Range (10)
+2 vs e-defence/tier
On hit, the target takes 2/3/4 heat and becomes linked to another target within range 5 of its
position. If either of these targets ends their turn farther than range 3 from each other, they both
take 2 heat and become Slowed until the end of their next turn.

Web Mine
System, Deployable, Quick Action, Recharge (5+)
The Spider may deploy a mine into an adjacent space. The mine is invisible and untargetable but
can be revealed by a character looking for it with a successful Systems check if within sensor
range. When a character moves over the trap, they become Slowed until the end of their next
turn, and must pass a Hull save or become Immobilized until the end of their next turn.
STORMCALLER
Artillery

Attempts to weaponize weather often end in failure, as the practicalities of meteorological


influence technologies match poorly with the rapidly changing nature of combat theatres on the
ground. Stormcaller frames are perhaps the closest approximation of success, using ionizing
discharges to fine tune the local atmosphere and rain down electrical destruction. Even these
elaborate mechs lack any great precision, but a thunderous barrage of lightning strikes can
serve as a powerful incentive for defenders to abandon a fortified position.

Tactics: The Stormcaller works by area coverage rather than precision, threatening a potentially
massive area of the battlefield. Although unable to lay down consistent high levels of damage on
a single target, its Lighting Strike ability is very likely to hit someone. Fast-moving enemies can
easily flee the storm, although this still acts as a form of area denial, while those caught within it
can cover for each other with the Bolster action and its save-boosting benefits.

Stormcaller
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 6 14 8 +0 -2 +2 +2 1 2 25 11 2
Tier II
10 6 17 10 +0 -2 +4 +4 1 2 25 13 2
Tier III
10 6 20 12 +0 -2 +6 +6 1 3 25 16 2

Base Systems:
Light Defence Cannon
Main Cannon
Blast 1, Ordnance
Range 8
+1 vs evasion/tier
5 explosive damage
This weapon can fire twice at Tier III

Atmospheric Circuit Convergence Systems


Full Tech
Sensor Range (25)
The Stormcaller picks a space within its sensor range, and an electromagnetic storm grows into
existence across a burst 6 area around the space. The Stormcaller does not need line of sight to
the target location. Characters who make any flying movement in the area suffer 2/3/4 energy
damage. The storm fades at the end of the scene, or when the Stormcaller uses this ability to
create another one.

Earthed
Trait
The Stormcaller has resistance to energy damage and external sources of heat.
Lightning Strike
Full Tech
2 heat (self)
Sensor Range (25)
The Stormcaller initiates an electrical cascade within its electromagnetic storm, as long as at
least one square of the storm’s effects is within its sensor range; it does not require line of sight
to do this. The Stormcaller picks a target present in the storm’s area, who must make an
engineering save or suffer 7 AP energy damage and be Impaired until the beginning of their next
turn; if an object or piece of terrain is chosen, it automatically fails and takes 10 AP energy
damage. If a target saves, it suffers no damage, and the Stormcaller may then pick another target
in the area, repeating the process with new targets until one fails. At tier II, after hitting a target
the Stormcaller can then choose a new target for a second lightning strike, and at tier III it can
repeat with a third lightning bolt. A character can never be targeted twice by Lightning Strike in
the same turn, whether from a strike they have already saved against or subsequent strikes at
higher tiers.

Optional Systems:
Ball Lightning
Trait
When the Stormcaller uses its atmospheric circuit convergence systems, it may place a ball
lightning anywhere in the affected area. The ball lightning is a size 1 object with evasion 10 and
10 HP, but it is immune to all forms of damage apart from energy and it cannot be shredded. At
the end of the Stormcaller’s turn, the ball lightning moves up to four spaces in a straight line
towards the nearest enemy, and then deals 2/3/4 energy damage and 1/2/3 heat to all enemies in a
blast 2 area around its current position. It is immediately destroyed when the Stormcaller creates
a new electromagnetic storm or if it moves out of the storm’s area.

Corona Blaze
Quick Tech
2 heat (self)
Sensor Range (25)
The stormcaller initiates a corona discharge in the electromagnetic storm, as long as at least one
square of the storm’s effects is within its sensor range; it does not require line of sight to do this.
Every character with the Lock On condition in the affected area must pass an Engineering save
or suffer 3/4/5 energy damage and become Jammed until the end of their next turn; this does not
end the Lock On condition on them.

Pressure Front
Quick Tech
2 heat (self)
Sensor Range (25)
The Stormcaller initiates a drastic shift of air currents in its electromagnetic storm, as long as at
least one square of the storm’s effects is within its sensor range; it does not require line of sight
to do this. The Stormcaller chooses a direction and applies Knockback 1 to every character
within the affected area, pushing them in the nominated direction.
Static Halo
Trait
Allies within the electromagnetic storm add 2 energy damage to their melee attacks.

Whiteout
Any character within the electromagnetic storm who makes a tech attack suffers 1 Difficulty on
the attack roll.
STORMWING
Striker

Stormwing-class mechs are elite light assault frames, designed to enter fortified positions and
structures via aerial angles to surprise and overwhelm dug-in hostiles. Smaller models are
essentially top-end exoskeletons for use in human-sized confines, while heavier chassis see use
as flankers and storm troopers in field and urban engagements. The high skill floor needed for
effective Stormwing operation comes from the doctrine’s combination of short-range quick-fire
armaments and tech superiority, demanding both rapid reflexes and quick wits to keep pace with
unfolding threats and opportunities within the immediate battlespace.

Tactics: Stormwings want to hit hard and fast, coming in from flanks to attack targets vulnerable
to close-quarters battle or overwhelm hardier prey as quickly as possible. They can keep moving
fast to get in and out of firefights, but suffer if pinned in place and forced to partake in sustained
engagements against heavier mechs.

Stormcaller
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 10 8 6 +0 +2 +1 -1 1 5 8 11 1 or ½
Tier II
12 12 9 6 +0 +4 +2 -1 1 6 10 13 1 or ½
Tier III
14 14 10 6 +1 +6 +3 -1 1 6 12 15 1 or ½

Base Systems:
Submachine Gun
Main CQB
Reliable 2
Range 5, Threat 2
+1 vs evasion/tier
5/7/9 kinetic damage
This weapon does not suffer any Difficulty penalties from being fired while the Stormwing is
engaged.

Flanker
Trait
During its turn, the Stormwing gains 1 Accuracy on attacks and tech attacks made against
enemies who it was not in line of sight of at the beginning of its turn.

Thunderbolt Jumpjets
System
The Stormwing can fly when it boosts, but must end its turn standing on a surface or it will fall.
If it provokes attacks from reactions while boosting, those attacks suffer an additional 1
Difficulty.
Stormfall
Reaction, Recharge (5+)
Once per round as a reaction to ending the movement of a boost action in which it flew, the
Stormwing may emanate a burst 2 pulse of disrupting electricity around itself. All enemies
within the area must pass a Systems check or suffer 1/2/3 energy damage and become Impaired
until the end of their next turn.

Optional Systems:
Breaching Impact
Trait
When the Stormwing finishes the movement of a boost action, it may deal 10 AP damage to an
adjacent object or piece of terrain.

Harpy Turbojets
System, Recharge (5+)
3 heat (self)
When the Stormwing boosts, it may use this system to double its speed for the duration of the
boost action.

Full-Spectrum Overload
Quick Tech
Sensor Range (8)
+1 vs e-defence/tier
The target takes 2/3/4 heat and loses the ability to make reactions until the end of its next turn.

Reflex Heavy Pistol System


Auxiliary CQB
AP, Knockback 1
Range 5, Threat 2
+1 vs evasion/tier
2/3/4 kinetic damage
When the Stormwing Skirmishes with its submachine gun, it can also make an attack with the
Reflex Heavy Pistol System.

Smoke Charges
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
The Stormwing throws a smoke grenade, which creates a blast area granting soft cover to all
characters and objects. The area lasts until the end of the Stormwing’s next turn.
STREETSWEEPER
Support

‘Streetsweeper’ urban assault mechs like the Singh Innovations Rhino pack advanced sensor
suites and tactical COMCON networks into a heavily armoured chassis designed to take the
worst that close quarters battle in built-up environments can throw at them. A typical
Streetsweeper serves as the lynchpin during a block-to-block clearance operation, linking
combat units together into a whole that can react faster than any of its individual parts, while
also contributing a higher level of direct firefight engagement than traditional command and
support frames. To a certain extent, the advanced tac-nets used by Streetsweepers can make up
for the shortcomings of otherwise mediocre or poorly trained troops, raising their capability
floor up to render even militia and rank-and-file auxiliaries into a dangerous force to engage in
urban environments.

Tactics: The Streetsweeper is no slouch in close range combat, but is strongest at the heart of a
squad of allies — especially in areas with lots of terrain and cover. While potent when prying
enemies out of defensive positions and structures, it lacks any long-range combat capability and
its heavy armour hides a weak structure, so AP weapons are very effective against it. The Threat
Response Enhancement Suite deserves special mention as an optional system that can greatly
increase the resilience of allied Grunts nearby, making a Streetsweeper a dangerous leader for
such formations.

Streetsweeper
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 8 8 6 +1 -1 +1 +1 3 4 10 10 1
Tier II
8 10 10 6 +2 -1 +2 +2 3 4 10 11 1
Tier III
10 12 12 6 +3 -1 +3 +3 3 4 10 12 1

Base Systems:
Hailstorm Assault Shotgun
Main CQB
Reliable 2
Cone 5
+1 vs evasion/tier
Kinetic 4/5/6

Assault Network
System
At the beginning of the Streetsweeper’s turn, all allies within range 5 of its position can move up
to 2 squares. This movement does not provoke reactions of any kind.

Crossfire Co-Ordinates
System
If any ally within range 5 of the Streetsweeper’s location has unimpeded line of sight on an
enemy in soft cover or flanking on an enemy in hard cover, that enemy does not get the benefits
of cover against attacks from all allies within range 5 of the Streetsweeper’s location. This
system does not provide allies with line of sight to a target; it merely denies cover benefits.

Snapshot Command
Trait, Quick Action
With an order, the Streetsweeper gives an ally within range 5 an additional overwatch reaction.
The ally also gains the ability to make overwatch attacks as a reaction to an enemy within range
10 moving from cover to a space without it. The Streetsweeper loses its own overwatch reaction
when using this ability, and the target loses the additional overwatch reaction and the ability to
react to enemies leaving cover at the end of their next turn.

Optional Systems:
Advancing Fire
Trait
Whenever an ally within range 5 of the Streetsweeper makes a ranged attack, they can also move
one square. If this provokes an overwatch reaction, the ally gains soft cover against the
overwatch attack.

Heavy Maul
Heavy Melee
Knockback 2
+1 vs evasion/tier
Threat 1
5/7/9 kinetic damage
This weapon gains the AP tag against objects and terrain.

Microgrenade Saturation Pod


Main Nexus
Blast 1, Seeking, Smart
+1 vs e-defence/tier
Range 8
3/4/5 explosive damage
If this weapon targets an enemy or space within a fortification, building, or other structure, it
loses blast 1 and instead also makes an attack against every other enemy within range 3 who is
also within that structure.

Search and Destroy


Trait
The Streetsweeper and all allies within range 5 of its position gain 2 Accuracy on Systems
checks to search for hidden enemies.

Threat Response Enhancement Suite


System
Whenever an ally with the Grunt template within range 5 of the Streetsweeper would be
destroyed by taking energy, explosive, or kinetic damage, it instead remains at 1 HP if it passes a
hull save.
TERRAFORMER
Artillery

Turned to war out of desperation, military requisitioning, or the clever use of subversive
liturgicode, the huge Terraformer frames are a common sight on early-stage colony worlds. Slow
and methodical, these civilian engines help turn potential into reality, carving out hospitable
swathes from alien ecosystems or lifeless landscapes. A Terraformer used in battle is a work of
art warped from its original purpose; the onboard biological creches now gurgle and ooze with
toxic predators, fine-tuned electromagnetic resonators are crudely cranked up to destructive
harmonies, and tools that could carve an Eden from hell itself are instead set to bring ruin and
destruction.

Tactics: A hybrid of artillery and controller, the Terraformer can launch pods with area effects
that aid its allies, hinder its foes, or reshape the overall flow of the battlespace. Actually hitting
anything with the pod launcher itself is essentially a bonus and the Terraformer should not be
expected to consistently deal direct damage with its weapon.

Terraformer
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
18 6 6 10 +3 -3 +1 +1 1 3 10 11 3
Tier II
22 6 6 12 +5 -3 +2 +2 1 3 10 13 3
tier III
26 6 6 14 +6 -3 +3 +3 1 3 10 16 3

Base Systems:
Terraforming Pod Launcher
Superheavy Launcher
Arcing, Loading, Ordnance
Range 30, minimum Range 10.
+0 vs evasion plus 3 Difficulty
Targets hit by this weapon suffer Knockback 2 and must pass an Agility check or suffer 9/11/13
kinetic damage and be knocked prone. Then, place a Terraforming Pod in the space the target
was previously in. On a miss with this weapon, place a Terraforming Pod in a space adjacent to
the target. The pod deals 50 AP kinetic damage to any terrain or objects in the spot it lands; if this
is not enough to deal with an obstruction, the pod is destroyed.

Terraforming Pod
Deployable
A terraforming pod is a size 1 object with an evasion/e-defence of 5 and 15/20/25 HP. It cannot
move under any circumstances, nor be knocked prone. The Terraformer chooses the type of pod
it launches each time it fires. The effects remain or repeat as long as the pod remains. The
Terraformer can have up to four pods in play at once, deactivating an old one automatically when
it would go over that limit. Deactivated pods remain as objects in the scene but cease to emit any
effects.
Atmospheric Cage: All characters in a burst 5 zone around the pod gain resistance to
explosive damage, and any character who flies in the zone becomes Slowed until the end of their
next turn.
Electromagnetic Anchor: At the beginning of the Terraformer’s turn, choose one target
within range 5 of the pod and inflict 3/4/5 energy damage and the Jammed condition on it until
the end of its next turn.
Fauna Delivery Container: The pod disgorges two Monstrosities with the Acid Spittle
optional system and the Grunt template. These Monstrosities cannot willingly move beyond
range 5 of the Pod, and immediately die if they are forced to do so. At the beginning of the
Terraformer’s turn, if there are less than two Monstrosities remaining, the pod disgorges a new
one.
Quake Leveller Drill: At the beginning of the Terraformer’s turn, all objects and pieces
of terrain within a burst 5 area of the pod lose 1 Size; if this reduces them to 0 Size, it destroys
them. All characters within the area must pass a Hull save or be Slowed until the end of their
next turn.
Nanoassembly Hive: A burst 5 zone around the pod is difficult terrain and soft cover.

Heavy Frame
Trait
The Terraformer cannot be knocked back or prone by actors smaller than itself.

Optional Systems:
Area Purge Retrojets
Trait
The Terraforming Pod Launcher’s attack roll changes to +1 vs evasion/tier plus 3 Difficulty.
Anyone adjacent to a terraforming pod when it is placed on the battlefield takes 1 Burn damage.

Atmospheric Heating Pod


Trait
The Terraformer can also choose to launch an Atmospheric Heating Pod instead of one of its
other pods, causing all systems and weapons that generate heat to generate 1 more heat than
normal when used while a character is within a burst 5 zone around the pod.

Ecosystem Reset Pod


Trait
The Terraformer can also choose to launch an Ecosystem Reset Pod instead of one of its other
pods, which destroys all soft and hard cover from vegetation within a burst 5 area and deals 3/4/5
Burn damage to characters with the Biological tag in the affected area, then immediately
deactivates.

Hillbreaker
Heavy Melee
Ordnance
Threat 1
+1 vs evasion/tier
6/8/10 kinetic damage
Enemies struck by this attack must pass a Hull save or be knocked prone. Objects and terrain
take 10/15/20 AP damage.

Military-Grade Fabrication Protocols


System, Recharge (6+)
Instead of firing one of its normal Terraforming Pods, the Terraformer may instead cause a pod
that has just landed to immediately unfold into a bunker, creating a 3x3 zone that provides hard
cover to anyone within the area against attacks from all directions. The bunker counts as a size 3
piece of terrain that has evasion 5 and 30 HP.
THEURGE
Support

Frames under the esoteric THEURGE classification use molecular-level influence-engines to


strengthen or disrupt matter, rendering foes easy to tear apart or allies buttressed by such
infinitesimal-scale forces. The technology involved is extremely advanced, the harvested fruits of
research into the localized phenomena inflicted on the fabric of reality by MONIST-class and
near-MONIST-class entities. Several THEURGE designs are the work of corporation-faiths who
see harmonious alignment with the fundamental forces of the quantum world as an aspirational
level of enlightenment, but major military manufacturers are also looking at development of this
classification for the localized neutralization of MONIST influence.

Tactics: The Theurge is tough but short-ranged, and needs to get into the mix of combat to
effectively support its allies. It combines well against hard targets who it can apply the Shredded
condition to for great effect, while its ability to toughen up allies and the potentially combat-
swinging impact of using the Fundamental Invulnerability Matrix at a key moment in a firefight
allow it to serve as the backbone of a close assault team of NPCs.

Theurge
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 6 10 8 +3 -1 +1 +1 2 3 10 11 1
Tier II
17 6 11 8 +4 -1 +1 +2 3 3 10 13 1
Tier III
20 6 12 10 +5 -1 +2 +3 3 3 10 15 1

Base Systems:
Molecular Disintegration Orb-Lace
Auxiliary Melee
Smart
+2 vs e-defence/tier
Threat 1, Thrown 10
2/3/4 explosive damage
Throwing the Molecular Disintegration Orb-Lace does not disarm the Theurge of this weapon.
Targets struck by this weapon are Shredded until the Theurge hits another target with the Orb-
Lace or the scene ends; they cannot remove this instance of the Shredded condition via Stabilize.

Molecular Integration Halo


Quick Tech
Sensor Range (10)
One ally within range becomes resistant to explosive damage and immune to knockback, being
knocked prone, and the Shredded and Slowed Conditions until the beginning of the Theurge’s
next turn.

Fundamental Invulnerability Mandala


Quick Action, Deployable, Recharge (6+)
The Theurge places the Mandala in an adjacent free space; it has 10/12/15 HP, 2 armour, 10
evasion/e-defence, and is immune to explosive damage. Allies within range 5 of the Mandala
cannot be reduced to 0 HP by an attack unless they were already at 1 HP; attacks that would
otherwise reduce them to 0 HP instead reduce them to 1 HP. The Mandala lasts until the end of
the Theurge’s next turn.

Molecular Enlightenment Integration Circuits


Trait
The Theurge is immune to explosive damage, knockback, being knocked prone, and the
Shredded and Slowed Conditions.

Optional Systems:
Atomic Alignment-Shroud
System, Quick Action, Recharge (5+), Shield
The Theurge targets a single ally within sensor range and gives it a shroud that has 5/10/15 HP
and no armour. Any attacks that deal damage to the ally instead hit the shroud, dealing damage to
it as normal; once the shroud has run out of HP it is destroyed, and any damage that remains rolls
over onto the original target. The shroud lasts until the beginning of the Theurge’s next turn.

Emergency Reintegration Mantra


System, Full Action, Limited (1)
The Theurge cannot take any other actions during the turn it uses Emergency Reintegration
Mantra, not even movement, and it cannot use this system before round 3 of a combat. The
Theurge and all allies within a burst 4 area around it regain 5/10/15 HP.

Harmonious Resonance Anchor


Trait
No character can teleport in or out of spaces within an area of burst 5 around the Theurge.
Additionally, although primarily relevant on narrative terms, MONIST-class attempts to control
reality or spacetime have no effect within the area.

Molecular Castigation
Trait
When the Shredded condition caused by the Molecular Disintegration Orb-Lace ends on a target,
anyone adjacent to the target takes 2/3/4 explosive damage.

TEMPLE
Trait
Tech attacks are made against the Theurge and any allies adjacent to it with 1 Difficulty, and the
Theurge and any allies adjacent to it make all Systems saves with 1 Accuracy.
TYRANT
Controller

The Tyrant doctrine of electronic warfare is one of brute technological force. Mechs featuring
Tyrant-class processors and viral breeder-drives eschew subtle, clever means of overcoming the
foe in favour of the data equivalent of a battering ram. When the Tyrant’s assault breaches a
victim’s system, it forces brutal cascades of overheating and energy surges, takes the quickest
route to disarming active weapons it can finds, or simply seizes control over portions of the
victim. Military mechs of this design reflect the blunt nature of their purpose, being heavily-built
compared to many other invasion platforms. Much beloved among front-line e-warfare troops,
Tyrants are also favoured by techno-zealots and ontological cults who demand subservience to
their creed, however they can get it.

Tactics: The Tyrant is a front-line hacker, capable of taking part in a firefight and dishing out
damage as well as heat. SUBMIT can help defang dangerous attackers with complex weaponry,
and OBEY lets the Tyrant drag victims into killzones or send problematic mechs running from
the battle. However, the NPC is not particularly swift, and its low evasion leaves it vulnerable to
weapons that can tag it with deleterious conditions as well as raw damage.

Tyrant
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
16 6 12 6 +0 -1 +3 +0 1 3 15 12 1
Tier II
19 7 14 6 +1 -1 +5 +0 1 3 15 15 1
Tier III
22 8 16 6 +1 -1 +6 +1 1 4 15 17 1

Base Systems:
PERISH
Quick Tech
Sensor Range (15)
+2 vs e-defence/tier
On hit, the target takes 2/3/4 heat and 2/3/4 AP energy damage.

SUBMIT
Quick Tech
Sensor Range (15)
+2 vs e-defence/tier
On hit, the target takes 2/3/4 heat, and the Tyrant chooses one of the following effects; all the
target’s weapons with the Loading tag immediately become unloaded; all the target’s weapons
with the Overcharge tag immediately deal the target 1 heat; one of the target’s systems with the
Grenade tag immediately detonates one charge centred on the target’s space; one AI the target
has immediately unshackles.

OBEY
Full Tech
Heat 3 (self), Recharge (6+)
Sensor Range (15)
+2 vs e-defence/tier
On hit, the target takes 2/3/4 heat and at the beginning of the target’s next turn, the Tyrant can
move it up to its Speed in a direction of the Tyrant’s choice, obeying engagement and triggering
reactions as normal. It must then make a Systems save; if it fails, then this movement effect
occurs again at the beginning of its following turn along with another Systems save, and so on
until it passes or the scene ends.

Dominated Systems
Trait
When the Tyrant deals Reactor Stress to an enemy, they suffer 2 Difficulty to all Systems checks
and saves until they are able to take a full repair.

Optional Systems:
BETRAY
Quick Tech
Sensor Range (15)
+2 vs e-defence/tier plus 1 Accuracy
On hit, the target takes 2/3/4 heat and copies its e-defence value onto any of its own allies within
burst 4 of its location who have a higher e-defence value than the target. This lasts until the end
of the next turn.

Crown of ICE
Trait
When the Tyrant is the target of a tech attack, it gains 2 Accuracy on its next tech attack against
the attacker before the end of the Tyrant’s next turn.

KNEEL
Quick Tech
Cone 5
+2 vs e-defence/tier
On hit, targets takes 1/2/3 heat and are knocked prone. Any Protocols they are running
immediately deactivate.

TURN
Quick Tech, Reaction
Sensor Range (15)
+2 vs e-defence/tier
The Tyrant can only use this Quick Tech once per round as a reaction to an enemy within sensor
range targeting it with an attack. If the Quick Tech hits, the Tyrant can retarget the incoming
attack onto another valid target, friend or foe, within range 3 of its position.

Wall of FIRE
System, Quick Action, Recharge (5+)
The Tyrant creates a burst 2 zone within sensor range. Until the end of the next turn, anyone
targeting a character within the Wall of FIRE zone with a tech attack suffers 2/3/4 heat.
VULCAN
Artillery

The success of Harrison Armory’s Sherman line has spurred the creation of any number of lesser
imitations in the field of heavy laser weaponry. A rare success is the emergence of the VULCAN-
class artillery frame, moving away from the main-line role of the Sherman to focus totally on
unfettered firepower. Models like the Shaffhausen Charter’s Etna use enhanced reactors to power
focusing-cannons capable of breaking enemy lines and punching through fortifications.
However, the power draw is so intense that some Vulcans are reported to simply shut down after
firing, and others need to be fully refitted after each battle as the weapons warp or melt and
reactor stress grows too great. The more successful designs incorporate secondary weaponry so
the mech can continue to contribute to the battlefield while waiting for its superheavy armament
to recharge.

Tactics: The Vulcan is pure heavy artillery, sturdier than some of its kind as it needs to position
itself well to catch multiple enemies with its Volcano Cannon. Most targets melt when faced with
the Vulcan’s damage output, but the heavy and cumbersome nature of its weapon leaves it
vulnerable between shots. It can fend off close assaults with its nozzle-gun to buy some
breathing room, leaving would-be assailants stuck for allies to engage; however, if isolated, it
will struggle to respond effectively to attack.

Vulcan
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 6 8 16 +1 -1 +0 +3 2 4 15 11 2
Tier II
15 6 10 18 +2 -1 +0 +5 2 4 15 13 2
Tier III
18 6 12 20 +3 -1 +1 +6 2 4 15 15 2

Base Systems:
Volcano Cannon
Superheavy Cannon
Loading, Ordnance, 4 heat (self)
Line 20
+1 vs evasion/tier
Energy 7/9/11
When the Vulcan fires this weapon, it gains soft cover until the end of its next turn. After firing,
at the start of the Vulcan’s next turn, it attacks the same Line 20 area again as a Free Action,
dealing Burn 8 to any targets hit.

Molten Effluent Nozzle-Gun


Main CQB
Line 5
+1 vs evasion/tier
Burn 3/4/5 plus 2 heat
Firing this weapon cools the Vulcan for 2 heat. Targets struck by this weapon must pass an
Agility save or become Immobilized until the end of their next turn.

Heavy Reactor Shielding


Trait
The Vulcan has resistance to energy and Burn damage.

Optional Systems:
Reactor-Primed Fusion Rockets
Main Launcher
AP, Blast 1, Ordnance, Seeking, Smart
Range 10
+1 vs e-defence/tier plus 1 Accuracy
4/6/8 energy damage and 2/3/4 heat

Reactor Resonance Cascade Frequencies


Trait
The Vulcan’s Volcano Cannon no longer does damage. Instead, targets hit by it must pass an
Engineering save or immediately take 1 point of Reactor Stress and cool to 0 heat. Characters
who pass their save immediately gain enough heat to put them 1 point off Overheating. Firing the
weapon causes the Vulcan to immediately shut down.

Scorched Earth
Trait
When the Vulcan fires the Volcano Cannon, it may choose to take an additional 4 heat. If it does
so, the area of the cannon’s effect also becomes dangerous terrain dealing Burn damage until the
end of the scene.

Thermal Targeting Drone


Quick Tech, Recharge (6+)
Sensor Range (15)
All enemies in a blast 5 area in range who are in the danger zone, are currently suffering from
ongoing Burn, or who have the Exposed condition, gain the Lock On condition.

Thermobaric Shockwave
Trait
All characters adjacent to the Volcano Cannon’s area of effect must pass a Hull save or be
knocked prone.
WARPER
Defender

Collected under the WARPER category of paracausal battle engines, several companies have
recently rolled out advanced Blinkspace modulator frames that use teleportation for an
aggressive theater-control doctrine rather than as a source of superior mobility. Combining a
package of overaggressive solipsist engrams and Blink-stutter micro-intrusions into the fabric of
spacetime, these lean mechs prowl the battlefield amid a haze of distortion.

Tactics: The Warper is an agile defender who punishes enemies that go after its allies. Use the
Truth of Retribution to harry mechs who would rather pursue softer prey, and the Distortion
Scythe’s inherent teleportation to avoid getting bogged down. The Warper relies on its high
evasion to present a difficult target, so is somewhat vulnerable to hackers and smart weaponry.

Warper
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
16 14 8 6 +0 +0 +3 +1 1 5 10 11 1
Tier II
18 16 9 6 +1 +1 +4 +2 1 5 10 13 1
Tier III
20 18 10 6 +1 +2 +6 +2 1 6 10 16 1

Base Systems:
Distortion Scythe
Main Melee
AP
Threat 2
+1 vs evasion/tier
5/7/9 energy damage
After making an attack with this weapon, the Warper may teleport up to 2 squares.

Truth of Retribution
Quick Tech
Sensor Range (10)
The Warper chooses a single target within its sensor range and marks them. If the marked
character begins an attack that does not include the Warper as one of its targets, then once per
round as a reaction the Warper may teleport to a free space within range 2 of them and
immediately make an attack with its Distortion Scythe. The target may then continue with its
attack but, if the Warper is now adjacent to it, will suffer engagement penalties to ranged attacks
as normal. The mark remains until the end of the scene, or until the Warper uses Truth of
Retribution to mark a new target, whereupon the old one immediately fades.

Lie of Distance
Quick Tech
Sensor Range (10)
The Warper chooses a single ally within sensor range and warps the fabric of space-time around
them. Until the beginning of the Warper’s next turn, ranged attacks made against the ally treat it
as being 5 squares further away from the attacker than it really is, which may leave it out of
range.

Optional Systems:
Alternate Journeys
Trait
When the effects of the Warper’s Lie of Distance end on an ally, the Warper may immediately
teleport the target up to 5 squares.

Contortion Sphere
Trait
If a marked enemy misses with an attack that triggered the Warper’s Truth of Retribution
reaction, the Warper may force them to reroll the attack against a new target of the Warper’s
choice, even if it is one of their allies.

Myriad Pathways
Trait
The Warper’s Truth of Retribution ability marks two targets at a time, and it can make a reaction
to each target once per round.

Solipsism Needler
Auxiliary Rifle
Range 10
+2 vs evasion/tier
1/2/3 kinetic damage
On hit, the target’s attacks treat every other character in the scene as having soft cover, apart
from the Warper.

The Torment of Perspective


Quick Tech
Sensor Range (10)
The Warper chooses a single target within its sensor range and marks them. If the marked
character begins an attack that does not include the Warper as one of its targets, all targets of that
attack have their armour increased by 1 (to a maximum of 4). The mark remains until the end of
the scene, or until the Warper uses the Truth of Retribution to mark a new target, whereupon the
old one immediately fades.
WRECKER
Striker

Derived from industrial labour and demolition frames, wreckers are favoured by pirates, slavers,
and insurgent forces. Facing a wrecker can be a terrifying experience for even a veteran pilot as
their mech is methodically torn apart piece by piece, with even survival marred by lingering
damage and malfunctioning systems.

Tactics: The Wrecker is an in-your-face melee mech, capable of battering multiple foes to the
ground and ripping parts off them. The Maglock Buckler allows it to incapacitate troublesome
weapons up-close, and combined with Disassemble it can quickly neutralize threatening aspects
of a target just by dealing damage.

Wrecker
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
18 6 8 6 +2 -2 +0 +2 0 4 10 11 2
Tier II
22 7 9 6 +4 -2 +0 +4 0 5 10 13 2
Tier III
26 8 10 6 +6 -2 +1 +6 0 5 10 16 2

Base Systems:
Wrecking Ball
Heavy Melee
One, two, or three targets within threat 2
+1 vs evasion/tier plus 1 Difficulty
5/7/9 kinetic damage
Enemies struck by this weapon must pass a Hull save or be knocked prone. The weapon deals 10
AP kinetic damage to objects and terrain.

Maglock Buckler
System, Reaction
Once per round as a reaction when an engaged enemy hits the Wrecker with an attack, the
Wrecker can automatically grapple the attacker and lock the weapon used. As long as the enemy
remains adjacent to the Wrecker, that weapon is effectively disabled. The Wrecker can only lock
a single weapon at a time in this way; using this system again frees any previously locked
weapon, although it doesn’t end any grapples.

Disassemble
Trait
When the Wrecker deals Structure damage to an enemy, it treats all results of Glancing Blow on
the Structure damage table as System Trauma. When the Wrecker inflicts a System Trauma result
on an enemy, the Wrecker chooses a system or weapon to destroy instead of the enemy choosing.

Wrecker
Trait
When the Wrecker deals Structure damage to an enemy, they suffer 2 Difficulty to all Hull
checks and saves until they are able to take a full repair. When the Wrecker deals Reactor Stress
to an enemy, they suffer 2 Difficulty to all Engineering checks and saves until they are able to
take a full repair.

Optional Systems:
Power Saw
Main Melee
Threat 1
AP
+1 vs evasion/tier
2/3/4 kinetic damage
This weapon gains 2 Accuracy if the target is grappled.

Cannibalize
Trait
When the Wrecker inflicts structure damage on an enemy with a melee weapon, or when it ends
its turn adjacent to a destroyed mech, it gains +2 armour until the beginning of its next turn.

Harpoon
Main CQB
+2 vs evasion/tier
Range 5, Threat 3
2/4/6 kinetic damage
Targets struck by this weapon the same size or smaller than the Wrecker are pulled in a straight
line adjacent to the Wrecker as far as possible. Otherwise, the Wrecker is pulled towards the
target. The Wrecker then grapples the target automatically if it is adjacent.

Hypergrinders
System, Recharge 5+
As a quick action, the Wrecker forces a single adjacent target to pass a Hull check or suffer 3/4/5
heat and become Shredded until the end of its next turn.

Systems Breach
Trait
When the Wrecker makes a Quick Tech action to invade an enemy adjacent to it, it uses
Engineering instead of Systems to make the attack, and gains 1 Accuracy on the roll.
IPS-N BLACKBEARD
Striker

Blackbeard
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 8 6 6 +3 +2 -2 -1 1 5 5 10 1
Tier II
18 9 6 6 +4 +4 -2 -1 1 5 5 12 1
Tier II
22 10 6 6 +6 +4 -2 -1 1 5 5 14 1

Base Systems:
Chain Axe
Main Melee
+1 vs evasion/tier
Threat 1
Reliable 2
4/5/6 kinetic damage
The Blackbeard can inflict critical hits with this weapon, which cause the target to become
Shredded until the end of its next turn.

Nanocarbon Sword
Heavy Melee
+1 vs evasion/tier
Threat 2
Reliable 3
7/9/11 kinetic damage

Blackbeard Brawler
Trait
The Blackbeard can initiate grapples up to range 5 away from a target and, if successful, is pulled
adjacent to the target. The Blackbeard can still boost and take reactions while in a grapple, and
gains 1 Accuracy on melee attacks against targets it is grappling.

Reinforced Grapples
System
The Blackbeard can fly with its regular move as long as it moves in a straight line, and when
flying in this way it must end its movement on an object or surface, but can grab onto vertical or
overhanging surfaces as long as it remains immobile. If knocked prone or back while grabbing a
surface in this way, it falls.

Optional Systems:
CORE – Omni-Harpoon
System, Limited (1), Quick Action
Any number of targets within line of sight and range 5 of the Blackbeard must pass a Hull save
or take 7/9/11 damage, be knocked prone, and be pulled adjacent to the Blackbeard.

Flechette Launcher
Auxiliary CQB
+2 vs evasion/tier
Burst 1
1/2/3 kinetic damage
This weapon ignores engagement penalties, and it inflicts 3/4/5 kinetic damage instead to
grappled targets.

Multiple Missile Racks


Auxiliary Launcher
+1 vs evasion/tier
Range 10, Blast 1
2/4/6 explosive damage

SEKHMET-class NHP
System, AI
The Blackbeard gains the AI property. The first time the Blackbeard takes damage each round, it
must immediately make a Carbon Nanoblade attack against a randomly determined adjacent
target (allied or enemy). If unshackled, the Blackbeard moves towards and attacks the nearest
character, friend or foe.

Synthetic Muscle Netting


System
When grappling or ramming, the Blackbeard counts as the same size as opponents who are larger
than it, and one size larger than opponents who are the same size as it.
IPS-N DRAKE
Defender

Drake
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 6 6 5 +3 -2 +0 +1 3 3 10 10 2
Tier II
14 7 7 6 +5 -2 +0 +2 3 3 10 11 2
Tier III
18 8 8 7 +6 -2 +1 +3 3 4 10 12 2

Base Systems:
Leviathan Heavy Assault Cannon
Superheavy cannon
+1 vs evasion/tier
Range 8
4/5/6 kinetic damage
The Drake can fire this weapon with its above profile as a Skirmish action. As a quick action, the
Drake can spin the weapon up, Slowing the Drake and requiring a Barrage action to fire it as a
normal superheavy weapon for the duration. The weapons damage increases to 12/14/16 kinetic
damage, it gains Reliable 5, and 2 heat (self). The Drake can stop the spin-up at the start of its
turn as a Free Action.

Heavy Frame
Trait
The Drake cannot be knocked back or prone by actors smaller than itself.

Blast Plating
Trait
The Drake has resistance to damage, heat, and burn from blast, line, and cone attacks.

Guardian
Trait
Adjacent allies can use the Drake for hard cover.

Optional Systems:
CORE – Fortress Protocol
System, Limited (1), Protocol
When the Drake activates this protocol, it becomes Immobilized, counts as if it is in hard cover,
and deploys two line 2, size 1 sections of hard cover from it that cannot be damaged. Allies in
cover from these sections or the Drake itself cannot be knocked back or prone and benefit from
the Drake’s Blast Plating trait. The Drake can deactivate the protocol at the start of its turn.

Argonaut Assault Shield


System, Quick Action
The Drake can give a single ally resistance to all damage as long as they remain adjacent to it.
However, the Drake takes half the damage the ally suffers prior to armour and reduction.

Concussion Missiles
Main Launcher
Range 5
Knockback 2
2/3/4 explosive damage
A target struck by this weapon must pass a Hull save or become Impaired until the end of its next
turn.

FOMORIAN Frame Reinforcement


Trait
The Drake’s size increases to 3.

Portable Bunker
System, Deployable, Limited (1)
As a quick action, the Drake chooses a vacant 4x4 area adjacent to it. At the start of the Drake’s
next turn, the area becomes an open-topped fortification with 40hp for the remainder of the
scene. Units entirely within the bunker benefit from hard cover and the Drake’s Blast Plating trait
against attacks originating from outside it.
IPS-N LANCASTER
Support

Lancaster
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 8 8 6 +2 +1 +0 +2 1 6 8 10 2
Tier II
14 10 10 6 +3 +2 +0 +3 1 6 8 12 2
Tier III
18 12 12 6 +4 +3 +0 +4 1 7 8 14 2

Base Systems:
Assault Rifle
Main Rifle
Reliable 2
Range 10
+1 vs evasion/tier
4/5/6 kinetic damage

Sealant Gun
System, Quick Action
The Lancaster targets a character within range 5 and line of sight. The effect depends on whether
the target is allied or hostile.
Allied: End all Burn on the target immediately, and it becomes Slowed until the end of its
next turn.
Hostile: The target must pass an Agility save or become Slowed until the end of its next
turn. Hit or miss, a burst 1 area around it becomes difficult terrain for the remainder of the scene.

Combat Repair
Trait, Full Action, Recharge (5+)
The Lancaster can repair an adjacent destroyed mech, restoring it to 1HP (and to 1 Structure, if it
originally possessed more than 1 Structure).

Restock Drone
System, Drone (size ½, 5/8/10 HP, evasion/e-defense 10/12/14), Quick Action, Recharge (5+)
As a quick action, the Lancaster fires a drone to a point within range 5 of its position, where it
hovers. The drone clamps onto the next allied mech to move through or adjacent to its space and
discharges, healing the mech for 5/10/15 HP.

Insulated
Trait
The Lancaster is immune to Burn.

Optional Systems:
CORE – Supercharger
System, Limited (1), Quick Action
The Lancaster fires a drone at an ally within range 8, where it clamps onto the target. For the rest
of the scene, the targeted mech gains 1 Accuracy on all attacks, saves, and checks, and is immune
to the Impaired, Jammed, Slowed, Shredded, and Immobilized conditions caused by characters
other than itself. The effect ends early if the Lancaster or the target are Stunned.

Plasma Cutter
Auxiliary Melee
1 heat (self)
Threat 1
1/2/3 energy damage + 1/2/3 heat + Burn 1
The plasma cutter deals 10 AP damage to objects.

Winch
System, Quick Action
The Lancaster attaches cables to an adjacent character unless the target passes a Hull save to
resist. Once attached, the Lancaster and the target cannot move more than 5 spaces away from
each other. If one would move farther, it drags the other to keep the 5 square distance, although
towing in this way causes the mech to become Slowed while doing so. A hit with a melee attack
destroys the cables, which have evasion 10.

MULE Harness
System
Adjacent characters can take a Quick Action to mount the Lancaster, to a maximum of 1 ½ size
worth of riders. Riders occupy the Lancaster’s space, move when it moves, and benefit from soft
cover. If the mech is knocked prone, Stunned or destroyed, all riders fall prone in adjacent
spaces. Characters can dismount by moving off the Lancaster normally.

Aceso Stabilizer
System, Quick Action, Recharge (6+)
The Lancaster clears the Impaired and Jammed conditions from an ally within range 5, and the
ally heals for 4/6/8 HP.
IPS-N NELSON
Striker

Nelson
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 11 7 6 +2 +2 -1 -1 0 5 5 10 1
Tier II
13 13 8 6 +4 +4 -1 -1 0 6 5 12 1
Tier III
16 15 9 7 +6 +6 -1 +0 0 7 5 14 1

Base Systems:
Thermal Pike
Main Melee
Knockback 1
+2 vs evasion/tier
Thrown 5, Threat 3
4/5/6 kinetic damage and 2/3/4 explosive damage
If the Nelson boosts in the same turn before attacking with the thermal pike, it increases the
kinetic damage inflicted by 3.

Nelson Skirmisher
Trait
At the start of its turn, the Nelson gains soft cover, which it cannot use to hide. It immediately
loses this cover if it makes an attack or forces a character to make a saving throw. Additionally,
after making any attack, the Nelson can move 1 in any direction unless it is Immobilized or
Slowed. This movement doesn’t provoke reactions, ignores engagement, and doesn’t count
against the Nelson’s movement for the turn.

Optional Systems:
CORE – Perpetual Motion Drive
Trait
The Nelson’s free movement after making an attack from its Nelson Skirmisher trait is increased
to 4 spaces.

Bulwark Mods
Trait
The Nelson ignores difficult terrain.

Power Knuckles
Auxiliary Melee
Threat 1
2 explosive damage
The Nelson can inflict critical hits with this weapon, which force the target to pass a Hull save or
be knocked prone. The Nelson can attack with this weapon twice at Tier II, and three times at
Tier III.

RAMJET
System
The Nelson gains +2 Speed when boosting, and its melee attacks gain Knockback 2. However, it
must move its full Speed when boosting and can only boost in straight lines, stopping if it comes
into contact with an obstacle or enemy.

Weave
Trait
The first attack taken against the Nelson as a reaction in a round automatically misses.
IPS-N RALEIGH
Striker

Raleigh
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 8 7 5 +1 +0 +0 +1 1 4 10 10 1
Tier II
16 9 8 6 +3 +1 +0 +3 1 4 10 12 1
Tier III
20 10 9 7 +5 +2 +0 +4 1 5 10 14 1

Base Systems:
Brace of Hand Cannons
Auxiliary CQB
Reliable 1
Range 5, Threat 3
+1 vs evasion/tier
4 kinetic damage
The Raleigh can attack twice with this weapon. This increases to three times at tier II, and four
times at tier III.

Kinetic Hammer
Heavy Melee
Reliable 4
Threat 1
+1 vs evasion/tier
7/9/11 kinetic damage

Shielded Magazines
Trait
The Raleigh can still make ranged attacks if it is Jammed.

Optional Systems:
CORE – Mjolnir
Main CQB
AP, Limited (1)
Range 5, Threat 3
+1 vs evasion/tier
12/16/20 damage
On hit, the target is Shredded until the end of its next turn. This weapon cannot be fired prior to
the third round in a scene.

Bolt Thrower
Heavy Cannon
Loading, Reliable 2
Range 8
+1 vs evasion/tier
5/6/7 kinetic damage + 3/4/5 explosive damage
This weapon replaces the Kinetic Hammer. If the Raleigh does not attack or force a save during
its turn, this weapon reloads as a free action at the end of the Raleigh’s turn.

Breaching Charges
System, Quick Action
The Raleigh deals 30AP energy damage to an adjacent object or piece of terrain.

Gunslinger
Trait
The first attack roll the Raleigh makes with its brace of hand cannons in a turn gains 1 Accuracy.

ROLAND Chamber
System
The first attack the Raleigh makes with its brace of hand cannons in a turn also forces the target
to make a Hull save on hit, knocking them prone if they fail.
IPS-N TORTUGA
Defender

Tortuga
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 6 10 6 +2 -1 +2 -1 2 3 15 10 2
Tier II
14 7 12 6 +4 -1 +4 -1 2 3 15 12 2
Tier III
18 8 14 6 +6 -1 +6 -1 3 3 15 14 2

Base Systems:
Automatic Shotgun
Main CQB
Range 3, Threat 3
+1 vs evasion/tier
7/9/11 kinetic damage
Attacks with this weapon ignore cover, as long as the Torguta has line of sight to the target.

Smoke Charges
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
The Tortuga throws a smoke grenade, which creates a blast area granting soft cover to all
characters and objects. The area lasts until the end of the Tortuga’s next turn.

Guardian
Trait
Allies can use the Tortuga as hard cover.

Tortuga Sentinel
Trait
The Tortuga gains 1 Accuracy on all attacks made as a reaction.

Optional Systems:
CORE – Hyper-Reflex Mode
System
The Tortuga’s Threat with its automatic shotgun increases to 5, it can make an additional
overwatch attack per round, and targets struck by its overwatch attacks are immediately
Immobilized until the end of their next turn.

Daisy Cutter
Heavy CQB
Recharge (6+)
Cone 7
+1 vs evasion/tier
10/13/16 kinetic damage
The cone area lingers until the end of the Tortuga’s next turn, providing soft cover to any actor
within it.

Catalytic Hammer
Main Melee
Recharge (6+)
Threat 1
+1 vs evasion/tier
7/8/9 kinetic damage
On hit, the target must pass a Hull save or become Stunned until the end of its next turn.

Hyper Dense Armour


System, Shield
The Tortuga has resistance to all damage and heat that it takes from attacks by enemies further
away than range 5 from its space.

Siege Ram
System
The Torguta’s ram attacks also deal 2/3/4 kinetic damage, or 10 AP kinetic damage to objects and
terrain.
IPS-N VLAD
Controller

Vlad
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 8 8 6 +2 +0 -1 +0 2 4 5 10 1
Tier II
13 9 9 6 +4 +1 -1 +1 2 4 5 12 1
Tier III
16 10 10 6 +6 +2 -1 +2 2 4 5 14 1

Base Systems:
Dual Nailguns
Main CQB
1 heat (self)
One or two targets in range 5, Threat 3
+2 vs evasion/tier
3/4/5 kinetic damage
A character struck by this weapon must pass a Hull save or be Immobilized and Shredded until
the end of its next turn.

Charged Stake
System, Full Action, Recharge (5+)
The Vlad targets a single adjacent character who must pass a Hull save or suffer 4/5/6 AP energy
damage and become Immobilized and Shredded. At the end of each of its turns, the target can
repeat the save to end the Immobilized and Shredded conditions, taking an additional 5 AP
energy damage if it fails.

Shrike Armour
Trait
When the Vlad is attacked by any character within range 3, the attacker takes 1 AP kinetic
damage before they attack.

Optional Systems:
CORE – Tormentor Spines
Trait
The Vlad gains resistance to all damage from attacks made within range 3, and the damage from
its Shrike Armour trait increases to 3 AP kinetic damage.

Caltrop Launcher
System, Recharge (4+)
As a quick action, the Vlad creates a blast 1 area of difficult terrain within range 5. Any mech
that enters the area or starts its turn there takes 1/2/3 AP explosive damage.

Combat Drill
Superheavy Melee
AP
Threat 1
+1 vs evasion/tier and 1 Difficulty
9/11/13 kinetic damage and 2/3/4 explosive damage
If the target is prone, Immobilized, or Stunned, then after dealing damage, the target also takes 1
Structure damage.

Sloped Plating
Trait
The Vlad’s armour increases to 3.

Snare Trap
System, Deployable, Quick Action, Recharge (6+)
The Vlad deploys a snare trap into an adjacent space. The trap is Invisible and untargetable but
can be revealed by a character looking for it with a successful Systems check if within sensor
range. When a character moves over the trap, they must pass a Hull save or suffer 2/3/4 AP
kinetic damage and become Immobilized and Shredded. Once triggered, the trap becomes an
object with 10 HP and 5 evasion, keeping the target Immobilized and Shredded until the trap is
destroyed.
IPS-N ZHENG
Striker

Zheng
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 9 6 6 +2 +0 -2 +1 2 3 3 10 1
Tier II
15 10 6 6 +4 +0 -2 +2 2 4 3 12 1
Tier III
18 11 6 8 +6 +1 -2 +2 2 4 3 14 1

Base Systems:
Paired Xiaoli Combat Sheathes
Main Melee
One or two targets within threat 1
+1 vs evasion/tier
4/5/6 kinetic damage
The Zheng may attack with this weapon twice, attacking one or two targets each time. The
Zheng may use this weapon even when Jammed.

CQB Suite
Trait, Free Action
Once during the Zheng’s turn, it can move up to 3 spaces and deal 2/3/4 kinetic damage to a
single adjacent character, or 10 AP kinetic damage to an object or piece of terrain. This
movement must obey engagement and does not ignore reactions. If it destroys an object or piece
of terrain with this damage, the target explodes, dealing 3/4/5 kinetic damage and knockback 1 to
all adjacent characters other than the Zheng.

Destructive Swings
Trait
At the end of any turn in which the Zheng made a melee attack against an enemy, it may place a
Size 1 piece of terrain with 10 HP and evasion 5 that grants hard cover in a free adjacent space.

Optional Systems:
CORE – Xiaoli’s Ingenuity
Trait
The Zheng may use its CQB Suite trait up to three times a turn, rather than once.

D/D 288
Heavy Melee
Knockback 5, Ordnance
Threat 1
+1 vs evasion/tier
8/10/12 explosive damage
This weapon deals 30AP explosive damage to objects or terrain. If it destroys an object or piece
of terrain with this damage, the target explodes, dealing 3/4/5 kinetic damage and knockback 1 to
all adjacent characters other than the Zheng.

Molten Wreathe
Trait
The first time the Zheng hits a target with its paired Xiaoli combat sheathes each turn, it may
take 1 heat and create a cone 3 blast originating from the opposite side of the target. The main
target and all characters caught in the cone take 2/3/4 explosive damage.

Total Strength Suite


System, Quick Action
The Zheng tears up a piece of the environment, either an adjacent piece of Size 1 cover or
ripping it out of the ground or surroundings. It throws this at a target in range 5 and line of sight,
dealing 4/5/6 kinetic damage and knockback 1 unless they pass an Agility save. It then creates a
Size 1 piece of terrain with 10 HP and evasion 5 that grants hard cover in a free adjacent space to
the target, whether they passed their Agility save or not.

Zheng Brawler
Trait
The Zheng gains 1 Accuracy with attacks against characters it is grappling. At the beginning of
its turn, it can deal 4/5/6 kinetic damage to a target it is grappling as a protocol.
SSC ATLAS
Striker

Atlas
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 12 10 6 +1 +2 +0 -2 0 6 5 10 ½
Tier II
8 15 11 6 +2 +3 +1 -2 0 6 5 12 ½
Tier III
8 18 12 6 +3 +5 +2 -2 0 7 5 14 ½

Base Systems:
Terashima Blade
Main Melee
Threat 1
+2 vs evasion/tier
5/7/9 kinetic damage
This weapon deals an additional 3/4/5 damage against prone targets.

Kraul Rifle
Main CQB
Range 8
+1 vs evasion/tier plus 1 Difficulty
4/5/6 kinetic damage
On hit, the Atlas can take a boost action as a reaction to any action or movement taken by the
target during its next turn, as long as the boost moves towards the target by the most direct route
possible. The target must then pass a Hull save or be knocked prone, and the effect ends. The
effect also immediately ends if the target teleports.

Giantkiller
Trait
The Atlas ignores engagement from actors larger than itself, can share space with larger actors,
and move through their spaces unimpeded. While sharing space with another character the Atlas
has soft cover, and also has resistance against all damage from that character.

Terashima Deflection
Trait, Reaction, Recharge (6+)
The Atlas causes an attack against it to automatically miss, and the attacker repeats the attack
against itself, dealing half damage on a hit along with any other effects. The Atlas cannot use this
ability if its Terashima Blade has been destroyed or rendered nonfunctional.

Optional Systems:
CORE – BLOODLINE Active Assist
Trait
The Atlas always benefits from being in soft cover, and can hide even in the open. Once per
round, when making an attack from hiding, the Atlas may force the target to pass a Hull save or
be knocked prone.

Atlas Duellist
Trait
The Atlas gains 1 Accuracy with its Terashima Blade attacks, and can inflict critical hits with the
weapon to deal an additional 1d6 damage.

Jager Kunst
Trait
Whenever the Atlas moves adjacent to an object or piece of terrain larger than itself, it may move
2 spaces in any direction as a free action, ignoring engagement and reactions. It can trigger this
effect multiple times per turn, but only once per turn for each object or piece of terrain.

Multi-Gear Manoeuver System


System, Quick Action
The Atlas creates a zip line up to 8 spaces long between a space adjacent to itself and another
space within range that it has line of sight to. The ends of the line must be attached to a surface
of some kind. From the start of the Atlas’ next turn, size ½ characters can take a Quick Action to
move from one end of the zip line to the other, and actors of size 1 or larger who cross the zip
line for the first time during their turn or who start their turn in the line’s space must pass an
Agility save or fall prone. The line remains until a character adjacent to either end of the line
takes a Quick Action to destroy it, or the Atlas deploys a new zip line.

Ricochet Blades
System, Quick Action, Recharge (5+)
The Atlas marks a line 5 area from its position, forcing all targets within to pass an Agility save
or take 3/4/5 kinetic damage. If the line hits a piece of terrain or object of size 1 or larger, repeat
the attack from that object in a new direction that doesn’t overlap the object it ricocheted off.
This system can only ricochet to create a new line once per use.
SSC BLACK WITCH
Controller

Black Witch
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 10 12 6 +0 +2 +2 +0 1 5 15 10 1
Tier II
10 12 14 6 +0 +4 +4 +0 1 5 15 12 1
Tier III
12 14 16 6 +0 +6 +6 +0 1 6 15 14 1

Base Systems:
Mag Cannon
Main Cannon
Line 8
+2 vs evasion/tier
2/3/4 energy damage
All characters caught in the area of this weapon must pass a Hull save or be pulled 3 spaces
towards the Black Witch.

Ferrous Lash
System, Quick Action
The Black Witch targets a single enemy within range 8 and line of sight. The target must pass an
Agility save or be pulled 5 squares in a direction of the Black Witch’s choice. If the target
collides with an obstacle or another mech, it stops moving and falls prone.

Mag Parry
Trait, Reaction
Once per round as a reaction, the Black Witch can roll a d6 to attempt to parry an attack that
deals kinetic damage against it or an adjacent ally. On a 5+ the attack has no effect.

Repulsor Field
Trait
The Black Witch is resistant to kinetic damage.

Optional Systems:
CORE – Mag Field
System, Full Action, Limited (1)
The Black Witch creates a blast 4 area with at least one square adjacent to it. Ranged attacks that
deal kinetic or explosive damage cannot penetrate into or out of the area, and it counts as
difficult terrain. Characters who enter the mag field or start their turn in it must make a
successful Hull save or be pulled as close as possible to the centre of the area and be
Immobilized. The field lasts until the end of the Black Witch’s next turn.

Black Ice Module


System
Tech attacks against the Black Witch and any adjacent allies suffer an additional 2 Difficulty.

SSC Synergy
Trait
The Black Witch gains +2 evasion and +2 speed.

Mag Deployer
Deployable, Quick Action, System
As a quick action, the Black Witch deploys a 2x2 metal plate into a free area within range 5. The
plate is flat, does not obstruct movement, has 5 evasion and 20 HP, and is destroyed if the Black
Witch makes a new one. Whenever a hostile character enters the plate’s area, it must pass a Hull
save or be pushed 3 spaces in a direction of the Black Witch’s choice. If it collides with another
character or obstacle, it is knocked prone. Allies who enter the plate’s space can immediately fly
3 squares in any direction as a free action.

Mag Shield
System, Quick Action, Shield
The Black Witch creates a line 4 force field 4 squares high in a free area with at least 1 square
adjacent to it. Characters gain resistance to kinetic and explosive damage from attacks that would
draw line of effect from the other side of the field as if checking for hard cover, and characters
cannot move through the force field. The field is immediately destroyed if the Black Witch
creates a new one, but otherwise lasts until the end of the scene.
SSC DEATH’S HEAD
Artillery

Death’s Head
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 10 8 6 -1 +2 +2 +1 0 5 20 10 1
Tier II
12 12 9 7 -1 +3 +3 +2 0 5 20 11 1
Tier III
14 14 10 8 -1 +4 +4 +2 0 6 20 12 1

Base Systems:
Vulture DMR
Main Rifle
2 heat (self)
Range 15
+2 vs evasion/tier plus 1 Accuracy
6/8/10 kinetic damage

Neuro-Linked
Trait
The Death’s Head can reroll the first attack it makes in a turn, if that attack is a miss.

Perfected Targeting
Trait
The Death’s Head can inflict critical hits, dealing +1d6 bonus damage with hits that do so.

Tracking Drone
Quick Tech, Recharge (4+)
Sensor Range (20)
+2 vs e-defence/tier
On hit, the target cannot hide and the Death’s Head’s attacks against it ignore Invisibility. This
effect lasts until the target makes a successful Engineering check as a Quick Action to remove
the drone.

Optional Systems:
CORE – Precognitive Targeting
System, Full Action
The Death’s Head Immobilizes itself. As long as it remains Immobilized, it deals an additional
5/6/7 damage to targets not in cover who are farther than range 5 from its position. It can end this
self-imposed Immobilization as a protocol at the start of its turn.

Core Siphon
System
The first attack roll the Death’s Head makes in a turn gains 1 Accuracy.
High Stress Mag Clamps
System
The Death’s Head can climb any surface without penalty and walk or stand on such surfaces as if
they were flat ground, even if vertical or overhanging.

Kinetic Compensator
System
The Death’s Head’s ranged attacks gain the Reliable 1/2/3 tag.

Railgun
Heavy Rifle
2 heat (self)
AP, Ordnance
Line 20
+2 vs evasion/tier
7/9/11 kinetic damage
SSC DUSK WING
Support

Dusk Wing
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 12 8 4 +0 +2 +2 +0 0 6 10 10 ½
Tier II
10 14 9 5 +0 +3 +3 +1 0 6 10 12 ½
Tier III
12 16 10 6 +0 +4 +4 +2 0 7 10 14 ½

Base Systems:
Veil Rifle
Main Rifle
Line 10
+2 vs evasion/tier plus 1 Accuracy
2/3/4 energy damage
Allies caught in the area of this weapon are not attacked, but instead gain soft cover until the end
of the Dusk Wing’s next turn.

Mirage
Quick Tech
Sensor Range (10)
+2 vs e-defence/tier
On hit, the Dusk Wing or a single allied character it can see becomes invisible to the target until
the end of the Dusk Wing’s next turn.

Integrated Hover Flight


Trait
The Dusk Wing can hover when it moves or boosts.

Harlequin Cloak
Trait
The Dusk Wing is Invisible during its turn. It reappears at the end of its turn.

Optional Systems:
CORE – Hall of Mirrors
System
Each time the Dusk Wing moves or boosts, it leaves behind a hologram in the space where it
started. These holograms can be moved through and don’t actually fill the space, but explode and
deal 3/4/5 energy damage to any enemy who enters or becomes adjacent to their position. As a
Quick Action, the Dusk Wing can teleport any distance to a hologram’s location, immediately
exploding all existing holograms in the process.

Burst Launcher
Main Launcher
Arcing
Range 15
+1 vs evasion/tier plus 1 Accuracy
2/3/4 explosive + 1 heat
The Dusk Wing can critically hit with this weapon. A critical hit causes the target to become
Impaired until the end of its next turn.

Flicker Field
System
If the Dusk Wing moves or boosts on its turn, it counts as being Invisible for the next attack
made against it.

Stun Crown
System, Quick Action, Recharge (6+)
The Dusk Wing emanates a burst 3 area. Enemies in the area who are not in cover from the Dusk
Wing must pass an Agility save or become Jammed until the end of their next turn, and a
Systems save or become I until the end of their next turn.

Oasis
System, Quick Action
2 heat (self)
The Dusk Wing moves its speed in a straight line. Every space it leaves is filled with a size 1
light construct that grants hard cover and resistance to energy damage to adjacent characters.
Light constructs do not block movement, and last until the end of the scene or until the Dusk
Wing uses this system again.
SSC METALMARK
Striker

Metalmark
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 10 6 5 +0 +2 +0 +0 1 5 10 10 1
Tier II
13 12 7 5 +1 +3 +1 +0 1 5 10 12 1
Tier III
16 14 8 5 +2 +4 +2 +0 1 6 10 14 1

Base Systems:
Rail Rifle
Main Rifle
1 heat (self)
Line 10
+2 vs evasion/tier
5/6/7 energy damage

Shock Knives
Auxiliary Melee
1 heat (self)
Thrown 5, Threat 1
+2 vs evasion/tier
1/2/3 energy damage and 2 Burn
Thrown shock knives automatically return to the Metalmark at the end of its turn.

Carapace Adaptation
Trait
Soft cover imposes 2 Difficulty on ranged attacks made against the Metalmark instead of 1
Difficulty.

Flash Cloak
Trait
The Metalmark is Invisible while moving, but reappears after it finishes its movement.

Optional Systems:
CORE – Tactical Cloak
System
The Metalmark is invisible.

Flash Charges
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
As a Quick Action, the Metalmark throws a grenade that creates a blast 2 zone lasting until the
end of its next turn. Characters other than the Metalmark inside the zone cannot trace line of
sight out of it.

Heavy Assault Sword


Heavy Melee
Threat 1
+1 vs evasion/tier
7/9/11 kinetic damage

Metalmark Hunter
Trait
When the Metalmark makes a thrown attack with its shock knives, it can attack two enemies
within range rather than just one.

Shock Wreath
Trait
The Metalmark’s melee and thrown attacks all inflict an additional 2 Burn.
SSC MONARCH
Artillery

Monarch
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 8 8 6 +0 +1 +1 +0 1 5 15 10 2
Tier II
13 9 9 7 +1 +2 +3 +1 1 5 15 10 2
Tier III
16 10 10 8 +2 +3 +4 +2 1 5 15 10 2

Base Systems:
Gandiva Missiles
Heavy Launcher
Smart, Seeking
Range 15
+1 vs evasion/tier plus 1 Accuracy
7/8/9 energy damage

Sharanga Missiles
Main Launcher
Arcing
One or two targets within range 15
+2 vs evasion/tier
3/4/5 explosive damage

Avenger Silos
Trait
The Monarch can inflict critical hits. When it does so, it chooses a different target within line of
sight and range 15, which takes 3 explosive damage.

Seeking Payload
Trait
The Monarch’s launcher attacks that consume Lock On gain the Seeking tag and their damage
cannot be reduced in any way.

Optional Systems:
CORE – Divine Punishment
System, Full Action, Limited (1)
The Monarch chooses a blast 4 area anywhere on the battlefield and unloads the Avenger silos
onto it. It does not require line of sight to the location and the missiles can seek any target as long
as they can trace a path to it. All targets of the Monarch’s choice in the area take 7/9/11 explosive
damage, or half if they succeed at an Agility save.

Javelin Rockets
System, Quick Action
The Monarch chooses 3 free spaces in range 20 and line of sight that are not adjacent to each
other. These spaces are visible to all characters. The next time any hostile character passes
through this space or any of the spaces over it vertically up to 10 spaces high, or starts its turn in
one of those spaces, it takes 5/6/7 kinetic damage as a rocket hits it, then this effect ends in that
area. It also ends on all targeted spaces at the start of the Monarch’s next turn

Stabilizer Mods
Trait
The Monarch’s launcher weapons have their range increased by 5 and gain the Ordnance tag.

Pinaka Missiles
Superheavy Launcher
Arcing, 2 heat (self)
Range 20, one or two Blast 1 areas
8/10/12 explosive damage
This weapon’s blast areas cannot overlap. It replaces the Monarch’s Gandiva missiles.

TLALOC-class NHP
System, Protocol, AI
The Monarch gains the AI tag. When it activates this protocol, it becomes Immobilized until the
start of its next turn, but gains the Reliable 2/3/4 tag on its launcher weapons.
SSC MOURNING CLOAK
Striker

Mourning Cloak
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 12 6 4 -1 +2 +2 -1 0 5 15 10 1
Tier II
12 14 8 4 -1 +4 +3 -1 0 6 15 11 1
Tier III
15 16 10 4 -1 +6 +4 -1 0 7 15 12 1

Base Systems:
Variable Sword
Main Melee
Threat 2
+2 vs evasion/tier plus 1 Accuracy
3/4/5 kinetic damage
The Mourning Cloak can inflict critical hits with this weapon, dealing an additional d6 bonus
damage when it does so.

FADE Cloak
Quick Tech
The Mourning Cloak becomes out of phase with reality, able to move through obstacles, ignore
difficult and dangerous terrain, and becoming immune to engagement. It also cannot take or deal
damage, or interact with the physical world in any way. These effects end at the beginning of the
Mourning Cloak’s next turn.

Hunter
Trait
If the Mourning Cloak is the only character adjacent to a target, its melee attacks deal an
additional 4/5/6 damage.

Slipstream Module
Full Tech
Sensor Range (15)
The Mourning Cloak teleports to a free space within its sensor range. It does not need line of
sight to the chosen location.

Optional Systems:
CORE – Stabilize Singularity
System
When the Mourning Cloak moves or boosts, it instead teleports the same distance.

Exposed Singularity
System, Reaction
Once per round as a reaction when the Mourning Cloak takes damage, it may teleport to a free
space of its choosing within range 4.

Fold Knife
Auxiliary Melee
Threat 1
+2 vs evasion/tier plus 1 Accuracy
2/3/4 kinetic damage
After hitting a target with this weapon, the Mourning Cloak can teleport 2 spaces in any
direction.

Hunter Logic
Quick Tech
Sensor Range (15)
+2 vs e-defence
On hit, the target suffers 2/3/4 heat, and is Impaired and cannot willingly make any movement
that would take it closer to the Mourning Cloak until the end of its next turn.

Vijaya Rocket Batteries


Auxiliary Launcher
Range 5
+2 vs evasion plus 1 Accuracy
3 explosive damage
This weapon fires twice at Tier II, and three times at Tier III
SSC SWALLOWTAIL
Support

Swallowtail
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 10 10 4 -2 +2 +2 +0 0 6 20 10 1
Tier II
10 13 12 5 -2 +4 +3 +1 0 7 20 11 1
Tier III
12 16 14 6 -2 +5 +4 +2 0 8 20 12 1

Base Systems:
Oracle LMG-I Multi-Targeting Battery
Auxiliary Rifle
Arcing
One, two, or three targets within range 15
+1 vs evasion/tier plus 1 Accuracy
2/3/4 kinetic damage.

Markerlight
Full Tech
Sensor Range (20)
+2 vs e-defence/tier
On hit, the target takes 3/4/5 heat, gains the Lock On condition, and takes an additional 3/4/5
damage from the next attack that hits it before the start of the Swallowtail’s next turn.

Integrated Cloak
Trait
If the Swallowtail doesn’t move during its turn, it becomes Invisible at the end of its turn. This
lasts until it moves, takes a reaction, or starts its next turn.

Prophetic Scanners
Trait
Once per round, when the Swallowtail inflicts Lock On, it can also cause its target to become
Shredded until the start of the Swallowtail’s next turn.

Optional Systems:
CORE – TACSIM Swarms
System, Reaction
Once per round as a reaction, when an ally who the Swallowtail can see is hit by an attack, it
gives that ally resistance to the damage from that attack.

ATHENA-class NHP
System, AI, Quick Action
The Swallowtail gains the AI tag. As a Quick Action, it can place a blast 3 area within sensor
range that remains until the end of its next turn. Any enemies who end their turn in the zone gain
the Lock On condition and are revealed if hidden.

Cloaking Field
System
4 heat (self)
As a quick action, the Swallowtail and all allies within a burst 2 area become Invisible. Affected
characters cease to be Invisible if they leave the area, or if the Swallowtail is damaged or
becomes Stunned.

Low Profile
Trait
Rolls to find the Swallowtail while hidden, and ranged attack and tech rolls against it, are made
with 1 Difficulty.

Scout Drone
System, Drone (Size ½, 10 HP, 10 evasion/10 e-defence, Invisible), Quick Action
The Swallowtail deploys a scout drone to a location within sensor range and line of sight. The
drone emits a burst 2 area that reveals hidden enemies in the area and denies them the benefits of
Invisibility. The Swallowtail can recall or redeploy the drone with another Quick Action.
HORUS BALOR
Defender

Balor
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 6 10 4 +1 -1 +2 +0 0 3 5 10 2
Tier II
18 6 12 5 +2 -1 +3 +1 0 3 5 12 2
Tier III
22 7 14 6 +4 -1 +5 +1 0 3 5 14 2

Base Systems:
Nanobot Whip
Heavy Melee
Smart
Threat 3
+1 vs e-defence/tier
6/8/10 kinetic damage
On hit, the target is pulled to a free space adjacent to the Balor, or as close as possible.

Nanocomposite Thermal Pistol


Auxiliary CQB
Smart, Seeking
Line 5
+1 vs e-defence/tier
2/3/4 energy

Regeneration
Trait
At the end of its turn, the Balor regenerates 3/4/5 HP.

Scouring Swarm
Trait
All characters and objects of the Balor’s choice that start their turn grappled by or adjacent to the
Balor take 2/3/4 kinetic damage

Optional Systems:
CORE – Hellswarm
System, Protocol
The Balor’s Regeneration and Scouring Swarm traits have their numerical values increased by
2/3/4, and it grants soft cover to itself and adjacent allies. However, it is Shredded as long as this
Protocol is active.

Hive Drone
Quick Tech, Drone (Size 1/2, 10 HP, 10 Evasion/e-defense)
Sensor Range (5)
The Balor fires the drone into an empty square within range. While active, it emits a burst 2 area
granting allies soft cover. Enemies that start their turn within the area or enter it on their turn
suffer 1 AP kinetic damage. The Balor can move the drone to a new space by repeating this
action.

Nanocomposite Axe
Main Melee
Smart
Threat 1
+2 vs e-defence/tier
4/6/8 kinetic damage

Seeker Swarm
Main Nexus
Smart, Seeking
Range 5
+1 vs e-defence/tier
2/3/4 kinetic damage + Burn 2/3/3

Swarm Body
System
If the Balor does not move during its turn, then until the beginning of its next turn, all enemies
who start their turns adjacent to it, or who move adjacent to it, must pass a Systems save or suffer
3/6/9 kinetic damage.
HORUS GOBLIN
Controller

Goblin
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 11 12 4 -2 +0 +2 +0 0 5 20 12 ½
Tier II
8 12 14 5 -2 +1 +4 +1 0 5 20 15 ½
Tier III
10 12 16 6 -2 +2 +6 +2 0 5 20 18 ½

Base Systems:
Autopod
Main Launcher
Seeking, Reaction
Range 15
3/4/5 kinetic damage
This weapon cannot be fired normally. Once per round as a reaction when Lock On is consumed
by the Goblin or an ally on a target within range 15, the Autopod automatically fires and hits that
target.

Puppet System
Quick Tech
Sensor Range (20)
+2 vs e-defence/tier plus 1 Accuracy
The target takes 2/3/4 heat and moves up to its maximum speed in a direction of the Goblin’s
choice. This movement does not count as Knockback, push, or pull, can provoke reactions, and
must obey engagement.

Eject Power Cores


Quick Tech
Sensor Range (20)
+2 vs e-defence/tier plus 1 Accuracy
The target takes 2/3/4 heat and becomes Jammed until the end of its next turn. Adjacent enemies
to the target take 2/3/4 energy damage. A target can only be affected by this power once per
scene.

Goblin Panopticon
Trait
If the Goblin takes any Quick Tech or Full Tech actions during its turn, at the end of its turn it
may take a Quick Tech Lock On action as a free action.

Reactive Code
Trait, Reaction
Once per round as a reaction, the Goblin can perform a Quick Tech action against a character
who successfully performs any tech attack against the Goblin.

Optional Systems:
Symbiosis
System
Rather than being deployed as normal, the Goblin begins the scene attached to an allied mech. It
shares the same space as the ally and moves when the ally moves; it benefits from hard cover,
although it may still be targeted and attacked as normal. It can take two Quick Actions or one
Full Action during its host’s turn, and the host can use the Goblin’s System bonus and e-defence
values instead of its own if it desires. Any heat or condition imposed on the host also affects the
Goblin. The Goblin can end the Symbiosis as a Quick Action, and it ends automatically if either
Goblin or host are Stunned.

Meta-Hook
Quick Tech
Sensor Range (20)
The Goblin links to an allied character within range. It now treats that character’s sensor range
and line of sight as its own for the purposes of tech actions, but Goblin and ally both suffer any
conditions that the other does. The Goblin can end this effect as a Free Action, by using the
Meta-Hook on a new target, or by moving out of sensor range of the ally.

Construct Eidolon
Quick Tech
Sensor Range (20)
The Goblin creates a size 3 construct within range. The construct is immune to damage, can be
used as hard cover by allies, and obstructs movement. The construct lasts until the end of the
scene, until the Goblin creates another one, or until a character adjacent to it takes a Full Action
and passes a Systems check to destroy it.

Construct False Idol


Quick Tech
Sensor Range (20)
The Goblin creates an illusory copy of an ally in sensor range, placing the decoy in a free space
within sensor range. Any enemy that wishes to take hostile action against the ally and that also
has line of sight to the decoy must pass a Systems save or attack the decoy instead. Upon being
attacked or targeted by an effect that forces a save or deals damage or heat, the decoy
immediately dissipates. The Goblin can only have one decoy active at a time; using this action
again when one is already in play causes the old one to dissipate immediately.

Celestial Paradigm Shift


Quick Tech
Sensor Range (20)
The target takes 1/2/3 heat and the Goblin creates a size 4 zone shaped like a cube that must fully
contain it within. If that character moves fully outside the zone, it takes 2/3/4 heat and has a 50%
chance of teleporting back within the zone at the end of its turn, then the zone disappears
whether the character was teleported or not. The zone otherwise remains until the end of the
scene, or until the Goblin uses this action again.
HORUS GORGON
Defender

Gorgon
Mech, Defender, AI
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 8 12 5 +1 +0 +1 +0 0 4 8 12 2
Tier II
17 8 14 6 +2 +0 +3 +1 0 4 8 15 2
Tier III
20 10 16 8 +4 +0 +5 +2 0 4 8 18 2

Base Systems:
Nanocomposite Assault Rifle Batteries
Main Rifle
Reliable 2, Seeking, Smart
One or two enemies within range 10
+1 vs e-defence/tier
4/6/8 kinetic damage

Meta-State Paralysis
Trait
Any attacker that rolls a 1 or 2 on their d20 roll to attack the Gorgon is immediately Stunned
until the end of their next turn.

SCYLLA-Class NHP
System, Reaction
The Gorgon gains the AI tag. When an enemy attacks it, or an ally within range 5 of it, it can
take 1 heat to make a Skirmish action as a reaction targeting the attacker. The Gorgon can use
this system up to twice each round.

Guardian
Trait
Adjacent allies can use the Gorgon for hard cover.

Optional Systems:
CORE – Harnessed Basilisk
System
Any character who attacks the Gorgon or an ally within range 3 of it must pass a Systems save or
be Stunned until the end of their next turn. A target can only be Stunned once by this effect per
combat.

Monitor Module
System, Quick Action
The Gorgon chooses an adjacent ally. It can use its SCYLLA-class NHP reactions twice more in
the round, at no cost of heat, but only when an enemy attacks the ally chosen with the Monitor
Module.

Nanocomposite Vanguard Shotgun


Main CQB
Seeking, Smart
Range 5, Threat 3
+1 vs evasion/tier
3/4/5 kinetic damage
The Gorgon’s overwatch attacks with this weapon are triggered by anyone entering or exiting its
Threat, regardless of whether the target started its turn there.

SCORPION
System
If a hostile tech action against the Gorgon or an adjacent ally misses, or they succeed on a saving
throw against a tech action, the attacker is Jammed until the end of its next turn.

Vorpal Gun
Main Cannon
Range 5
+1 vs evasion/tier
8/10/12 kinetic damage
This weapon can only be fired as a reaction once per round to an ally taking damage from a
hostile character within range, and must attack that character.
HORUS HYDRA
Striker

Hydra
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 7 10 5 +0 +0 +2 +0 1 5 10 10 1
Tier II
13 8 12 5 +0 +0 +4 +0 1 5 10 12 1
Tier III
16 9 14 5 +1 +1 +6 +1 1 5 10 14 1

Base Systems:
Annihilation Nexus
Superheavy Nexus
AP, Smart
Burst 2
+2 vs e-defence/tier
7/9/11 energy damage
When the Hydra fires this weapon, it can fire the weapon again as a Protocol at the start of its
next turn. Whenever the Hydra fires this weapon, it can cause the area of effect to originate from
any of its deployed drones within sensor range instead of the Hydra instead of from the Hydra
itself.

Shepherd Field
Trait
Drones, deployables, and objects adjacent to the Hydra have resistance to all damage.

Flock of Drones
Quick Tech, Drone (Size 1/2, HP 15, 10 e-defense/evasion)
Sensor Range (10)
The Hydra deploys a drone to a free space within range. Drones have speed 5, and can make a
regular move at the beginning of the Hydra’s turn. Whenever a character starts its turn adjacent
to a drone or moves next to it for the first time during their turn, the Hydra may deal 3/4/5 AP
energy damage to them, apply the Lock On condition to them, or force them to pass a Hull save
or suffer the Shredded condition. The Hydra can redeploy a deployed drone as a quick action,
and can have a maximum of two drones deployed at a time.

Optional Systems:
CORE – OROCHI
System, Quick Action, Limited (1)
The Hydra deploys up to another 3 drones. This system increases the maximum number of
drones it can have deployed for the remainder of the scene by 3.

Guardian Drone
Trait
The Hydra can have 1 additional drone deployed. Whenever a character starts its turn adjacent to
a drone or moves next to it for the first time during their turn, the Hydra may choose to have
ranged attacks against that character suffer 1 Difficulty for as long as it remains adjacent to the
drone, instead of choosing one of the standard choices for drone effects available.

Guide the Flock


Quick Tech
Sensor Range (10)
The Hydra can move all drones within its sensor range up to 4 spaces in any direction, allied or
hostile.

Snare Drone
Trait
The Hydra can have one additional drone deployed. Whenever a character starts its turn adjacent
to a drone or moves next to it for the first time during their turn, the Hydra may choose to have
that character make an Agility save or be Immobilized until the end of their next turn, instead of
choosing one of the standard choices for drone effects available.

Tempest Drone
Trait
The Hydra can have one additional drone deployed. When one of the Hydra’s drones deals
energy damage to a target, that target also suffers Knockback 3.
HORUS KOBOLD
Controller

Kobold
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 10 10 6 +1 +0 +2 -2 1 4 15 10 ½
Tier II
10 11 12 6 +1 +0 +3 -2 1 4 15 12 ½
Tier III
12 12 14 6 +2 +1 +4 -2 1 5 15 14 ½

Base Systems:
Slag Cannon
Main cannon
1 heat (self)
+1 vs evasion/tier
Range 5
3/4/5 energy damage
When this weapon attacks a target on the ground then, hit or miss, it creates a size 1 piece of
terrain with 10 HP and 5 evasion in a free space adjacent to the target.

Mimic Carapace
System
If the Kobold begins its turn adjacent to a piece of terrain or hard cover of size 1 or larger, the
Kobold becomes invisible while it remains adjacent to that terrain or cover. The invisibility
immediately breaks if the Kobold attacks or takes damage.

Molten Puncture
Quick Tech
+1 vs e-defence/tier
Sensor Range (15)
On hit, the target takes 2/3/4 heat and, until the end of its next turn, it takes 2 Burn for each space
it moves voluntarily.

Slag Spray
System, Quick Action, Recharge (4+)
The Kobold creates a size 1 piece of hard cover with 10 HP and 5 evasion within a free space in
range 3 and line of sight.

Optional Systems:
CORE – Terraform
System, Full Action, Limited (1)
The Kobold creates up to ten size 1 cubes of hard cover with 10 HP and 5 evasion within free
spaces in range 5 and line of sight. It can stack cubes up to 5 spaces high.
FLAW_Minus
Quick Tech
+1 vs e-defence
Sensor Range (15)
On hit, the target takes 2/3/4 heat. At the start of the Kobold’s next turn, if the target is adjacent
to another character or piece of terrain of size 1 or larger, it takes 6/8/10 explosive damage.

FLAW_Plus
Quick Tech
+1 vs e-defence
Sensor Range (15)
On hit, the target takes 2/3/4 heat. At the start of the Kobold’s next turn, if the target is not
adjacent to another character or piece of terrain of size 1 or larger, it takes 6/8/10 explosive
damage.

Forge Clamps
Trait
The Kobold is immune to knockback and being knocked prone while it is adjacent to a piece of
terrain or hard cover of Size 1 or larger.

Seismic Pulse
System, Full Action, Recharge (5+)
The Kobold emits a line 10 area from itself, forcing all actors within to pass a Hull save or be
knocked prone and dealing 10 AP energy damage to objects and pieces of terrain. Any objects or
pieces of terrain destroyed by this damage explode in a burst 1 area; characters caught in one or
more such bursts must pass an Agility save, taking 6/8/10 explosive damage on a failure and half
damage if they pass.
HORUS LICH
Support

Lich
Mech, Support, AI
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
6 8 12 3 -1 +1 +2 +0 0 5 15 11 1
Tier II
8 9 12 4 -1 +2 +3 +1 0 5 15 14 1
Tier III
8 11 14 6 -1 +3 +4 +1 0 6 15 17 1

Base Systems:
Haste
Quick Tech
Sensor Range (15)
One ally within sensor range gains the ability to take the boost action as a free action once per
round on its turn. This effect remains until the end of the scene, or until the target takes any
damage.

Time Split
Quick Tech, Recharge (4+)
Sensor Range (15)
The Lich targets itself or a friendly mech in sensor range, causing the target to disappear and
placing two fields of paradox energy adjacent to it. Each field is the same size as the target and
has 10/15/20 HP, 5 heat, 5 speed, 5 evasion, and 5 e-defence. The fields are controlled by the
target and act on its turn, cannot take reactions, and can only move and boost. The fields are
characters that count as obstructions and grant hard cover. If a field overheats or is reduced to 0
HP, or the target chooses to make a field disappear as a reaction to the end of any character’s
turn, the other field immediately transforms into the target. If both fields disappear at the same
time, the target chooses which field disappears first and the other field transforms into the target.

Immortal
Trait, Limited (1)
As a reaction to being destroyed, the Lich may reappear at the location of its Soul Vessel marker,
is healed to full HP, has its heat cleared, and is set to 1 Structure and Reactor Stress if it normally
has more than 1.

Soul Vessel
Trait
At the start of the Lich’s turn, place a marker in its current location, removing any existing
markers from previous turns. Once per round as a reaction to being hit by an attack, taking heat
from any source, or failing a save or check, the Lich can become immune to all the damage, heat,
and conditions from that effect. It may then teleports to the marker or the closest free space to the
marker.
Optional Systems:
CORE – Chronostutter
System, Reaction
Once per round as a reaction to an attack, effect, or action made successfully against a character
inside the Lich’s sensor range, the Lich may interrupt that action before it fully resolves. The
targeted character is pushed up to 3 spaces in a direction of the Lich’s choice, and the Lich
teleports to one of the squares that character originally occupied. The Lich becomes the new
target of that attack, effect, or action.

Rewrite
Quick Tech
Sensor Range (15)
The Lich chooses a character within sensor range and causes all conditions other than Stunned
on the target to immediately end and transfer onto the Lich. These conditions remain on the Lich
until the end of its next turn.

Slow
Quick Tech
Sensor Range (15)
One target within sensor range must pass a Systems save or take 2/3/4 heat, be Slowed, and
become unable to take reactions. This effect ends if it takes any damage, or if it takes a Quick
Action and successfully repeats the Save.

Stay of Execution
Quick Tech, Recharge (6+)
Sensor Range (15)
The Lich chooses itself or a character within sensor range; unwilling targets must pass a Systems
save to avoid being affected. The target is rendered immune to all damage, conditions, and other
effects until the end of its next turn. At the end of its next turn, it is Stunned until the end of its
next turn.

Unraveller
Main Launcher
Reliable 2/3/3
Range 10
+1 vs evasion/tier
7/9/11 energy damage
If the damage from this weapon would not destroy its target or cause it to take 1 Structure
damage, it instead only inflicts its Reliable damage.
HORUS MANTICORE
Striker

Manticore
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 6 10 7 +0 +0 +2 -2 2 3 10 10 1
Tier II
13 7 12 8 +1 +1 +3 -2 2 4 10 12 1
Tier III
16 8 14 10 +2 +2 +4 -2 2 4 10 14 1

Base Systems:
Arc Projector
Heavy CQB
+2 vs evasion/tier
Range 5
4/5/6 energy damage
On hit, the Manticore can make a new, secondary attack against another character within range 3
of the first. This effect can chain up to three times, but the weapon can only hit a particular
character once with each firing.

Charged Exoskeleton
Trait, Reaction
Once per round as a reaction to taking heat from any source, even itself, the Manticore may deal
2/3/3 AP energy damage to a target within range 3.

Slag Carapace
Trait
The Manticore is resistant to energy damage and Burn.

Unstable System
Trait
When the Manticore is destroyed for any reason, it explodes at the end of its next turn as if it had
triggered a reactor meltdown.

Optional Systems:
CORE – Destruction of the Temple of the Enemies of RA
System, Reaction
The Manticore has resistance to heat. Once per round, as a reaction to taking heat or energy
damage from any source, even itself, the Manticore can discharge a burst 2 area around itself,
dealing 5/7/9 energy damage to all characters caught inside it, or half if they pass an Engineering
save.

Beckon
Quick Tech
Sensor Range (10)
+1 vs e-defence/tier
The target takes 2/3/4 heat and swaps places with the Manticore via teleportation.

Lightning Generator
System
At the beginning of its turn, the Manticore takes 1 heat and deals 1/2/3 energy damage to all
characters and objects adjacent to it.

Sear
Sensor Range (10)
+1 vs e-defence/tier
The target takes 2/3/4 heat and the Manticore takes 4/3/2 energy damage. The target then takes
an additional 2 heat for each Size 1 or larger character adjacent to it, to a maximum of 6
additional heat.

Smite
Quick Tech
Sensor Range (10)
+1 vs e-defence/tier
On hit, the target takes 2/3/4 heat and the Manticore takes 4/3/2 energy damage. The target must
pass a System save or be Stunned until the end of its next turn. A character can only be Stunned
once this way per scene.
HORUS MINOTAUR
Controller

Minotaur
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 8 10 5 +0 +0 +2 +0 0 4 8 10 1
Tier II
18 8 13 5 +1 +0 +4 +0 0 4 8 12 1
Tier III
22 8 16 5 +2 +0 +6 +0 0 4 8 14 1

Base Systems:
Assault Rifle
Main Rifle
+1 vs evasion/tier
Reliable 2
Range 10
4/5/6 kinetic damage

Localized Maze
Trait
Hostile characters can never pass through the Minotaur’s space for any reason. Engaging the
Minotaur always causes a hostile character to stop moving, no matter what size it is.

Metafold Maze
Trait, Quick Action
As a Quick Action after any successful tech attack during the Minotaur’s turn, the Minotaur may
Slow the target of the tech attack until the end of the Minotaur’s next turn. If the target is already
Slowed, they become Immobilized until the end of the Minotaur’s next turn. If the target is
already Immobilized, they become Stunned until the end of the Minotaur’s next turn. A target can
only be Stunned once per scene by this ability, but can be Slowed or Immobilized any number of
times.

Viral Logic
Quick Tech
Sensor Range (8)
+2 vs e-defence/tier
On hit, the target takes 2/3/4 heat and all other characters within burst 2 of it (but not the target
itself) must pass a Systems save or become slowed until the end of the Minotaur’s next turn.

Optional Systems:
CORE – Maze
Full Tech, Limited (1)
Sensor Range (8)
The Minotaur chooses a target in sensor range, which becomes Stunned. At the end of its next
turn, it must pass a Systems save with Difficulty 3 or remain Stunned. It repeats this save at the
end of subsequent turns, gaining a cumulative 1 Accuracy each time until it passes and clears the
Stunned condition. Otherwise, it remains Stunned.

Chains of Prometheus
Full Tech
Sensor Range (8)
+2 vs e-defence/tier
On hit, target takes 4 heat and for the remainder of the scene it must end its turn within range 5
of the Minotaur or take an additional 1/2/3 heat. It can end this effect by taking a Full Action and
passing a Systems save, and the effect also ends when the Minotaur uses this ability on a
different target.

Excommunicate
Full Tech
Sensor Range (8)
+2 vs e-defence/tier
On hit, for the remainder of the scene, if the target starts its turn or moves adjacent to a character
allied with it, both target and allied character take 3/4/5 heat. It can end this effect by taking a
Full Action and passing a Systems save, and the effect also ends when the Minotaur uses this
ability on a different target.

Interdiction Field
System, Protocol
When activating this protocol, the Minotaur becomes Slowed until the beginning of its next turn.
Enemies who start their turns within a burst 3 area of the Minotaur must pass a Systems save or
become Slowed until the end of their next turn.

Metafold Carver
Quick Tech
Sensor Range (8)
+2 vs e-defence/tier
On hit, the target is teleported 4 squares directly towards the Minotaur. If this would put any part
of the target inside another character, object, or piece of terrain, return it to its starting location.
HORUS PEGASUS
Artillery

Pegasus
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 8 10 6 +0 +0 +2 +0 0 4 10 10 1
Tier II
12 9 12 6 +0 +1 +4 +0 0 4 10 11 1
Tier III
14 10 14 6 +1 +2 +6 +1 0 4 10 12 1

Base Systems:
Smart Gun Battery
Main Rifle
Smart, Seeking
+1 vs evasion/tier plus 1 Accuracy
One or two targets within range 15
4/6/8 kinetic damage
If this weapon is fired as part of a Barrage, it can attack a single target twice rather than firing at
two separate targets.

Hunter Lock
Trait, Quick Action
The Pegasus nominates a character within its sensor range. Its first attack that hits the target each
round deals 3 additional damage. It cannot use this ability to nominate a new target until the
current target is destroyed or the scene ends.

Ushabti Omnigun
Trait, Free Action
Once per turn, the Pegasus can deal 1 AP kinetic damage to a target within range 15. It does not
need line of sight to the target, and the omnigun automatically hits. The damage cannot be
reduced by any means.

Optional Systems:
CORE – Unshackle Ushabti
Trait
The Pegasus’s Ushabti Omnigun can be used three times per turn rather than just once.

Autogun
Main Rifle
Range 15
+2 vs evasion/tier
3/4/5 kinetic damage
The Pegasus can only fire this weapon as a free action at the end of its turn. It cannot be fired by
any other action or reaction.
Eye of Horus
Trait
Enemies do not benefit from Invisibility against the Pegasus.

Mimic Gun
Heavy ???
As a Free Action at the beginning of the Pegasus’ turn, it can have the Mimic Gun copy the
weapon type and profile of a single Main weapon on another character within sensor range. The
Mimic Gun reverts to its basic non-profile at the beginning of the Pegasus’ next turn.

Sisyphus Class NHP


System, AI, Reaction
The Pegasus gains the AI trait and, twice per round as a reaction, it can replaced the value rolled
on a d20 by itself or another character within sensor range with a 10.
HA BARBAROSSA
Artillery

Barbarossa
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 6 6 8 +2 -2 +0 +2 2 2 10 10 3
Tier II
16 6 6 10 +3 -2 +0 +3 2 2 10 12 3
Tier III
20 6 6 12 +4 -2 +0 +5 2 2 10 14 3

Base Systems:
Siege Cannon
This weapon can be fired with two profiles:

Superheavy Cannon
Arcing, Ordnance, Loading
4 heat (self)
+1 vs evasion/tier
Range 35, Blast 2
9/12/15 explosive damage
This weapon cannot be fired at targets within range 5.

Superheavy Cannon
Knockback 2
2 heat (self)
+1 vs evasion/tier
Range 20
9/12/15 explosive damage

Blast Plating
Trait
The Barbarossa has resistance to explosive damage.

Colossus
Trait
The Barbarossa can be used as hard cover by adjacent allies.

Heavy Frame
The Barbarossa cannot be knocked back, pushed, pulled, or knocked prone by actors smaller
than itself.

Optional Systems:
CORE – Apocalypse Rail
System, Full Action, Limited (1)
The Barbarossa can do nothing else on the turn it fires the Apocalypse Rail, not even move.
Place a blast 2 area in line of sight within range 30; targets within the blast must pass an agility
save or be Stunned, Shredded, and lose 1 Structure. Objects and terrain take 100 AP explosive
damage. The blast area becomes soft cover and dangerous terrain dealing Burn damage for the
remainder of the scene. This weapon cannot be fired prior to the fourth round in a scene.

Auto-Loader
System, Quick Action
The Barbarossa can reload one weapon with the Loading tag..

Flak Launcher
System, Quick Action
A flying target within range 15 and line of sight must pass an Agility save or be forced to land,
falling but not taking damage. If forced to land, the target also becomes Slowed and unable to fly
until the end of its next turn.

Paracausal Assault Rifle


Reliable
1 heat (self)
Range 10
+1 vs evasion/tier
4/6/8 kinetic damage
Damage from this weapon cannot be reduced in any way.

Roller Grenade
System, Grenade (line 10), Quick Action, Recharge (5+)
As a quick action, the Barbarossa launches a roller grenade along a line 10 area, hitting the first
character it moves adjacent to. The target must pass an Agility save or take 6/7/8 explosive
damage and be knocked back in the direction of the line 3 spaces.
HA GENGHIS
Striker

Genghis
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 6 8 10 +0 +0 +0 +2 3 3 5 10 1
Tier II
11 7 9 12 +1 +0 +0 +4 3 3 5 12 1
Tier III
14 8 10 14 +2 +0 +0 +6 3 3 5 14 1

Base Systems:
Plasma Thrower
Superheavy CQB
4 heat (self)
+2 vs evasion/tier
Cone 7 or Line 10
4/5/6 energy damage and 6 Burn
Choose 3 empty spaces in the targeted area after firing to contain white-hot flames; the first time
on its turn a character moves into one of these spaces or starts its turn there, it takes 3/4/5 energy
damage. These flames remain until the end of the scene.

Thermal Rifle
Main Rifle
AP
+2 vs evasion/tier
Range 5
4/5/6 energy damage

Insulated
Trait
The Genghis is immune to Burn damage.

Emergency Vent
Trait
If the Genghis does not move during its turn, it may choose to cool to 0 heat at the end of its turn.

Optional Systems:
CORE – Expose Power Cells
System, Reaction, Limited (1)
As a reaction to overheating, the Genghis may choose to ignore the overheating check, take no
Reactor Stress, clear its heat gauge, and create a burst 3 area centred on itself. Inside the burst, all
characters count as Invisible to everyone but the Genghis, and all mechs other than the Genghis
who enter the area for the first time on their turn or start their turn there take 2 Burn and 2/3/4
heat. At the beginning of the Genghis’s next turn, all characters in the zone instead count as in
soft cover, which the Genghis ignores, but the Burn and heat lingers. At the beginning of the turn
after that, the zone dissipates.

Explosive Vent
Trait
When the Genghis cools to 0 heat for any reason, it vents a burst 1 area around itself that deals 2
heat and Burn to all other characters within it.

HAVOK Charges
System, Grenade (Range 5, Line 5), Quick Action, Recharge 5+
The Genghis can throw this grenade, releasing a spray of napalm in a line 5 area drawn in any
direction from its impact location. Characters in the area take 3/4/5 Burn, or 1 Burn if they pass
an Agility save.

HEATFALL
System
The Genghis can overcharge. Its cost for overcharging is always 1d6 heat.

AGNI-Class NHP
System, AI, Quick Action, Recharge (6+)
The Genghis gains the AI tag. As a Quick Action it can cool to 0 heat and create a burst 2 area
around itself. All targets within the burst must pass an Engineering save or take 2/2/3 Burn and
be pushed out of the zone (or as far as possible). This area provides soft cover until the end of the
Genghis’ next turn.
HA ISKANDER
Controller

Iskander
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 8 10 7 +0 +0 +1 +2 1 3 15 10 2
Tier II
12 8 12 8 +0 +1 +2 +4 1 3 15 12 2
Tier III
15 8 14 10 +0 +1 +3 +5 1 3 15 15 2

Base Systems:
Gravity Gun
Heavy Cannon
Blast 3
Range 8
Rather than the Iskander making an attack roll, all targets in the blast area must pass a Hull save
or take 3/4/5 energy damage and be pulled as close to the centre of the blast as possible.

Assault Launcher
System, Grenade (range 15), Quick Action, Recharge (4+)
The Iskander fires a grenade with its smoke launcher. It can fire a frag grenade or a gravity
grenade.
Frag Grenade: The grenade creates a blast 2 area dealing 4/5/6 explosive damage to
those caught within, or half on a successful Agility save.
Gravity Grenade: The target must pass an Agility save or become Slowed until it spends
its turn without making any voluntary movement.

Mine Fabricators
System, Recharge (5+)
The Iskander deploys 3 mines into free spaces within range 3. The mines are Invisible and
untargetable but can be revealed or disarmed via the usual rules for mines. It can place frag
mines or grounding mines.
Frag Mine: The mine creates a blast 2 area when triggered by an enemy moving on or
adjacent to it, dealing 7/8/9 explosive damage to those caught within, or half on a successful
Agility save.
Grounding Mine: The mines do not activate by proximity; instead, the Iskander can use
a Quick Action to detonate one, targeting a character within range 6 of the mine’s position. The
target must pass a Hull save or be pulled as close as possible to the mine’s space and knocked
prone.

Skeleton Key
Trait
The Iskander never triggers mines or other systems that work by proximity unless it chooses to.
Optional Systems:
CORE – Death Cloud
System, Limited (1), Quick Action
Until the beginning of the Iskander’s next turn, once per turn when a hostile character boosts, is
knocked back, or makes other voluntary or involuntary movement apart from their regular move,
they take 3/4/5 AP explosive damage.

Brace of Stub Guns


Auxiliary Cannon
Knockback 1
One or two targets within range 5
+2 vs evasion/tier
3/4/5 explosive damage
If this weapon targets only a single enemy, its knockback increases to 2.

Integrated Fabrication Feeds


Trait
The Iskander gains +1 on its Recharge rolls.

Repulsor Field
System, Quick Action
1 heat (self)
As a quick action, all characters within a blast 2 area of the Iskander must pass a Hull save or
suffer Knockback 2 away from the Iskander. All mines within the blast area then detonate; the
Iskander is immune to the damage and effects of any mines triggered in this way.

Tesseract
Quick Tech
Sensor Range (15)
One target within range must pass an Engineering save or be Immobilized and lifted 6 spaces
above the ground. At the end of its next turn it floats harmlessly to the ground and ceases to be
Immobilized.
HA NAPOLEON
Defender

Napoleon
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 8 8 12 -1 +0 +0 +4 2 4 5 11 ½
Tier II
10 10 10 13 -1 +1 +1 +5 2 5 5 13 ½
Tier III
12 12 12 14 -1 +2 +2 +6 2 5 5 16 ½

Base Systems:
Displacer
Main Rifle
Loading, AP
10 heat (self)
Range 10, Blast 1
+1 vs evasion/tier
10/11/12 energy damage

Flash Aegis Brace


Trait, Reaction
Once per round as a reaction, the Napoleon reduces the damage from one attack that just hit it to
1 damage.

Well Shielded
Trait
When the Napoleon passes a check or save that would reduce the damage from a source by half,
it instead reduces the damage to 1.

Optional Systems:
CORE – Trueblack Aegis
System, Limited (1), Quick Action
The Napoleon activates its aegis, reducing all damage taken from any source to 1. While under
the aegis, it can only move and make the grapple, improvised attack, ram, and boost actions. It
cannot make or be the target of tech actions, and cannot communicate with others. This effect
lasts until the end of the scene.

Napoleon Brawler
Trait
The Napoleon’s improvised melee attacks deal 7/9/11 kinetic damage and knockback 2.

Stasis Bolt
System, Reaction, Recharge (6+), Shield
As a reaction when an ally within range 5 is targeted by a ranged attack, the Napoleon may make
that attack automatically miss.

Stasis Generator
System, Quick Action, Shield
The Napoleon targets a character within range 5 and line of sight, forcing them to pass an
Engineering save or become Stunned and immune to all damage and effects until the end of their
next turn. A character can only be put into stasis once per scene.

Stasis Barrier
System, Quick Action, Recharge (5+), Shield
The Napoleon creates a line 4 zone with at least one space adjacent to it. The line is 4 spaces
high and does not block line of sight or provide cover. Whenever an attack of any kind would
draw line of effect across the barrier, roll a d6; on a 4+ the attack has no effect whatsoever. The
line cannot be crossed and is immune to all damage. It lasts until the Napoleon deactivates it with
a Quick Action, or until the scene ends.
HA SALADIN
Defender

Saladin
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 6 8 8 +1 +0 +0 +1 1 3 10 10 2
Tier II
18 8 10 10 +2 +0 +1 +2 1 3 10 11 2
Tier III
22 8 12 12 +4 +0 +2 +3 1 3 10 12 2

Base Systems:
Paracausal Assault Rifle
Main Rifle
Reliable 2
Range 10
+1 vs evasion/tier
4/5/6 kinetic damage
Damage from this weapon cannot be reduced in any way.

Guardian
Trait
Adjacent allies can use the Saladin for hard cover.

Reinforced Frame
Trait
The Saladin is immune to the Shredded condition.

Warp Shield
Trait, Reaction
Once per round as a reaction, the Saladin can impose 1 Difficulty on an attack roll that targets
itself or an ally within sensor range. It must choose to impose this Difficulty before the attack is
rolled.

Optional Systems:
CORE – Tachyon Shield
System, Quick Action, Reaction
The Saladin shields an ally within sensor range. Once per round as a reaction to an enemy
attacking the shielded ally, the Saladin gives the ally resistance to all damage from the attack
and, if the attack misses, forces the attacker to target another character or object within range and
line of sight of the ally instead. The Saladin can swap the shield to a different ally as a Quick
Action, and can only maintain one tachyon shield at a time.

Support Shield
System, Quick Action, Shield
The Saladin is Immobilized, but all ranged and melee attacks against any character or object
within a burst 3 zone around this mech originating outside of that zone are made with 1
Difficulty. Once per round as a reaction, the Saladin can gain 2 heat to grant resistance to all the
damage of an attack that hit a character or object within the burst. The Immobilization and zone
last until the end of the Saladin’s next turn.

Paracausal Impulse Missiles


Main Launcher
Arcing
Range 15
+1 vs evasion/tier
2/3/4 energy damage
The attack roll for this weapon never suffers any Difficulty on the final roll. Damage from this
weapon cannot be reduced in any way. This weapon replaces the Saladin’s assault rifle.

Flash Anchor
System, Reaction
Once per round as a reaction to the Saladin or an ally within sensor range and line of sight being
knocked back, pushed, pulled, or knocked prone, the Saladin can negate the effect and grant the
target immunity to further effects of these types until the start of their next turn.

VISHNU-Class NHP
System, AI
The Saladin gains the AI tag. Whenever an attacker misses the Saladin or an adjacent ally with a
ranged attack, the attacker takes 4/5/6 kinetic damage.
HA SHERMAN
Striker

Sherman
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 7 8 8 +0 -1 -1 +4 1 3 10 10 1
Tier II
13 9 10 10 +1 -1 -1 +5 1 3 10 12 1
Tier III
16 10 11 12 +2 +1 -1 +6 1 4 10 14 1

Base Systems:
Heavy Laser
Heavy Cannon
3 heat (self)
+1 vs evasion/tier
Range 12
7/9/11 energy damage and Burn 3

Solidcore
Main Cannon
Ordnance
Line 8
+1 vs evasion/tier
3/5/7 energy damage

Vent Heat
Trait
When the Sherman Stabilizes or Overheats, it counts as in soft cover until the start of its next
turn.

Optional Systems:
CORE – COREBURN Protocols
System, Limited (1)
When the Sherman fires its Solidcore, as a Free Action it can increase the weapon’s range to Line
16 and the damage to 8/10/12 energy damage.

Reactor Stabilizer
System
When the Sherman gains the Exposed status, it ends automatically at the end of the Sherman’s
next turn.

Redundant Systems Upgrade


System
The Sherman can Stabilize as a Quick Action.
ASURA-Class NHP
System, AI
The Sherman gains the AI tag and can overcharge, always taking 1d6 heat when it does so.

Tachyon Lance
Superheavy Cannon
Ordnance, 4 heat (self)
Range 20
+1 vs evasion/tier
5/7/9 energy damage plus Burn 8
This weapon replaces the Heavy Laser, and changes the Sherman’s class to Artillery. The
Sherman’s HP fall to 8/11/14.
HA SUNZI
Controller

Sunzi
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
9 7 8 7 +0 +0 +1 +2 1 4 15 10 1
Tier II
11 8 10 10 +0 +0 +2 +3 1 4 15 12 1
Tier III
13 9 12 13 +0 +1 +3 +4 1 4 15 14 1

Base Systems:
Warp Rifle
Main Rifle
AP, Loading
Range 10
+1 vs evasion/tier
3/4/5 energy damage
On hit, the target must pass an Engineering save or be teleported to a free valid space in a
direction of the Sunzi’s choice up to 3/4/5 spaces away.

Blink Anchor
System, Deployable (size ½, 20 HP, 5 evasion), Quick Action, Recharge (4+)
The Sunzi places a blink anchor in an adjacent space. Once per round as a reaction when any
character teleports within line of sight of the Sunzi, the Sunzi can change the end point of the
teleport to a space adjacent to the blink anchor, as long as there is free space. The blink anchor
remains until destroyed or until the Sunzi places a new blink anchor.

Safe Harbor
Trait
The Sunzi cannot be teleported unwillingly. Any other character that teleports considers free
space adjacent to the Sunzi as a valid destination space to teleport to, as long as they are within
range 50 of it.

Slip
Trait, Free Action
Once per round, the Sunzi can teleport 2 spaces.

Optional Systems:
CORE – Art of War
Trait Reaction, Recharge (4+)
As a reaction to the start of any character’s turn that is within sensor range and line of sight, the
Sunzi may immediately teleport that target up to 5 spaces in any direction to a free space.

Accelerate
Quick Tech
Sensor Range (15)
The Sunzi chooses two free spaces within sensor range that are in range 5 of each other.
Characters that enter either space for the first time on their turn or start their turn there are
pushed in a straight line as far as possible towards the other space, although they may avoid the
effect if they pass a Hull save. Grenades, deployables, and loose objects of size 1 or less thrown
or placed into either space are pushed in the same way before activating or detonating. Whenever
the movement would cause a collision with another object or character, they immediately stop
moving (and activate or detonate if appropriate). The area lasts until the end of the Sunzi’s next
turn.

Distort
Quick Tech
Sensor Range (15)
The Sunzi creates a blast 2 area in free space within range. Weapons with the blast, cone, or line
traits exclude the zone’s space from their area of effect. Characters moving into the area instead
teleport to a free space of their choosing adjacent to the area. The zone blocks line of sight, but
can be attacked with ranged weapons that lack the blast, cone, or line traits; such attacks are
retargeted at a new target of the attacker’s choice within range 10 of the zone, with the zone as a
new point of origin for all purposes (including line of sight). The zone remains until the end of
the scene, until the Sunzi creates a new distort zone, or until the Sunzi spends a Quick Action to
end the effect.

Unravel
Quick Tech
Sensor Range (15)
Either the Sunzi or one target within sensor range becomes charged with unstable energy until
the end of their next turn. As a reaction to the target taking damage within that duration, the
Sunzi may teleport the target up to 3 spaces in any direction to a valid free space. If the target
passes an Engineering save, they may ignore this effect.

Warp Grenade
System, Grenade (Range 10, Blast 4), Quick Action, Recharge (5+)
The Sunzi can teleport any character in the blast area of the Warp Grenade to any other free
space in the same area. Characters that pass an Engineering save can avoid this effect.
HA TOKUGAWA
Striker

Tokugawa
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 8 6 8 +1 +1 -1 +1 1 4 10 10 1
Tier II
13 10 6 10 +2 +2 -1 +2 1 5 10 12 1
Tier III
16 12 8 12 +3 +3 -1 +3 1 5 10 14 1

Base Systems:
Paired Torch Blades
Main Melee
2 heat (self)
+1 vs evasion/tier
One or two enemies within threat 1
4/5/6 energy damage and 3 Burn

Overclocked
Trait
The Tokugawa can overcharge, always taking 1d6 heat for doing so.

Plasma Sheathe
Trait
When the Tokugawa is in the danger zone or has the Exposed status, its attacks deal 1/2/3
additional Burn damage.

Optional Systems:
CORE – Superheated Reactor Feed
System
The Tokugawa’s ranged weapons gain +10 range and its melee weapons gain +2 threat.

Annihilator
Main CQB
AP, 2 heat (self)
Range 5, Threat 3
4/5/6 energy damage
On hit, this weapon also attacks all characters in a burst 1 area around the target.

Experimental Heat Sink


Trait
When the Tokugawa is in the danger zone, it has resistance to all heat from any source. If it
overheats or cools below the danger zone, it retains this resistance until the end of the current
turn.
Plasma Gauntlet
System, Quick Action, Recharge (6+)
The Tokugawa can only use this system while in the danger zone. An adjacent mech must pass
an Agility save or take 7/9/11 AP energy damage and be knocked prone; if the target passes, they
take half damage and are not knocked prone.

AMATERASU-Class NHP
System, AI, Protocol, Recharge (6+), 4 heat (self)
The Tokugawa gains the AI tag. Its first attack this turn adds its current Heat as bonus energy
damage.
GMS EVEREST
Striker

Everest
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 8 8 6 +1 +1 +1 +1 0 4 10 10 1
Tier II
15 10 10 7 +2 +2 +2 +2 0 5 10 12 1
Tier III
18 12 12 8 +3 +3 +3 +3 0 6 10 14 1

Base Systems:
Assault Rifle
Main Rifle
Reliable 2
+1 vs evasion/tier
Range 10
5/6/7 kinetic damage
At the start of its turn, the Everest may choose to Immobilize itself until the start of its next turn.
If it does so, it gains 1 Accuracy on attack rolls with this weapon until the start of its next turn.

Shotgun
Main CQB
+1 vs evasion/tier plus 1 Accuracy
Range 5, Threat 3
4/6/8 kinetic damage

Initiative
Trait
The Everest gains an additional Quick Action as a Free Action in its first turn during a scene.

Optional Systems:
CORE – Hyperspec Fuel Injector
System, Limited (1), Protocol
This turn, the Everest can take an additional Quick Action as a Free Action.

Frag Grenades
System, Grenade (range 5, blast 1), Quick Action, Recharge (5+)
As a quick action, the Everest throws a frag grenade, dealing 4/5/6 explosive damage to targets
in the area. Targets who pass an Agility saving throw take half damage.

Heavy Assault Blade


Heavy Melee
+1 vs evasion/tier
Threat 1
7/9/11 kinetic damage

Mortar
Main Cannon
Arcing
+1 vs evasion/tier plus 1 Difficulty
Range 15, Blast 1
5/7/9 explosive damage

Smoke Grenades
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
The Everest throws a smoke grenade, which creates a blast area granting soft cover to all
characters and objects. The area lasts until the end of the Everest’s next turn.
KLEIN ZODIAC
Giving you the power to keep the city’s heart pumping.

Known for the Zodiac Personnel Augmentation Chassis range, Klein Zodiac’s move into the
mechanized cavalry market is rather orthogonal to that of many other manufacturers. Previously
achieving success in the personal firearms, construction, and communications sectors, KZ has
always focused its efforts on majorly built-up worlds and urban environments. Its mechs reflect
this perspective, being entirely built in the heavier-than-exosuit category (7 to 12 feet tall) and
designed to operate in cities and enclosed spaces. Furthermore, KZ mechs are largely
manufactured in flexible designs with both military-grade and civilian-grade patterns, or are even
built entirely for civilian use but easily repurposed to a combat agenda with a few after-market
modifications.

KZ labour and technical patterns are common in metroplexes and orbital megastructures across
known space, its sports chassis have graced plenty of fighting pits and destruction derbies, and
its enforcement and personal protection frames see use among militarized police forces in dense
urban centres who desire the additional physical prowess that a mechanized frame can provide.
However, the ease with which a Klein Zodiac frame can be acquired — and while KZ do
produce premium licenses, they aim to be as affordable as they can be — means that the
corprostate’s products see plenty of illicit use. Zodiac frames are a popular status symbol among
major organized crime, and plenty of licenses find their way into the hands of insurgents, rebels,
and black-reputation mercenary groups. Accusations that Klein Zodiac deliberately courts this
sort of business, renders their designs easy to modify into weaponized forms, or generally shows
a neglectful attitude towards such issues, are met with the vague denials of a corprostate happy to
rake in the profits from anyone who’ll do business with them.

Klein Zodiac NPCs: The KZ mechs are largely based around civilian, police, or militia designs.
They’re all size ½, primarily intended to see use in dense environments and cities. Many KZ
mechs fall short of true military-grade chassis when it comes to a straight-up battle, but can bring
unusual capabilities to the field and are exceptionally nimble at getting round their favoured
terrain. KZ mechs serve well when an opposition force involves local police, militia, or
organized crime, or when an insurgency is using whatever civilian and labour mechs they can get
their hands on.

Klein Zodiac Manufacturer Traits: All Klein Zodiac NPCs have the following traits.

Fine Manipulators: Klein Zodiac mechs are always able to interact with objects in the
environment that would usually require a pilot to interact with, such as pilot-sized touch-pads,
opening human-sized doors, etc.

Urban Traversal: Klein Zodiac mechs gain 2 Accuracy on any check or save involving moving
through tight or cramped quarters where a mech would usually have trouble fitting. Klein Zodiac
mechs can always enter and move through buildings designed for human-sized characters
unhindered, and never suffer from difficult terrain inside buildings or enclosed structures.
KZ DOG
Artillery

The Dog is a middleweight mech in the Klein Zodiac roster, designed as an urban rapid-
response unit with precision calibration for long-range combat. This is paired with elaborate
chassis reconfiguration technology that extends beyond simple chameleonic light manipulation
to full-bore physical pattern mimicry. A Dog can conceal itself among a row of parked vehicles,
elements of its frame shifting and realigning to copy the visual and sensory readings of just
another engine. Official uses of Dogs include as police snipers and concealed security forces,
moving unseen among civilian operations until action is required and the disguise is thrown
aside. Unofficial uses are much the same but in service of major organized crime cartels and
insurgent groups. The Dog is one of the most popular human-scale chassis among hitmen in
megapolis population centres.

Tactics: The Dog is a stealthy assault unit, capable of rapid redeployment in an urban
environment—it’s small enough to be able to run into a building and clamber up lift-shafts, or
hook onto heavy goods rails and shoot along them. Its prime role is as a medium-range attacker
or hidden ambusher, lying on a rooftop or lurking among civilian vehicles until the time to strike
arrives, and pairs well with obvious threats who can lure targets into a crossfire from the Dog’s
position. Outside of an urban environment, the Dog loses an awful lot of its advantages, although
its range gives it some ability to hold steady if it can find cover.

Dog
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 9 7 5 +0 +1 +1 +0 1 4 10 10 ½
Tier II
13 11 9 5 +1 +3 +2 +0 1 5 10 12 ½
Tier III
16 13 11 5 +2 +5 +3 +0 1 5 10 14 ½

Base Systems:
Focused Pulse Rifle
Main Rifle
+2 vs evasion/tier
Range 15
5/7/9 energy damage

Chassis Reconfiguration Receptors


System
As long as it is within range 3 of an urban vehicle or civilian mech, whether active or inactive,
the Dog can take the Hide action and remain hidden even if not in cover. If the Dog does not
move on its turn while hidden, and is in an urban environment or is within range 3 of an urban
vehicle or civilian mech, it gains 2 Accuracy on its Agility rolls to remain hidden against enemy
Search actions.
Rapid Urban Transit System
Trait
The Dog ignores difficult terrain that is urban or construction-based in nature, and its Speed
increases by 3 if it is able to connect to a transit system of any kind (like an elevator shaft, clear
road for vehicles, rails of a train or metro or monorail, mag-circles of a frictionless pod corridor,
etc). It can climb or transport itself via such systems without difficulty or penalty.

Optional Systems:
Automatic Pack Mimicry
Trait
At the end of a turn when the Dog is adjacent to a civilian vehicle or mech, it may take the Hide
action as a Free Action.

Barghest Wrist-Mounted Launcher


Auxiliary CQB
Knockback 1, Reliable 1
+1 vs evasion/tier
Range 5, Threat 3
2/3/4 kinetic damage

Baskerville Frame-Portable Sniper Rifle


Medium Rifle
AP, Loading, Ordnance
+2 vs evasion/tier plus 1 Accuracy
Range 20
6/8/10 kinetic damage

FOX-class Tracking Protocols


Trait
When the Dog consumes the Lock On condition when attacking a target, the target does not
benefit from any Invisibility against that attack. When a target with the Lock On condition uses
the Hide action, the Dog remains aware of its location and movement until the end of its next
turn, whereupon it then disappears from the Dog’s perception as per normal if it has not broken
its hiding state.

Grapnel Launcher
System, Quick Action, Recharge (5+)
The Dog pulls itself to a space it has line of sight to that is within range 10. It can pull itself up or
between buildings using this system.
KZ DRAGON
Support

The Klein Zodiac Dragon is a ‘hazardous situation frame’, designed for emergency responders
entering volatile situations where exotic materials or intense fires present a serious threat to
unaugmented personnel. The chassis sees use in government firefighting teams, reactor
engineering outfits, and high-energy material processing facilities, bringing exceptional levels of
protection and advanced suppression systems. A few see military use by support specialists
acting as engineers for reactor-intense combat units. Slanderous news reports also circulate of
organized crime using Dragons in black market production of weapons-grade materials, and
occasionally as savage enforcers using their heat-transfer systems to torture and kill victims as a
shocking message to rivals.

Tactics: The Dragon makes a good support for mechs who run hot and risk overheating, as well
as for countering player character frames that employ a lot of Burn like a Sherman or Genghis.
The NPC’s ability to shuffle heat around and douse its allies will add up over the course of a
fight, and it can even carve a safe path through areas of dangerous terrain. However, by default it
has no ranged weaponry whatsoever, and even the hydro cannon has a very limited reach. If
unable to close the distance, the Dragon will only make a limited contribution to a battle.

Dragon
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 7 9 10 +1 +0 +0 +2 2 4 10 11 ½
Tier II
12 8 11 12 +2 +0 +0 +3 2 4 10 13 ½
Tier III
14 9 13 14 +3 +1 +1 +4 2 4 10 16 ½

Base Systems:
High Energy Transfer Rod
Main Melee
+1 vs evasion/tier
Threat 2
2/3/4 heat plus 1 Burn damage
Upon hitting a target, the Dragon may also choose one adjacent character to lose 2 heat or to
immediately make an Engineering check to remove any Burn damage currently affecting them;
or the Dragon may choose an adjacent space of dangerous terrain dealing energy or Burn damage
and make an Engineering check to remove it.

‘Heaven’s Rain’ Suppression System


System, Quick Action, Recharge (5+)
3 heat (self)
The Dragon emanates a burst 3 area around itself. Within this area all ongoing Burn damage
affecting any characters, objects, or terrain is reduced by 3/5/7, and all characters cool for 2 heat
and gain 1 Accuracy on Engineering checks and saves until the end of their next turn. The area
lingers as soft cover until the end of the Dragon’s next turn.

Insulated
Trait
The Dragon is immune to Burn damage.

Optional Systems:
Hazard Purge
System, Quick Action, Recharge (6+)
4 heat (self)
The Dragon targets a single character within range 5, who must pass a Hull saving throw or be
Immobilized until the end of their next turn. While Immobilized, any action they take also deals
them 1 heat and 1 Burn, and the size of any burst effect they emit is reduced to 0.

Energy Rerouting Override


Trait
Characters who lose heat via the ‘Heaven’s Rain’ Suppression System may choose to do an
additional 2 energy damage with the first attack they make before the end of their next turn. If
they do so, they immediately cool for another 2 heat.

Heat Containment Vent


System, Quick Action, Recharge (6+)
The Dragon cools for 2 heat and discharges a burst 1 area round itself, dealing 2 heat and 2 Burn
to all targets within it.

Hydro Cannon
Main Cannon
Knockback 3
+1 vs evasion
Line 5
1/2/3 kinetic damage
Any character hit by this weapon has any Burn damage currently affecting them cleared.

Searing Brand
Trait
When the Dragon hits a target with its High Energy Transfer Rod, the target also takes an
additional 2 heat every time it suffers any amount of Burn damage. This effect remains until the
target stops suffering Burn damage.
KZ GOAT
Striker

The Goat is perhaps the most widespread of all Klein Zodiac frames, with an excellent
reputation for durability, reliability, and easy repair. Built for co-ordinated work in heavy
construction and engineering roles, the Goat features a PAN-class NHP to facilitate greater
levels of synchronization between workers, and its rugged design makes it suitable for tasks in
any environment from a megalopolis to an arid frontier world. The Goat has no weaponry
mounts—indeed, it doesn’t even feature any onboard targeting software for long-range
armaments—and this makes it an easy frame to get a license for civilian use. Of course, nothing
stops it just picking up an unlinked personnel-scale gun and opening fire, and the Goat’s
extremely powerful motors make any tool it cares to pick up into a potential murder weapon. As
such, Goats are a common choice for would-be insurgents and for powerful gang thugs who
want to pack a serious punch. A few scurrilous rumours persist that the gregarious, friendly
mannerisms of the PAN NHP conceal a certain anarchic streak that encourages such lawless
behaviour where it can.

Tactics: The Goat is a tough, strong brawler—it may be small, but it’s very potent in groups and
with allies. A ‘herd’ of Goats can be a terrifying threat to even large, tough mechs, and they have
the HP to take a beating in return. Of course, the Goat’s big weakness is a total lack of ranged
capability unless using the relatively inaccurate Unlinked Machine Gun. Goats can branch out to
dabble in other roles with specific pieces of optional gear, with the Repair Tools rendering them
viable Support when paired with cover-creating allies, and Endure Onslaught combining with
their high HP to make them passable defenders in a pinch.

Goat
Mech, Striker, AI
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
16 7 7 5 +2 +1 -1 +0 0 4 10 10 ½
Tier II
19 8 7 6 +3 +2 -1 +1 0 4 10 12 ½
Tier III
22 9 7 7 +4 +3 -1 +2 0 5 10 14 ½

Base Systems:
Sledgehammer
Heavy Melee
Knockback 1
+1 vs evasion/tier
Threat 1
7/9/11 kinetic damage

Gang Up
Trait
When the Goat hits an enemy with a melee attack and an ally of the Goat is also engaged with
the target, the target must also pass a Hull save or be knocked prone.
PAN-Class NHP
Trait
The Goat has the AI tag, and gains 1 Accuracy on attacks, checks, and saves as long as it is
adjacent to at least one friendly Goat. This bonus increases to 2 Accuracy when working together
on physical or construction-related skill checks outside of combat. If the NHP unshackles, it will
attempt to move adjacent to as many allies at a time as it can, even if that requires triggering
enemy reactions to achieve, and will make no attacks. If no nearby allies remain, it will attempt
to flee.

Optional Systems:
Endure Onslaught
Trait
The Goat is immune to Knockback and reduces all Reliable damage taken to 1.

Legbreaker
Trait
When a Goat knocks a target prone, that target also becomes Slowed until the end of its next
turn.

Panic
Quick Tech
One adjacent target
The Goat’s NHP immediately unshackles. The target must pass a Systems save with 2 Difficulty
or also suffer as if it had a PAN-class NHP that had just unshackled, except that it treats the
Goat’s allies as its own for the purposes of calculating its behaviour. The pilot can clear the Panic
in the usual manner for shackling an unshackled NHP, but doing so only returns control to the
target’s pilot; it does not reshackle the actual NHP on the Goat, and should the Goat reshackle its
NHP, it does not clear the effect on the target.

Repair Tools
Quick Tech
One adjacent piece of cover, object, or terrain
2 heat (self)
The Goat restores 3/5/7 HP to the target piece of cover, object, or terrain.

Unlinked Machine Gun


Main Rifle
Range 8
+1 vs evasion/tier plus 1 Difficulty
5/6/7 kinetic damage
KZ HORSE
Support

The Horse is a multipurpose chassis, with different versions serving as rapid recon combat
mechs, racing frames for extreme sports, and rescue/recovery mechs in wilderness regions. Prior
to the Goat’s release, the Horse was indeed the ‘workhorse’ of the Zodiac line, and its early
success was important in supporting Klein Zodiac’s movement into mechanized cavalry
development. Some of the earliest sold models also ended up being used as getaway vehicles for
high profile crimes, a trend that has only continued in the following decades.

Tactics: The Horse stands between striker and support, hitting only lightly but pairing that with
extreme speed and the ability to dart in and out of combat like a rapier. Its primary support role is
in using Rapid Recon Configuration and the Lock On action to spread Lock Ons on multiple
targets, although it needs to get in close to get the most out of this. It also offers some protection
against the Slowed condition as a secondary benefit.

Horse
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 9 8 5 +0 +1 +1 -1 1 6 10 10 ½
Tier II
14 11 9 5 +0 +3 +2 -1 1 7 10 12 ½
Tier III
16 14 10 5 +1 +5 +3 -1 1 8 10 14 ½

Base Systems:
Kinetic Compensator Carbine
Auxiliary Rifle
Reliable 1
+1 vs evasion/tier
Range 6
4/5/6 kinetic damage
If the target boosts before firing this weapon in the same turn, its Reliable damage increases to 2.

Energy Surge
Quick Tech
Sensor Range (10)
1 heat (self)
The target can immediately take an Engineering check to remove one of the Slowed or Impaired
conditions.

Rapid Recon Configuration


Trait
When the Horse boosts, at the end of its boost movement it can apply the Lock On condition to a
single target within range 5.
Turbo Boost
Trait
If the Horse uses its normal movement to go entirely in a straight line, it can move an additional
2 spaces as part of its movement. It then takes 1 heat.

Optional Systems:
Cantabrian Circle
When an ally consumes the Lock On Condition on a target within range 5 of the Horse, the
Horse may immediately move three spaces and gains soft cover until the end of its next turn.

Light Charged Sabre


Auxiliary Melee
AP
Threat 1
+1 vs evasion/tier
1/2/3 energy damage
After making an attack with this weapon, the Horse can move two spaces, ignoring engagement
and reactions.

Quick Start
During the first round of a combat, the Horse gains an additional Quick Action that it can only
spend on the boost action. This is not a free action, so the Horse cannot boost twice in its first
turn.

Release Engine Overcharge


Quick Tech
One adjacent target
The target immediately takes the boost action, moving full speed in a direction of the Horse’s
choice. If the target is unwilling, they must pass a Systems save or be forced to move. After using
this action, the Horse becomes Stunned until the end of its next turn.

Unfettered Energy Surge


Trait
The Horse is immune to the Slowed, Impaired, and Immobilized conditions. When it would
suffer any of these conditions, it instead suffers 1 heat.
KZ MONKEY
Controller

The Monkey is Klein Zodiac’s agile construction chassis, built for technical labour at any
altitude. Packed with inbuilt tools and sophisticated balance/brachiation mobility systems, the
Monkey can rewire and repair a conduit junction while upside down on a shifting piece of
megastructure over a kilometre drop. Monkeys also make good covert intrusion frames in urban
environments, whether through official military-spec variants or the efforts of unofficial, black
market workshops.

Tactics: The Monkey is an agile but close-range controller, and has to rely on its tricks and its
evasion to survive retribution. Even a pack of Monkeys will struggle to actually bring down a
target, but they can halt an advance and thieve crucial limited charges; advanced optional
systems also let them cause havoc when enemies try to repair or rearm via the Stabilize action.
Without assault mechs to keep enemy attention off, Monkeys are fragile, and they’re vulnerable
to hackers as well.

Monkey
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 12 7 6 +0 +2 -1 +1 0 5 10 11 ½
Tier II
12 15 7 8 +0 +4 -1 +2 0 6 10 13 ½
Tier III
14 18 7 10 +1 +6 -1 +3 0 6 10 16 ½

Base Systems:
Light Nail Gun
Auxiliary CQB
+2 vs evasion/tier
Range 5, Threat 3
2/3/4 kinetic damage
Targets struck by this weapon must pass an Agility save or become Immobilized until the end of
their next turn.

Clamber
Trait
The Monkey can climb without penalty, and can end its turn on vertical or even overhanging
surfaces without falling. If knocked prone while climbing, it does not fall. It ignores difficult
terrain, and can jump half its Speed vertically rather than being limited to its Size in jump height.

Quick-Burn Access
System, Quick Action, Recharge (6+)
One target adjacent to the Monkey must pass a Hull save or immediately take 1 AP energy
damage and lose a charge from a Limited or Recharge system of the Monkey’s choice. If the
targeted system is a grenade or mine that takes a Quick Action to use, the Monkey may
immediately use it as a Free Action as if the Monkey possessed that system itself.

Optional Systems:
Covert Entry Tools
System, Quick Action
The Monkey deals 5/8/10 AP kinetic damage to an adjacent object or piece of cover or terrain. If
the Monkey is hidden, this action does not break its hidden status.

Destabilizing Energy Pulse


System, Reaction
Once per round as a reaction when a character within sensor range of the Monkey takes the
Stabilize action and cools heat, the Monkey causes that character to suffer 2/3/4 energy damage.

Destabilizing Heat Fluctuations


System, Reaction
Once per round as a reaction when a character within sensor range of the Monkey takes the
Stabilize action and repairs itself, the Monkey causes that character to suffer 1/2/3 heat.

Flash Surge
System, Quick Action, Recharge (5+)
The Monkey creates a line 5 zone extending from its position. Until the end of the Monkey’s
next turn, any character who starts their turn in the zone or moves into or through it suffers 2/3/4
heat.

Flash Weld
System, Quick Action, Recharge (5+)
The Monkey targets an adjacent character, who must pass a Hull check or suffer 1 AP energy
damage and have one weapon of the Monkey’s choice disabled until the end of the target’s next
round.
KZ OX
Striker

The Klein Zodiac Ox is the corp’s heavyweight frame, packing as much raw strength into a
durable chassis as possible. Designed for the most strenuous of labour and construction jobs
that need exoskeletal support, the Ox foregoes any complex systems or sophisticated software in
favour of squeezing out more power and offering adequate protection for the pilot from any
work-area hazards. Although sometimes used as military logistics frames for rapidly assembling
earthworks and the like in combat zones, stories of Ox violence more usually involve one being
hijacked and taken on a destructive joyride, or being used to ram-raid a target for criminal
activity.

Tactics: The Ox is very hard-hitting for such a small frame, and can cause havoc just getting to
its target. It works well alongside proper combat-designed mechs, moving in to punch holes in
cover for its larger cousins while disrupting enemy formations by throwing its weight around.
However, as something never intended for battle, the Ox has to rely on improvised attacks which
take a full round, even if they do hit very hard, and it needs to be paired with allies who won’t
just outpace it in the field.

Ox
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
15 7 7 8 +2 -1 -1 -1 2 3 5 10 ½
Tier II
19 7 7 8 +4 -1 -1 -1 2 3 5 12 ½
Tier III
23 8 8 8 +6 -1 +0 +0 2 3 5 14 ½

Base Systems:
Bulldozer
Trait
When the Ox finishes a boost, it may deal 10 AP kinetic damage to a single adjacent object or
piece of terrain. One adjacent enemy must also succeed at a Hull save or be knocked back 1
space and knocked prone.

Disrupting Advance
Trait
The Ox ignores engagement. Anyone adjacent to the Ox at the end of its movement suffers 1
Difficulty on Agility and Hull checks until the end of their next turn.

Ox Brawler
Trait
The Ox’s improvised melee attacks deal 9/11/13 kinetic damage and Knockback 2.

Optional Systems:
Charge
Trait, Full Action, Recharge (5+)
The Ox may make a boost action in a straight line, ignoring engagement and reactions, and then
make an improvised melee attack against a random character in range.

Crushing Pistons
System, Recharge (5+)
When the Ox hits a target with an improvised melee attack, the target must pass a Hull save or
become Shredded until the end of its next turn.

Dig In
Trait
If the Ox doesn’t move at all during its turn, it gains unflankable hard cover until it moves again
for any reason.

Hauler Rig
Trait
The Ox doubles its size for the purposes of lifting and dragging, including in grapples.

Pneumatic Spike Hammers


System
The Ox is immune to Knockback and being knocked prone.
KZ PIG
Defender

The Klein Zodiac Pig-class chassis is the company's contribution to human-scale defensive
superiority, ostensibly designed as a force-multiplier frame for riot police and bodyguards. The
name has proven something of a sticking point, as marketing consultants and intermediary
wholesalers have tried to change it to the Boar, the Tusker, and the Ironhide, but Klein Zodiac
have stood firm: the frame's name is the Pig, and those who'd mock it will rethink their attitude
when they see one in action. KZ's adherence to Massif-derived cultural touchstones is best
described as stubborn, but despite the unfortunate terminology, the Pig is a capable and popular
chassis.

Tactics: The Pig is a small but sturdy defender, heavily armoured and capable of shoring up a
defensive line against knockback attacks. The riot shield allows it to move with relative impunity
through close-quarters battles, bringing its protection and firepower to wherever it is most
needed. The optional systems open up new options for impairing and impeding enemies, as well
as further defensive capabilities, with Line in the Sand combining with the riot shield to let the
Pig effectively lock down an area against advancing targets entirely.

Pig
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 8 8 6 +2 +0 +0 +0 3 3 10 10 ½
Tier II
15 9 9 6 +3 +1 +1 +0 3 3 10 12 ½
Tier III
18 10 10 6 +4 +2 +2 +0 3 3 10 14 ½

Base Systems:
Riot Shotgun
Main CQB
Range 5, Threat 3
+1 vs evasion/tier plus 1 Accuracy
4/6/8 kinetic damage

Riot Shield
System, Shield
Reaction attacks against the Pig suffer 2 Difficulty.

Guardian
Trait
Adjacent allies can use the Pig for hard cover.

Shield Wall
Trait
While adjacent to one or more allies, the Pig and adjacent allies are immune to Knockback.
Optional Systems:
Charged Baton
Main Melee
Threat 1
+1 vs evasion/tier
3/4/5 energy damage
The target must pass a Systems save or become Impaired until the end of its next turn.

Dispersal Canister
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
The Pig launches a dispersal canister, which creates a blast area granting soft cover to all
characters and objects. Any characters with the Biological tag that start their turn in the area or
enter it are Impaired until the end of their next turn. The area lasts until the end of the Pig’s next
turn.

Line in the Sand


System, Quick Action
Heat 3 (Self)
The Pig creates a line 5 zone with at least one space adjacent to the Pig’s position. As a reaction
once per turn, when an enemy moves into any of the zone’s spaces, the Pig may immediately
move adjacent to the target and engage them; the Pig ignores engagement itself for this
movement but is subject to reactions as normal. The Pig can make any number of these reactions
a round. The zone lasts until the beginning of the Pig’s next turn.

Mag-Chain Restraints
System, Reaction, Recharge (5+)
As a reaction, when an enemy attempts a movement that would leave the Pig’s threat range, the
Pig may force them to pass an Engineering save or cancel the movement and become
Immobilized until the end of their next turn.

VIP Defender
Trait, Reaction
Once per round, when an ally of Size ½ within range 3 of the Pig is hit by an attack or a tech
attack, and the Pig is not Immobilized, it can immediately move adjacent to that ally and knock
them prone to cause the attack to miss instead.
KZ RABBIT
Defender

The Rabbit is Klein Zodiac’s premium VIP protection suit, available in various stylish modern
designs to express the chosen aesthetic and taste of a wealthy client. The principle market is the
rich or famous individual who has reason to fear for their own life and wants absolute top-of-
the-line personal defence, but Rabbits also see use for key personnel in war zones and hyper-
valuable witnesses in major legal proceedings. Obviously, most such users have no experience of
piloting a chassis at all. While the Rabbit comes with rapid-adapting neural interfaces and is
essentially an extremely comfortable suit of exo-armour, it also offloads a lot of the hard
decision-making that a VIP might struggle with or simply freeze up entirely; much of the Rabbits
subsystems are entirely automated, taking the burden out of the user’s hands entirely. Alarming
rumours suggest another rare breed of Rabbit pilot—assassins who make use of the suit’s
excellent speed and defensive capabilities to get them where they need to go, taking down targets
with their sheer skill in close quarters combat rather than relying on heavy weaponry to do the
job.

Tactics: In most cases, the Rabbit is likely to be a VIP or crucial target—a hyperwealthy
magnate, a crucial witness, or a paranoid mob boss. Its job, then, is not so much to defend others
as to defend itself, making the task of killing the Rabbit as tough as possible via armour, evasion,
and interference. That said, a Rabbit can work as a defender for others in a pinch, shoving itself
forwards as a target that punishes foes if they do dare attack it and gets in their way if they don’t,
dropping smoke grenades to provide cover for allies and jumping past enemies to get among
them and cause disruption.

Rabbit
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 14 10 5 +1 +1 +1 +1 2 6 10 10 ½
Tier II
14 17 12 6 +2 +2 +2 +2 2 6 10 11 ½
Tier III
14 20 14 6 +3 +3 +3 +3 2 6 10 12 ½

Base Systems:
Warden Integrated Pistols
Auxiliary CQB
Range 5, Threat 3
+1 vs evasion/tier
2/3/4 kinetic damage
A target struck by the Warden Integrated Pistols suffers 1 Difficulty on the first attack they make
against the Rabbit before the end of their next turn.

Automatic Interdiction Launchers


Auxiliary Launcher
Smart, Seeking
Range 10
+1 vs evasion/tier
2/3/4 energy damage
Targets struck by this weapon become Jammed until the end of their next turn. The Rabbit may
only fire this weapon once per round as a reaction at an enemy within range who hits it with an
attack.

Smoke Charges
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
The Rabbit throws a smoke grenade, which creates a blast area granting soft cover to all
characters and objects. The area lasts until the end of the Rabbit’s next turn.

Enhanced Servos
Trait
The Rabbit can jump half its speed vertically rather than being limited to its size in jump height.

Automated Protection Analysis


Trait
The Rabbit can always treat allies as hard cover.

Optional Systems:
Automatic Extinguishers
Trait, Protocol
2 heat (Self)
When activating this protocol at the beginning of the Rabbit’s turn, it may immediately end all
Burn affecting it and gain resistance to Burn until the start of its next turn.

Full Spectrum Dazzle Charges


System, Quick Action, Recharge (6+)
The Rabbit discharges a burst 1 area of dazzle charges. All characters within this area must pass
a systems check or only have line of sight to adjacent squares until the end of their next turn.

Personal Energy Shield


System, Shield, Protocol
2 heat (self)
As a protocol at the beginning of its turn, the Rabbit can project an energy shield that inflicts 1
Difficulty on all ranged attacks made against it until the beginning of its next turn.

Proximity Alert
System, Reaction
Once per round as a reaction to a character ending their movement adjacent to the Rabbit, or a
blast or burst being placed with its central space adjacent to the Rabbit, the Rabbit can
immediately move 1 square, ignoring engagement.

Weave
Trait
The first attack taken as a reaction against the Rabbit in a round automatically misses.
KZ RAT
Support

The Rat is essentially just a powered exoskeleton loaded with scanning and e-warfare gear, with
scarcely so much as a single plate of armour between its pilot and any incoming fire. Built to be
as light-weight as possible, the Rat is an urban combat design intended to offer close target
identification and oversight support for assault units and counter-insurgency teams who need to
breach and clear dense or tangled built-up areas and bunkers. The Rat’s sole nod to its own
combat-worthiness is the admittedly cutting-edge needler, a rail weapon with sophisticated
smart programming and enough force to punch thin slivers of ammunition straight through
intervening barriers. A small pack of Rats are a disturbing terror unit, murdering victims who
never see them coming and cannot find cover from their wall-piercing sight.

Tactics: The Rat is a support with a streak of controller, capable of shutting down enemy
security in the form of deployables. Its key capability is providing multiple lock ons at once via
Area Scan, but this requires it to be very close to targets and so is best used in areas with a great
deal of obstacles or, ideally, wall and roof between Rat and enemy. Since it doesn’t need line of
sight against locked on targets, the Rat can provide a vicious sting from relative safety — but is
so fragile that stepping out of cover at all is a huge risk.

Rat
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
8 10 10 6 -1 +1 +1 -1 0 4 10 10 ½
Tier II
10 13 13 6 -1 +3 +3 -1 0 4 10 12 ½
Tier III
10 16 16 6 -1 +5 +5 -1 0 5 10 14 ½

Base Systems:
Needler Rail Rifle
Auxiliary Rifle
AP, Smart
Range 8
+1 vs e-defence/tier
2/3/4 kinetic damage
If the target has the Lock On condition, this weapon can fire at them without line of sight,
punching through any intervening cover or obstacles without impediment.

Area Scan
Quick Tech
2 heat (self)
The Rat applies the Lock On condition to all targets it wishes within range 5, regardless of
intervening cover or line of sight.

Override Security
Quick Tech
Sensor Range (10)
+2 vs e-defence/tier
On hit, target deployable, drone, or mine is deactivated until the end of the Rat’s next turn. For
the duration of this period the target doesn’t project any zones, take any actions, deal damage,
move, or otherwise have any effect at all. If the target is flying, it immediately falls, taking
falling damage as appropriate.

Optional Systems:
EMP Mine
System, Mine, Quick Action, Recharge (5+)
The Rat deploys a mine in a free space within range 3. The mine is Invisible and untargetable but
can be revealed or disarmed via the usual rules for mines. The mine triggers when any hostile
character passes over its space or becomes adjacent to it, forcing them to pass a Systems save or
become Stunned until the end of their next turn. A target can only be Stunned in this way once
per scene.

Honed Sensors
Trait
The Rat immediately and automatically detects any hidden characters who approach within range
5 of its position.

Predictive Fallback Calculations


Quick Tech
Sensor Range (10)
Until the end of the Rat’s next turn, one ally within range gains the ability to move up to two
squares as a reaction, ignoring engagement and reactions, when an enemy ends their movement
adjacent to the ally.

Targeting Distortion
Quick Tech
Sensor Range (10)
+2 vs e-defence
The Rat can use Targeting Distortion against targets that it does not have line of sight to, as long
as the target has the Lock On condition. On hit, the target takes 2/3/4 heat and, until the end of its
next turn, cannot benefit from the Shredded or Lock On conditions on targets it attacks, although
it still consumes the Lock On condition as normal with such an attack.

Target Weak Spot


Trait
Whenever an ally within range 5 of the Rat makes an attack against a target with the Lock On
condition, the ally has the ability to make critical hits against the target; as well as any other
effects of their critical hit they might inflict, they also inflict the Impaired condition on the target
until the end of the target’s next turn.
KZ ROOSTER (I AM GLORIOUS)
Controller (BUT ALSO I AM YOUR FRIEND)

The Rooster wasn’t originally designed for any sort of combat role at all. Klein Zodiac’s primary
Rooster model is a signal-boosting technical chassis designed purely for a functional systems
role, bouncing private transmissions along secure channels with the best electronic paracausal
encryption systems the corprostate could buy. It didn’t take much prodding from marketing for
research and development to try and turn the Rooster’s significant bandwidth to a more military
purpose, originally in a similar function as a logistics frame to maintain and enhance
connections with expeditionary forces and vanguard groups. Then the ALECTRYON-Class NHP
development project bore fruit, someone plugged it into a Rooster, and the rest is history. Very,
very loud history. (LISTEN TO ME I WILL TELL YOU MY HISTORY BETTER THAN THIS
HUMDRUM ACCOUNT)

Tactics: The Rooster is a controller with major support functionality against opponents with
jamming technology. Its repertoire of tech attacks lean strongly towards the loud and annoying,
although it is capable of inflicting some actual damage via inducing sonic vibrations in victims’
systems. Lacking any genuine weaponry, the Rooster relies on hacking and the protection of
allies, and needs to make use of its extensive sensor range to engage safely without being shot to
pieces. (DO NOT LISTEN TO THIS I AM MAJESTIC AND TOGETHER WE WILL INSPIRE
AWE UPON THE BATTLEFIELD)

Rooster
Mech, Controller, AI
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 7 11 6 -1 -1 +2 +0 0 4 15 11 ½
Tier II
12 8 14 6 -1 -1 +4 +1 0 4 15 13 ½
Tier III
14 8 17 8 -1 -1 +6 +2 0 4 20 15 ½

Base Systems (NOTHING ABOUT ME IS BASE I AM OF GLORY AND ELEVATION):


Multiwave Sonic/Pulse Overload (THIS IS MY CALL HEAR IT OH RISING SUN BOW ALL
YOU LESSERS)
Quick Tech
Sensor Range (15)
+1 vs e-defence/tier
On hit, the target takes 2/3/4 kinetic damage and must pass a Systems save or be knocked prone.

Overwrite Signals (MY GLORIOUS CALL IS LOUDER THAN THEIRS)


Quick Tech
Sensor Range (15)
+2 vs e-defence/tier
On hit, the target suffers 2/3/4 heat and cannot treat any other character in the scene as their ally
for the purposes of systems, traits, and other mech capabilities until the end of their next turn.
They must also pass a Systems save or their allies also do not treat them as an ally for the
purposes of any such rules until the end of their next turn either.

ALECTRYON-Class NHP and Broadcast Amp (LISTEN TO ME NOT THEM)


System, AI
The Rooster has the AI tag. All characters within range 50 allied to the Rooster while the Rooster
is not destroyed or Jammed can still make and benefit from Tech actions and can still make Tech
attacks when Jammed. If the NHP unshackles, the Rooster attempts to move to be in line of sight
of as many other characters in the scene as possible, then uses Overwrite Signals on the nearest
target, friend or foe.

Clear Signal (GREETINGS MORNING SUN I AM HERE)


Trait
The Rooster can still make and benefit from Tech actions and can still make Tech attacks when
Jammed.

Optional Systems (THE EXTRA BITS YOU SHOULD BOLT ON I AM VERY MUCH
WORTH IT):
Broadcast Access (LET ME TELL YOU THEIR PLANS AND WE CAN MAKE MOCKERY OF
THEM)
Quick Tech
Sensor Range (15)
+2 vs e-defence/tier
On hit, target takes 2/3/4 heat and it must be either the first or the last character (Rooster’s choice
when using this power) chosen by its side to take a turn in the following round.

Elevated Transmission Suite (NONE HIGHER NONE MORE GLORIOUS)


System
The Rooster can fly when it boosts, but must end its turn on a flat surface or fall. When the
Rooster is at a higher elevation than a target of its tech attack, it gains 1 Accuracy on that tech
attack.

Prismatic Light Diffusers (LOOK AT ME)


System
The Rooster always counts as being in soft cover.

Rapid Reboot (HELLO WORLD)


Trait
The Rooster can Shut Down as a Free Action at the end of its turn, and can Boot Up as a Quick
Action.

Reroute Transmissions (LET THEM LISTEN TO THEIR OWN DULL DRONING SONG I AM
BETTER)
System, Reaction
Once per round as a reaction when an ally within sensor range becomes the target of a tech
attack, the Rooster can force the attacker to pass a Systems save or also attack themselves with
the tech attack, as long as the attacker is also within sensor range of the Rooster.
KZ SNAKE
Striker

A first-grade example of personnel-scale martial design, the Klein Zodiac Snake is so elegant
and with such sophisticated muscle-weave engineering that it scarcely seems like a KZ mech at
all — and indeed, it isn’t, in a manner of speaking. The Snake was originally the Beowulf, a
premium design created by the small but rising Heorot Laboratories. Eyed for acquisition by
SSC, this was a rare example of a middleweight corprostate snagging a prize from under the
nose of the Big 5; Klein Zodiac purchased Heorot and rebranded the Beowulf-Snake into its
Zodiac personal chassis line, bringing the sheer scale of its resources to the innovative designs
of HL to create an improved final design. Since then, the Snake has become a well-reviewed anti-
mech mech, a small but potentially devastating frame that can take larger opponents apart with
practised ease. As well as its popularity with special forces, corporation sweep teams and
combatants engaged in asymmetrical conflicts with better-supplied enemies, the Snake has also
won some accolades among the mechanized martial arts community and the significant base of
enthusiastic fans and followers of the sport.

Tactics: The Snake is essentially a mech-scale pilot, capable of jockeying larger enemies and
doing grievous damage over time if it can’t be removed. Mechs with poor Hull saves and low
evasion scores will both struggle to deal with the Snake clambering all over them, especially
with the risk of missed shots hitting the jockeyed target instead. The best solution to a Snake
mech-assassin is to shoot it before it gets near, or to hack it. However, the Snake does also have
another special weakness – other small mechs that it can’t jockey, against whom it can deal only
meagre damage.

Snake
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
10 12 8 5 +1 +2 -1 +0 0 5 5 12 ½
Tier II
13 15 8 6 +2 +3 -1 +1 0 5 5 15 ½
Tier III
16 18 10 7 +3 +5 -1 +1 0 6 5 18 ½

Base Systems:
Metamorphic Dissector Barbs
Main Melee
Threat 1
+2 vs evasion/tier
4/5/6 kinetic damage
After hitting a mech of size 1 or larger with this weapon, the Snake may choose to jockey the
target, catching hold of and riding the mech. The Snake shares the mech’s space and moves when
it moves. The target mech can shake the Snake off by taking a Full Action and passing a Hull
save, which places the Snake into an adjacent space, and the Snake can jump off as part of its
movement at any time. The Snake can only jockey one mech at a time, and cannot make any
attacks of any kind while jockeying.
Jockey
Trait, Full Action
When jockeying a mech, the Snake may take a Full Action to either deal 3/4/5 heat to the mech,
to inflict the Impaired and Slowed conditions on the mech until the end of its next turn, or deal
5/6/7 kinetic damage to the target.

Agile Recovery
Trait
The Snake can rise from prone as a Free Action at the beginning of its turn. When knocked back,
instead of being pushed back, the Snake decides which direction it moves for each square of
Knockback applied; it can go in the opposite direction to normal, go round corners, or otherwise
move as it desires with the Knockback movement.

Collateral Damage
Whenever an attack against the Snake misses it while it is jockeying a mech, the jockeyed mech
must pass an Agility save or take half damage from the attack.

Optional Systems:
Behemoth Takedown Electrocables
System, Recharge (6+)
Heat 3 (self)
When the Snake jockeys a target, it can choose to deploy electrocables rather than apply one of
the usual effects to inflict. The target becomes Immobilized until the end of its next turn, and
must also pass a Hull save or become Jammed until the end of its next turn and also be knocked
prone.

Defensive Roll
Trait
Whenever a melee attack misses the Snake, it can immediately move one square, ignoring
engagements and reactions.

Flechette Launcher
Auxiliary CQB
Loading, Reliable 2
Cone 5
+1 vs evasion/tier
3/4/5 kinetic damage

Flenser Hive Nexus


System
When the Snake chooses to inflict the Impaired and Slowed conditions while jockeying, it also
inflicts the Shredded condition until the end of the target mech’s next turn.

Sever Ammo Feeds


Trait
When the snake chooses to inflict kinetic damage while jockeying, it also immediately unloads
all Loading weapons on the target mech.
KZ TIGER
Striker

The Tiger is the flagship chassis of Klein Zodiac, a brutal and fast sports frame designed for no-
holds-barred destruction derbies and fighting pits. The Tiger brings flair to the visceral crunch
of gladiatorial combat, with an easy—albeit heavily liability-proofed—method to disengage any
safety mechanisms between pilot, frame, and surroundings. A Tiger pilot has the ability to push
her mech well past the limits of safety or sanity, encouraging a daredevil and bloodthirsty
attitude from a crop of fighters who know they’re dicing with death and will pull out all the stops
to win. A few Tigers get bought up by militia or private concerns who want relatively cheap
close-assault frames with reasonably good performance, but they’re also a favourite among
enforcers and lieutenants of major crime organizations. Some even serve as terror weapons for
dictators and tyrants, turned loose upon dissidents in order to make an example.

Tactics: The Tiger is a lightweight berserker, absolutely savage in close combat and capable of
carving up heavily armoured opponents like a hot knife through butter. It’s a high-risk character,
gambling on hitting with its first attack in order to get the remainder of its damage potential to
open up, so pairs well with support that can provide Lock Ons or other forms of Accuracy. Its
Hyper-Stimulants are best used in the first turn it makes contact with an enemy, accepting the
vulnerability of the stun in return for one brief moment of absolute carnage; be careful of fielding
too many Tigers like this, though, as a drug-fuelled mob can carve player character mechs up in
short order if allowed to get close at all. The best advice for the opponents of Tigers is, of course,
don’t let them get close.

Tiger
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
14 12 7 6 +2 +2 -1 -1 0 5 10 10 ½
Tier II
17 14 8 6 +3 +3 -1 -1 0 6 10 11 ½
Tier III
20 16 9 6 +4 +4 +0 +0 0 6 10 12 ½

Base Systems:
Bagh Nakh
Main Melee
AP
Threat 1
+2 vs evasion/tier
4/6/8 kinetic damage
If the Tiger hits the target with its Bagh Nakh, it may immediately make a second attack with the
weapon against the same target or another within range.

Hacking Pin
Trait
When the Tiger hits a target with its Bagh Nakh, it may choose to also grapple that target if this
is the last Bagh Nakh attack it makes during the turn.

Hyper-Stimulants
Trait
At the beginning of its turn, the Tiger can use the frame’s hyper-stimulants to gain an additional
Full Action or pair of Quick Actions as free actions this turn. At the end of its turn, it becomes
Stunned until the end of its next turn.

Safety Limitations Disabled


Trait
The Tiger is immune to the Impaired condition.

Optional Systems:
Memory-Metal Chain
Main Melee
Threat 3
+2 vs evasion/tier
2/3/4 kinetic damage
On hit, the target must also pass a Hull save or be either knocked prone or suffer Knockback 2.

Prowler
Trait
When the Tiger is hidden and leaves cover, it doesn’t cease to be hidden until the end of its turn
or until it makes an attack of any kind, whichever comes sooner.

Slaughterer
Trait, Reaction
Once per round as a reaction to dealing Structure damage to a target, the Tiger can immediately
make an attack with its Bagh Nakh against the target.

Terror Intrusion Stream


Quick Tech
Sensor Range (10)
+0 vs e-defence plus 1 Accuracy/tier
On hit, the target takes 2/3/4 heat and cannot willingly move closer to the Tiger until the end of
its next turn.

To The Limit
Trait
Heat 4 (self)
At the beginning of its turn, the Tiger may choose to push its systems to the limit, increasing its
speed by 2 and adding 1 Accuracy to all its dice rolls until the end of its turn. At the end of its
turn, the pilot falls unconscious for the remainder of the scene and the Tiger shuts down.
ZELEZNIK FOUNDRIES
Forged in fire, tempered in battle, built to last.

The mechanized cavalry frames of Zeleznik Foundries reflect the corprostate’s origins in heavy
industry and metallurgy; these mechs are looming ironclads of the battlefield, implacably
advancing behind thick layers of armour plating. Built for endurance and with little attention
spared for aesthetics, ZF frames share the heavy-duty appearance of the foundries and forges in
which they are born. Such a lack of subtlety does not bespeak a lack of sophistication, however.
Zeleznik Foundries outfits chassis with cutting-edge armaments and systems fresh from its labs,
and the corprostate’s designs are well-known for their advanced communications and co-
ordination suites.

Zeleznik Foundries is unusual in that 55% of the corprostate’s staff is one person—or rather,
clones of one person. The company founder, Anya Zeleznik, decided that the personality type
best suited to her endeavour and the most reliable supporter she might find was herself, and early
in ZF’s history she instituted a slow-grow clone facility to produce and rear her clones to fill out
ZF’s ranks. These days, clones fill the bulk of roles at every level from engineering to design to
executive and marketing, and while the corprostate does not officially discriminate against non-
clones, it’s an open secret that ‘Anyas’ have the most favourable career track and are seen as the
most reliable and suitable candidates for key roles by the board. Brought up at natural growth
rates, Anya clones are offered a supported apprenticeship and employment track into Zeleznik
Foundries when they come of age, after which they are offered a permanent place in its ranks if
they want; most Anyas stick with the company, though a few pursue independent lives away
from their clone-sisters.

A side effect of this unusual structure is that many Anyas have a particular interest and expertise
in bringing the almost preternatural level of co-ordination and like-thinking that exists among the
clones to the systems and tech-suites they build for customers. ZF designs feature near-
unparalleled squad harmonization programs and highly sophisticated communication packages.
This has earned them a powerful reputation among tight-knit teams of military operators who
prize the cross-formation unity that Zeleznik Foundries chassis’ offer for skilled pilots.

Zeleznik Foundries NPCs: Zeleznik Foundries mechs are big, tough, and work best in groups
where they can bolster one another to draw out their greatest strengths. Zeleznik Foundries NPCs
focus on using the Bolster action to enhance allies and to access their full capabilities, making a
group of NPCs very hard to take down with save or check-based attacks but placing a high
demand on the NPCs’ action economy. Most ZF mechs lean towards defensive roles and are
well-suited for holding areas of ground against attacks; they’re likely to be found in corporation
security teams protecting heavy industrial areas, and military forces engaged in grinding urban
warfare where their resilience can be best brought into play.

Zeleznik Foundries Manufacturer Traits: All Zeleznik Foundries NPCs have the following
traits.

Bolster: Zeleznik Foundries NPCs can take the following Quick Action. Note that unlike for
PCs, Zeleznik Foundries NPCs do not treat this as a Quick Tech.
Bolster: The NPC chooses an ally within sensor range and line of sight. That ally gains 2
Accuracy on the next skill check or save of any kind it takes before the end of its next turn. A
target can only benefit from Bolster once at a time.

Bolstered Network: Every Zeleznik Foundries NPC has a Bolstered Network trait. It can trigger
this as a reaction once per round when it is targeted by an ally using the Bolster action on it. For
the purposes of Bolstered Network, this includes the Bolster action of a ZF NPC, the Bolster
action of a PC, and equivalent similar actions from NPCs that have ‘bolster’ in their name (such
as the Masquer’s Bolstered Masques) or feature similar augmentation at the GM’s discretion,
such as entering a Support’s Nano-Repair Cloud.
ZF HUSAR
Striker

The renowned Husar is a heavy front-line assault mech combining considerable speed with
heavy armour in one terrifying package. Using advanced plasma technology, the frame’s
sophisticated systems rapidly juggle extreme power demands, furiously venting excess energy
out in a striking display through ribbon-coolers situated along its shoulders and back. These
give the Husar the appearance of having shimmering wings of light when in combat mode,
adding a significant psychological impact when leading the charge.

Tactics: The Husar is an aggressive brawler with heavy enough armour to weather close quarter
battle over extended periods. Getting quickly into melee often requires it to run quite hot, so it is
vulnerable to both enemy hackers and to Engineering checks or saves of any kind. Bolstering the
Husar is an effective way to bandage this weakness and also benefit from Aggressive Target
Acquisition, giving the mech the needed accuracy to make sure its powerful attacks hit home.

Husar
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
15 8 8 6 +2 +1 +1 -2 2 4 5 10 2
Tier II
18 9 9 8 +3 +2 +2 -2 2 4 5 12 2
Tier III
21 10 10 10 +4 +3 +3 -2 2 5 5 14 2

Base Systems:
Plasma-Sheathed Lance
Heavy Melee
Threat 2
+1 vs evasion/tier
7/9/11 kinetic damage
When the Husar boosts, its attacks with the plasma-sheathed lance later in the same turn deal
energy damage rather than kinetic damage, and gain the AP trait.

Bolstered Network – Aggressive Target Acquisition


Trait, Reaction
Once per round as a reaction to being bolstered, the Kasztelan may place the Lock On condition
onto a single target within sensor range.

Plasma-Wing Flight Suite


System
The Husar can fly when it boosts, but must end its boost movement standing on a surface or it
will fall. If it flies when boosting, it takes 2 heat.

Power Reassignment Matrix


System, Free Action
2 heat (self)
At the end of the Husar’s turn, if it is not adjacent to an enemy, it may move 3 spaces ignoring
reactions and engagement.

Optional Systems:
Bolstered Charge
Trait
When the Husar uses the Bolster action on another character, that character may take 2 heat and
immediately take a boost action as a reaction.

Death From Above


Trait
When the Husar makes an attack after flying in the same turn, or after starting its turn at a higher
elevation than the target, the target must also pass a Hull save with 1 Difficulty or be knocked
prone.

Glorious Reactor Wing-Flare


Quick Tech
3 heat (self)
All hostile characters within sensor range must pass a Systems save or take 1/2/3 heat and suffer
knockback 2 directly away from the Husar.

Nuclear Cavalier
Trait
When the Husar is in the danger zone, its attacks deal an additional 2 heat and 2/3/4 energy
damage.

Plasma Vent Pistol


Auxiliary CQB
AP, Loading
Range 5, Threat 3
+1 vs evasion/tier
3/4/5 energy damage
When the Husar fires this weapon, it immediately cools for 2 heat.
ZF KASZTELAN
Artillery

The Kasztelan is a defensive artillery design, built for environments where a force needs fire
support without causing collateral damage to valuable surroundings. The chassis’ large size and
heavyweight construction allows it to haul a substantial seeker missile system, saturating a
target area with smart weapons backed by the sophisticated systems needed to ensure accurate
friend-or-foe identification in even the most chaotic situations.

Tactics: The Kasztelan is an armoured fire support piece able to rain fire into close engagements
with no fear of hitting allies, and if bolstered gains additional and highly reliable damage output
against key targets. It’s a slow NPC and, like most artillery, struggles when enemies close with it,
but its high armour and fortification protocols can make it very hard to root out of dense
defensive positions.

Kasztelan
Mech, Artillery
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 6 9 8 +1 +0 +1 +1 2 3 15 10 2
Tier II
15 6 10 8 +2 +0 +2 +2 2 3 15 12 2
Tier III
18 6 11 8 +3 +0 +3 +3 2 3 15 14 2

Base Systems:
Seeker Saturation System
Heavy Launcher
Blast 2, Ordnance, Seeking, Smart
Range 20
+1 vs e-defence/tier
6/8/10 explosive damage
The Kasztelan may choose any number of characters, objects, or pieces of terrain within the blast
area of this weapon to be excluded from damage.

Bolstered Network – Auxiliary Seeker Silos


System, Reaction
Once per round as a reaction to being bolstered, the Kasztelan may deal 3/4/5 explosive damage
to a target within range 15 of its position. The Kasztelan does not require line of sight to the
target, but must be able to trace an open path to it.

Kasztelan Fortification Protocol


System, Protocol
2 heat (self)
The Kasztelan may activate this protocol to grant resistance to energy, explosive, and kinetic
damage to any hard cover objects or terrain it is adjacent to. The resistance only lasts for as long
as the Kasztelan remains next to the cover.
Optional Systems:
Bolstered Fire Control
Trait
When the Kasztelan uses the Bolster action on another character, that character also gains
Reliable 2 on the first attack it makes during its next turn.

Crucible Minefield Launcher


System, Mine, Limited (1)
The Kasztelan launches a minefield into a blast 2 area of free space within range 15. The
minefield is invisible and untargetable but can be revealed or disarmed via the usual rules for
mines. The minefield triggers whenever any hostile character passes over any of its spaces,
dealing 2/3/4 Burn and 2/3/4 heat to the character. The minefield does not end when triggered,
but remains in place and continues to deal damage to further hostile characters who cross into its
area for the remainder of the scene until disarmed.

Forge Clamps
System
As long as the Kasztelan is adjacent to an object or terrain granting hard cover, it is immune to
knockback and being knocked prone.

Portcullis Barrier Projector


System, Quick Action
The Kasztelan places a line 4 zone within sensor range, which hostile characters treat as
dangerous terrain dealing energy damage. The zone remains until the beginning of the
Kasztelan’s following turn.

Svarog Tactical Warhead


System, Quick Action, Limited (1)
The Kasztelan picks out a target with the Lock On condition within sensor range and line of sight
and consumes the Lock On. If the target is in line of sight of the Kasztelan at the end of the
following round, regardless of range, the Svarog Tactical Warhead strikes the target to deal
6/8/10 Burn damage, 4/5/6 heat, and inflicts the target with the Immobilized condition until the
end of its next turn, while filling a burst 1 area around the target with difficult terrain. If the
target is outside of line of sight, the Svarog fails to fire but does not consume its Limited charge,
and the Kasztelan must use another Quick Action to initiate firing again.
ZF SZLACHTA
Defender

With the distinctive ship’s-prow angle of the frame’s armoured forefront, the Zeleznik Foundries
Szlachta is the backbone of the corprostate’s product line and their most popular chassis. Built
with endurance in mind, the large frame also packs in state-of-the-art ECM packages using
energy emissions derived from Zeleznik Foundries’ origins and expertise in heavy industry.

Tactics: The Szlachta is an all-round defender, strong against sophisticated attackers who might
make use of Lock On, smart, and seeking weapons to break through, and heavily armoured
enough to engage brute-force and melee foes and weather the damage. If bolstered, it can easily
shrug off effects that demand saves and put down suppressive counterfire to dissuade closing
enemies. While the Szlachta does well in dense areas of moderate cover that it can use its size to
manoeuver straight over and in closer-range engagements, its limited range and speed put it at a
disadvantage over larger spaces.

Szlachta
Mech, Defender
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
15 7 10 8 +2 +0 +1 +0 2 3 10 10 2
Tier II
20 7 11 8 +4 +0 +2 +1 2 3 10 12 2
Tier III
25 8 12 8 +5 +0 +3 +2 2 3 10 14 2

Base Systems:
Gyrostabilized Assault Cannon
Main Cannon
Range 8
+1 vs evasion/tier plus 1 Accuracy
5/7/9 kinetic damage

Bolstered Network – Counterfire


System, Reaction
Once per round as a reaction to being bolstered, the Szlachta may choose an enemy within sensor
range as a designated counterfire target until the beginning of the Szlachta’s next turn. When that
enemy makes an attack of any kind, the Szlachta may interrupt that attack before it is rolled as a
reaction with a Skirmish action that includes the enemy as a target. If this reaction destroys or
incapacitates the enemy, it is prevented from making the triggering attack at all.

Furnace Flares
System, Quick Action, Recharge (4+)
The Szlachta removes the Lock On condition from any number of allies in a burst 5 area and
gains the Lock On condition itself. Until the beginning of the Szlachta’s next turn, attacks with
the Seeking or Smart tags against characters within range 5 of the Szlachta that don’t include the
Szlachta as one of the attack’s targets suffer 2 Difficulty.
Guardian
Trait
Adjacent allies can use the Szlachta for hard cover.

Optional Systems:
Bolstered ECM
Trait
When the Szlachta uses the Bolster action on another character, that character also may remove
the Lock On condition from itself if it has it.

Crucible Spear
Main Melee
Threat 3
+1 vs evasion/tier
4/5/6 kinetic damage and 1/2/3 Burn

Foundry Plating
Trait
The Szlachta has resistance to Burn and energy damage.

HE Rounds
Trait
The Szlachta’s Gyrostabilized Assault Cannon gains blast 1 and deals explosive damage.

Smelter Shield
System, Shield
Reaction attacks against the Szlachta suffer 2 Difficulty.
ZF UŁAN
Striker

The Ułan is the lightest of Zeleznik Foundries’ combat chassis, being a middleweight assault
mech by anyone elses’ standards. In order to balance the weight and power draw needed to move
its armoured frame at such speeds over sustained engagements, the Ułan sports only light
experimental weaponry and modular components. As such, it lacks some of the flexibility and
adaptability usually expected from outrider and flank assault doctrines, but compensates with
excellent survivability and proprietorial Zeleznik enhanced threat analysis.

Tactics: The Ułan is a close-range skirmisher that plays well with others, becoming significantly
hardier if Bolstered and allowing allies to throw in area-of-effect attacks without fear of hitting
the Ułan itself. It can also glean additional benefits from Lock Ons intended for other allies to
exploit, adding additional targets with its Pepperbox without consuming the Lock On in the
process.

Ułan
Mech, Striker
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 10 7 5 +1 +1 +1 +0 1 6 10 10 1
Tier II
14 12 8 5 +2 +2 +2 +0 1 6 10 11 1
Tier III
16 14 9 5 +2 +4 +3 +0 1 6 10 12 1

Base Systems:
Nanolathe Sabre
Main Melee
AP
Threat 1
+2 vs evasion/tier
5/6/7 kinetic damage
The final attack roll with this weapon never has Difficulty.

Pepperbox Gyrojet Launcher


Auxiliary Launcher
Arcing, Smart
1 or 2 targets within range 8
+1 vs e-defence/tier
2/3/4 explosive damage
When fired, this weapon may also target any number of hostiles with the Lock On condition in
addition to the normal 1 or 2 targets. It does not consume Lock On on such targets, but also does
not benefit from the usual Accuracy from the condition.

Bolstered Network – Evasion


Trait, Reaction
Once per round as a reaction to being bolstered, the Ułan may choose to exclude itself from the
damage of any attacks or effects with the blast, cone, or line tags until the end of its next turn.

Flanker
Trait
During its turn, the Ułan gains 1 Accuracy on attacks and tech attacks made against enemies who
it was not in line of sight of at the beginning of its turn.

Optional Systems
Bolstered Redeployment
Trait
When the Ułan uses the Bolster action on another character, that character may also move
without triggering overwatch reactions from enemies it begins its next turn engaged with.

Hit and Run


Trait
When the Ułan makes an attack with its Nanolathe Sabre, it ignores engagement and overwatch
reactions for the remainder of its turn.

Pathfinder
Trait
The Ułan ignores difficult terrain.

Skirmisher
Trait
At the start of its turn, the Ułan gains soft cover, which it cannot use to hide. It immediately loses
this cover if it makes an attack or forces a character to make a saving throw.

Slag Grenade
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
The Ułan launches a slag grenade, forcing all characters within the blast to pass an Agility save
or become Slowed until the end of their next turn. After saves, it creates a size 1 piece of terrain
with 10 HP and 5 evasion in a free space within the area.
ZF WOJEWODA
Support

The Wojewoda carries the most expansive electronic command suite Zeleznik Foundries has yet
designed, paired with micro-printers and an onboard nano-hive to produce and install repairs
and network upgrades for nearby allies. The sophisticated software aboard this battlespace
oversight chassis allows it to co-ordinate and enhance numerous other mechs at a full-depth
level on a moment-to-moment combat basis, an achievement in technology that not even the Big
5 have been able to match as yet.

Tactics: The Wojewoda is a resilient support that can heal itself and allies when Bolstered, while
also Bolstering multiple allies itself. It’s best positioned in the midst of a defensive position or
slow, purposeful assault team. While capable of defending itself in melee, the Wojewoda has no
answers to long-range fire apart from relying on its heavy armour, and is slow to react to shifts in
the battlefield situation.

Wojewoda
Mech, Support
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
15 7 9 8 +1 -1 +3 +0 2 3 15 10 2
Tier II
15 7 10 8 +2 -1 +4 +0 2 3 15 12 2
Tier III
15 7 12 10 +3 -1 +6 +0 2 3 15 14 2

Base Systems:
Siege Mace
Heavy Melee
Knockback 3
Threat 2
+1 vs evasion/tier plus 1 Difficulty
6/8/10 kinetic damage

Advanced Support Hub


Trait
When the Wojewoda uses the Bolster action, it may choose 2/3/4 targets instead of 1.

Bolstered Network – Nanolathe Forge


Trait
Once per round as a reaction to being bolstered, the Wojewoda may heal itself or a single
adjacent ally for 3/4/5 HP.

Optional Systems:
Ash Diffusion Charges
System, Grenade (range 5, blast 2), Quick Action, Recharge (5+)
The Wojewoda launches an ash diffusion grenade, which creates a blast area granting resistance
to energy and Burn damage to all characters and objects within. The area lasts until the end of the
Wojewoda’s next turn.

Bolstered Recalibrations
Trait
When the Wojewoda uses the Bolster action on another character, that character can immediately
end one of the Impaired or Slowed conditions that may be affecting it.

Catalyst Warheads
Auxiliary Launcher
Smart
Range 10
+2 vs e-defence/tier
2/3/4 energy damage
Targets struck by this weapon suffer an additional 1/2/3 damage from all attacks that deal energy
or Burn damage to them until the end of the target’s next turn.

Crane
Trait, Protocol
At the beginning of its turn, the Wojewoda can target a single character within range 2 of its
position and move that character to another free location within range 2. If the target is
unwilling, it can attempt an Agility save and avoid being moved on a success.

Forgelight Co-Ordinated Targeting System


Quick Tech
+2 vs e-defence/tier
Sensor Range (15)
On hit, the target suffers 2/3/4 heat and any of the Wojewoda’s allies who hit it with attacks until
the beginning of the Wojewoda’s next turn immediately benefit from the Bolster action.
ZF WOŁCHW
Controller

The Wołchw’s first incarnation was not a military-grade chassis, but rather a custom frame built
for the Anyas in the Zeleznik Foundries systems and design labs, combining precision tools with
industrial protection for the heavy-duty construction environment the technicians found
themselves in. When the marketing department pushed for an e-warfare entry into the
corprostate’s combat line-up, the Wołchw frame provided a quick and easy product after just a
little polishing up and the addition of heavier armour plating. A certain amount of resentment
among Anya technicians still lingers to this day, who consider the Wołchw ‘their’ mech.

Tactics: The Wołchw is a solid tech attacker, posing a significant threat in melee while excelling
in spoiler control over enemy co-ordination and heat management. The Wołchw’s own heat can
be something of a weak spot; it has strong tech defences but several of its abilities will raise its
temperature and it struggles with Engineering saves and checks.

Wołchw
Mech, Controller
HP Evade E-D Heat H A S E Armor Speed Sense Save Size
12 8 12 8 +1 +1 +3 -1 1 4 15 11 1
Tier II
14 9 15 8 +1 +1 +4 -1 1 4 15 13 1
Tier III
14 10 18 8 +2 +2 +5 -1 1 4 15 15 1

Base Systems:
Circuitbreaker Talons
Main Melee
2 heat (self)
Threat 1
+2 vs evasion/tier
3/4/5 energy damage and 1/2/3 heat
On hit, the target must pass a Systems check or gain the Shut Down status. Any given character
can only be Shut Down in this way once per scene.

Bolstered Network – Positive Feedback


Trait, Reaction
Once per round as a reaction to being Bolstered, the Wołchw may make the Bolster action on the
character who Bolstered it.

Cycle Reactor
Quick Tech
2 heat (self)
Sensor Range (15)
+2 vs e-defence/tier
On hit, the target takes 2/3/4 heat, and cannot cool heat via any means nor Overcharge until the
end of its next turn.

Negative Feedback
Quick Tech
Sensor Range (15)
+2 vs e-defence/tier
On hit, the target takes 2/3/4 heat, and an additional 2/3/4 heat whenever it receives a positive
effect or bonus from an ally until the end of its next turn.

Optional Systems:
Bolstered Coolant Control
Trait
When the Wołchw uses the Bolster action on another character, that character can immediately
cool for 2/3/4 heat.

Destabilizing Heat Fluctuations


System, Reaction
Once per round as a reaction when a character within sensor range of the Wołchw takes the
Stabilize action and repairs itself, the Wołchw causes that character to suffer 1/2/3 heat.

Diagnose Infection Vectors


Quick Tech
Sensor Range (15)
+2 vs e-defence/tier
On hit, the target takes 2/3/4 heat and suffers 2 Difficulty on their tech attacks until the end of
their next turn. The Wołchw gains 1/2/3 Accuracy on this Quick Tech if the target made any
Quick Tech or Full Tech actions during its last turn.

Reformat Systems
Full Tech
2 heat (self)
Sensor Range (15)
+2 vs e-defence/tier
On hit, the target’s e-defence becomes 5 and it automatically fails all Systems saves and checks
until the end of its next turn.

Rewire Target
Trait
Whenever the Wołchw hits a target with its Circuitbreaker Talons, it can choose Quick Tech,
Skirmish, or Boost. The target cannot take the chosen Quick Action until the end of its next turn.
TEMPLATES

CORE Power
Accessing the full potential of a mechanized frame’s CORE systems is beyond the capacity of
many pilots, but some specialists, veterans, prodigies and desperadoes have the talent or the
experience (or the plain desperation) to flick off the safety limiters and harness that raw power in
extreme situations.

Making an NPC with a CORE Power:


All NPCs with CORE Power get the following features added to their base NPC type:
• CORE Systems: The NPC chooses one CORE system from the list below, in
addition to any normal optional systems they may possess.
• Exclusive Templates: The NPC cannot take the Grunt template.

Using This Template:


NPCs should be given CORE Power sparingly, to give the sense of special or exceptional foes
who possess a parallel to the PCs’ own CORE system abilities. The template is not enough, by
itself, to render an NPC the equal of an Elite, but works well to add spice and additional punch to
a Veteran or Elite in ways that might surprise players who are already familiar with the NPC
classes they’re facing. Lancer’s rules about templates and NPC information transparency mean
players will know from the onset of a battle that a particular NPC has CORE Power, marking
them out as special and worthy of attention—and fear.

Core Systems:
ASTRADHARI Reactor-Integrated Superweapon
System, Full Action, Limited (1), Ordnance
The NPC creates a blast 1 area within range 20 and line of sight. Characters in this area must
pass a Hull save or immediately lose a point of Structure. All objects and terrain in the blast area
take 10/15/20 AP energy damage.

Full Spectrum Hyperscan


System, Limited (1), Quick Action
The NPC emits a burst 10 area around itself, within which it reveals all hidden enemies. All
enemies within the area also gain the Lock On condition and cannot benefit from invisibility or
soft cover until the end of the NPC’s next turn.

Maelstrom Surge
System, Limited (1), Free Action
When the NPC attacks a target with a Main or Auxiliary weapon, as a Free Action it may also
use the weapon to attack every other valid enemy target within range.

Molecular Integrity Shield


System, Limited (1), Protocol
When activated, the Molecular Integrity Shield reduces all damage and external heat the NPC
suffers to 0 until the end of its next turn. This does not provide protection against any other
effects such as conditions.

Peak Assault Reflexes


System
The NPC ignores engagement and difficult terrain, and does not trigger reactions with any
movement it takes.

Reconstruction Surge
System, Limited (1), Quick Action
The NPC targets 2 allied destroyed mechs within range 5 of its position and restores them to full
HP and 0 Heat with 1 Structure and 1 Reactor Stress.

Supercharged Fuel Injector


System
The NPC has 1 Accuracy on all attacks, checks, and saves, and may take the Boost action as a
Free Action once on each of its turns.

Supercharged Virus Breeder


System, Full Action, Limited (1)
The NPC emits a burst 10 area around itself, forcing all enemies within this area to pass a
Systems save or become Jammed until the end of their next turn.

Metafold Wraith
In a galaxy of wonders and terrors, paracausality poses a frightening challenge to fundamental
human assumptions about the nature of reality itself. Human victims are often the tragic cost of
encounters and experiments with paracausal forces, left broken at a metaphysical level that can
leave them hollowed emotionless shells, juddering incorporeal phantasms, or obsessed revenants
who refuse to die—and perhaps cannot truly be killed at all. When entire teams of mech pilots
vanish into the twisted singularity of a metavault’s guts or the nightmarish tests of Blinkspace
research, they and their warped steeds may become as incomprehensible and terrifying as the
very forces that now suffuse them.

Making a Metafold Wraith:


All Metafold Wraiths have the following features added to their base NPC type:
• Causality Leech: Whenever a PC ends their turn adjacent to one or more
Metafold Wraiths, the PC must pass a Grit save. Failure allows the GM to teleport
the PC mech up to 2/3/4 spaces in any direction to a free space, to heal an
adjacent Metafold Wraith for 2/3/4 HP, or to break future causality for the PC.
The GM notes each future causality break a PC earns, and may apply them as
Difficulty on any future trigger roll within this or the following mission; any
number may be applied to a single roll at once. Failures or complications from a
causality break manifest as bewildering and frightening results that make little to
no sense within context, such as an attempted infiltration of a military base
resulting in a PC turning a corner and finding themselves on an abandoned
outpost on a nearby moonlet, or a meeting in a nightclub turning to a nightmare as
the club-goers evaporate into twitching phantasms that flicker backwards through
their own timelines.
• Out Of Sync: All Wraiths in the scene have resistance to one of Burn, energy,
explosive, or kinetic damage. As a Full Action, any Wraith can change the Out of
Sync resistance to another damage type, affecting all Wraiths with this change.
• Reality Glitch: Once per round as a reaction in response to being targeted by an
attack or effect, the Wraith may immediately teleport to a free space it can see
within range 4/6/8. If this renders the targeted action invalid, the actor may choose
a new valid target instead.
• Spaces Between The Walls: Whenever a Metafold Wraith is subjected to forced
movement of any kind, the Metafold Wraith chooses the direction it moves
instead of the character targeting it. It can even choose the direction if struck with
Knockback, rather than having to move directly away from the attacker.
• Metafold Scars: An NPC with the Metafold Wraith template can choose one of
the Metafold Scar systems below.

Using This Template:


The Metafold Wraith template allows the creation of bizarre victims of paracausality, whether the
maddened survivors of an expedition into a metafold vault like DHIYED, the souls of a long-lost
ghost ship in the cold void, or the power-mad villains who would willingly flay their
metaphysical nature apart for just a scrap of MONIST enlightenment. Fighting Metafold Wraiths
is frightening, disorientating, and comes with lingering scars in the form of Causality Leech
tearing apart the fragile threats of a character’s future endeavours. Wraiths play havoc via
movement manipulation and cycling resistances, and so can pose a serious threat to most mech
team compositions. Combined with appropriate metafold scars, these can be quite complex NPCs
to run, so be careful and ensure you’re on top of all the weirdness you’re about to inflict on your
hapless players.

Metafold Scars:
Anchor
Trait, Free Action
As a Free Action at the end of its turn, the Metafold Wraith can teleport to a free space within
range 5 of a specific object or piece of terrain that it is paracausally anchored to. It can always
teleport to the anchor in this way, regardless of any separation of time or space between the two.

Fractal Kill
Trait, Quick Action, Recharge (5+)
The Metafold Wraith can create a figment copy of an enemy within range 10, spinning off a
hostile part of the target’s own timeline filled with malevolent self-hatred or a yearning hunger to
be the sole version of the target in existence. The copy is an NPC with the Grunt template and
the characteristics of the target, although it has 0 charges in any Limited systems that the target
possesses and cannot use CORE powers. At the end of the scene, if the target is dead but a
Fractal Kill copy remains, the copy manifests permanently as a new version of the target in this
reality, albeit with a twisted, distorted sense of their own history and a likely very different
personality. Otherwise, any surviving Fractal Kill copies will attempt to track down and murder
the original over the course of the following mission, appearing from improbable locations via
paracausality at critical moments to interfere against their originator.

I am You am I am You am am Who am I Who am I


Trait, Quick Action
The Metafold Wraith forces an adjacent enemy to pass a Grit save or become entangled with the
Wraith’s causality. Whenever the target receives healing or any sort of temporary benefit from
another character, such as being targeted by the Bolster action or receiving temporary resistance
to damage from an ally’s shield, the Metafold Wraith receives the same benefit. However, if the
target loses a point of Structure or Reactor Stress, so does the Metafold Wraith. The effect of this
trait lasts until the Wraith is destroyed, the target leaves the battlefield for any reason—even
temporarily—or the scene ends. The target also suffers 1 Difficulty on any trigger for the
remainder of the session where the action or the consequences involved relate to the target’s
sense of self, isolation, loneliness, or connections to others.

Mirror Twin
Trait
When the Metafold Wraith is deployed, it entangles itself with a single enemy mech in the scene.
Once per round as a reaction to the entangled character moving, whether with regular movement,
a Boost action, or other means, the Wraith may copy the movement to its full distance but in the
opposite direction to that which the entangled character moves. However, the Wraith does not
apply its Space Between The Walls trait to forced movement that originates from the entangled
character. The target also suffers 1 Difficulty to any trigger for the remainder of the session
where the action or the consequences involved relate to the target’s sense of spatial relationships
between things, precise measurements, or co-ordination of actions with others.

Revenant
Trait
If the Metafold Wraith is destroyed, it will reform, repair, reassemble, have its reflection emerge
from a mirror dimension, or otherwise return from death before the end of the mission, even if
suffering total physical annihilation. A character can prevent this from triggering by spending a
Full Action adjacent to the Wraith’s wreck and making a Grit check, with a success countering
Revenant. Each Revenant is subject to only the first Grit check made against it each scene;
subsequent characters attempting the same action against the wreck within a scene will have no
effect.

Regiment
As well as the specialized systems and idiosyncrasies of particular mechanised cavalry doctrines,
organized groups of pilots often share common tactics, talents, or training. Whether a private
military company, long-established battalion of Union regulars, or warlord’s elite vanguard, these
bands and regiments have their own distinct character and culture, traditions, or customized war-
gear that marks them out as a whole. The camaraderie and mutual experience of regiment pilots
brings them together into a cohesive, disciplined whole, where the overall group is prized over
individualism and opportunism.
Making a Regiment NPC:
All Regiment NPCs have the following features added to their base NPC type:
• Disciplined Co-Ordination: The Regiment member gains 1 Accuracy on all
skills and checks as long as it is adjacent to at least one friendly mech with the
Regiment template.
• Regiment Systems: Choose a single Regiment system or trait from the list below
for the group the NPC belongs to. When choosing optional systems and modules,
any NPC from the group can pick that particular option. NPCs don’t have to use
their group’s Regiment system or trait, but if they do, they can only pick that
specific one, and can’t use other Regiment systems or traits from the list.

Using This Template:


The Regiment template lets you depict shared fighting tactics or drilled doctrines across a group
that marks them out from other combat formations in the field. Several NPCs with the template
may take to the field in wildly different mechs, but the shared systems or traits offer a common
thread that gives the players the sense they’re facing a cohesive group or specific strategy.
Repeat appearances by the same groups with the same Regiment bonuses and distinct battlefield
behaviour can build a certain rapport between the players and the enemy elements their
characters face off again.st

Regiment Systems:
Armed to the Teeth
Auxiliary Melee
Threat 1
+2 vs evasion/tier
3/4/5 kinetic damage
When the NPC attacks with another weapon as part of a Skirmish or Barrage Action, it may also
attack with Armed to the Teeth as a Free Action.

Defensive Formation
Trait
As long as the NPC is adjacent to at least two allies with this template, ranged weapon attacks
against it or adjacent allies suffer 1 Difficulty.

Demolition Experts
Trait, Quick Action
The NPC deals 10 AP explosive damage to an adjacent object or piece of terrain that at least one
ally with this template is also adjacent to.

Digiterrorists
Trait
The NPC can critically hit with tech attacks. When it does so, the target treats the NPC and its
allies with this template as having hard cover until the end of the target’s next turn.

ECM Specialists
Trait
As long as the NPC is adjacent to at least one ally with this template, tech attacks that hit it also
cause the attacker to suffer 1 heat.

Extermination Squads
Trait, Reaction
When the NPC deals heat or Burn damage to a target, one adjacent ally with this template may
take a reaction to inflict 1/2/3 Burn damage to the target as long as they are within range 5 of the
ally.

Grenadiers
Trait
The NPC gains the Frag Grenade system below. While adjacent to at least one ally with this
template, it also gains a +1 bonus to Recharge rolls for any grenade or mine systems or any
weapons with the Recharge tag it possesses.
Frag Grenade
System, Grenade (range 5, blast 2), Quick Action, Recharge 5+
The grenade deals 4/5/6 explosive damage to characters caught within, or half on a
successful Agility save.

Heavy Assault Formation


Trait
As long as the NPC is adjacent to at least one ally with this template, it is immune to critical hits.

Outrider Formation
Trait
If the NPC is adjacent to the same enemy as one of its allies with this template, the NPC may
ignore that enemy for the purposes of engagement and does not trigger the enemy’s Overwatch
reaction via movement.

Patrol Formation
Trait
As long as the NPC is adjacent to at least one ally with this template, it gains 1 Accuracy on
Search rolls and on its Overwatch attack rolls.

Sharpshooter Teams
Trait
The NPC can critically hit with weapons. When it does so, one adjacent ally with this template
may immediately take the Lock On action as a reaction against the target, if it is within sensor
range.

Tenacious
Trait
If the NPC loses its last point of Structure while adjacent to at least one ally with this template, it
may immediately make a Skirmish action as a reaction before being destroyed.

S-ar putea să vă placă și