Lancer Tables 1.6

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SHELLS 

S = “Size” 
A = “Armor” 
IPS-Northstar 
Name  S  A  SP  Flex  Aux  Main  Heavy  SHELL stats  CORE  SHELL System 
bonus: 

BLACKBEARD  2  2  4  1  1  -  1  +2 HULL, +1 SPD, -1 SYS  +1 Accuracy  Assault 


on grapple  Grapples 
attempts 

DRAKE  3  3  5  1  -  1  1  +2 HULL, -2 AGI  +1 Armor  IPS-N Argonaut 


Shield 

LANCASTER  1  1  7  2  -  -  -  +1 HULL, +1 ENGI  +2 Repair  Latch Drone 


Cap 

NELSON  1  0  5  1  -  2  -  +1 HULL, +1 AGI, +1 Speed  +1 reach  Perpetual 


with all  Momentum 
melee  Drive 

RALEIGH  1  0  5  -  1  1  1  +2 HULL  +8 HP  M-35 MJOLNIR 


cannon 

TORTUGA  2  1  5  1  -  1  1  +1 HULL, +1 SYS, -1 ENGI  +1 Accuracy  SENTINEL 


on 
Overwatch 

VLAD  1  2  6  2  -  -  1  +1 HULL, -1 ENGI  +1 resilience  SHRIKE armor 

 
   


Smith-Shimano Corpro 
Name  S  A  SP  Flex  Aux  Main  Heavy  SHELL stats  CORE  SHELL System 
bonus: 

BLACK WITCH  1  0  8  1  1  -  -  +1 AGI, +1 SYS  +1  Mag Field 


E-defense 

DEATH’S HEAD  1  0  5  1  1  -  1  -2 HULL, +2 AGI, +1 Targeting  +1 critical  Precognitive 


damage  Targeting 
on main or 
larger 
ranged 
critical hits 

DUSK WING  ½   0  7  1  2  -  -  +2 AGI, -1 HULL, +1 SYS, -1 Engi  +2 speed  EX Hover 


while  Propulsion 
flying  System 

METALMARK  2  0  5  1  1  -  1  +2 AGI  +1 speed  Tactical Cloak 

MONARCH  2  0  6  1  -  1  1  +1 AGI, +1 Sys  +1  Volley Fire 


Accuracy  Protocol 
to Lock 
On 

MOURNING  1  0  6  2  -  -  -  +2 AGI, +2 evasion  +1  EX Slipstream 


CLOAK  Accuracy  Module 
on Agility 
Checks 

SWALLOWTAIL  1  0  9  1  1  -  -  +2 AGI, +1 SPD, +1 SYS, -2 HULL  +5 Sensor  Cloudscout 


Range  TACSIM 
swarms 
 
 
   


HORUS 
Name  S  A  SP  Flex  Aux  Main  Heavy  SHELL stats  CORE  SHELL System 
bonus: 

BALOR  3  1  7  -  -  1  1  +1 systems, +8 HP  +1 SP  Hellswarm 

GOBLIN  ½   0  13  1  -  -  -  Hull -2, Agi +2, Sys +2, E-defense +2  +1  Devouring Code 
accuracy to 
tech 
actions 

GORGON  1  0  8  1  1  1  -  +1 Sys, +1 E-defense  +1  Harnessed 


Accuracy  Basilisk 
on system 
checks 

HYDRA  2  1  6  1  -  2  -  Hull +1, Sys +1  Print any  OROCHI 


mech at  disarticulation 
size 2 

MANTICORE  1  2  5  1  -  -  1  Agi -1, Sys +1, Engi +1  +1 heat  Charged 


when  Exoskeleton 
inflicting 
heat 

MINOTAUR  1  0  8  1  -  -  1  Agi -1, Sys +2, Engi +1  Crippled  Metafold Maze 
max speed 
= 6 

PEGASUS  1  0  6  2  1  -  -  Sys +1  Lock on  Ushabti 


Grants +1  Omnigun 
extra 
Accuracy 
 
 
   


Harrison Armory 
Name  S  A  SP  Flex  Aux  Main  Heavy  SHELL stats  CORE  SHELL System 
bonus: 

BARBAROSSA  4  3  5  1  -  -  1  HP +10, Agi -2, Engi +1  +5 range on  Apocalypse Rail 
heavy or 
larger ranged 

GENGHIS  2  3  4  1  -  -  1  Engi +2, Heat cap +2  +1 size to all  TBK Sustain 
cone attacks  Suite 

ISKANDER  3  1  5  1  -  2  -  Agi -1, Sys +1, Engi +2  +1 use on all  Broad-Sweep 
deployables  Seeder 

NAPOLEAN  ½   1  8  1  -  1  -  Sys +1, Engi +2  +1 Accuracy  HA Vantablack 


on  Aegis 
Engineering 
checks 

SALADIN  3  1  7  1  -  2    Hull +1, Agi -1, Engi +1  +1 size to all  Tachyon Loop 
created 
shields 

SHERMAN  2  0  5  1  -  1  1  Hull +1, Agi +1, Sys -2, Engi +2  +1 Heat  Zone Focus Mk 
Capacity  IV SOLIDCORE 

TOKUGAWA  2  0  6  1  -  2    Engi +1, Heat Cap +2  +1 accuracy  Superheated 


on energy  Reactor Feed 
weapon 
melee 
 
 

 
   

WEAPONS 
 
Auxiliary 
 
Name  Type  SP  Damage  Range  Additional Tags  License  Other 

Assault  Launcher  -  *Dependent on  15, Indirect  Indirect  HA ISKANDER   


Launcher  payload  II 

Autogun  Cannon  1  2 Kinetic  20  Guided, AP  HORUS   


PEGASUS I 

Flechette  CQB  -  1d3 Kinetic  Blast 1 (self)  -  IPS-N  Does 1d6 damage to 
Launcher  BLACKBEARD  grappled targets or 
II  targets with the 
biological tag 

GMS Type I  CQB  -  1d3 Kinetic  10  -  GMS   


MC-P Pistol 

GMS Type I  Melee  -  1d3+1 Kinetic  Reach  -  GMS   


MC-TK Knife   

GMS Type I  CQB  -  1d3 energy  10  -  GMS   


MC-TP 
Thermal Pistol 

Hand Cannon  CQB  -  1d6+2 Kinetic  15  Loading  IPS-N RALEIGH   


Kodandam  Launcher  -  1d6 Explosive  15, Blast 2  -  SSC  Limited (3) 


Missiles  MONARCH I 

Markerlight  Rifle  -  -  20  -  SSC  One nominated mech in 


SWALLOWTAIL  your sensor range gains 
I  +1 accuracy against 
target on hit 


Plasma Cutter  Melee  -  1d3 Energy + 3 Heat  Reach  AP, Unique, 1  IPS-N   
heat (self)  LANCASTER III 

Power  Melee  -  1d3+2 Explosive  Reach  -  IPS-N NELSON  20+ to hit knocks target 
Knuckles  III  prone 

Shock Knife  Melee  -  3 energy  Reach  1 heat (self)  SSC  Can leave implanted in 
METALMARK III  target to repeat damage 
and self heat if your 
target is in range 5, 
target can take an agility 
check to remove 

Variable Knife  Melee  -  1d3 Kinetic  Reach  AP  SSC   


MOURNING 
CLOAK II 

Vijaya  Launcher  -  1d3+1 Explosive  15  -  SSC   


Rockets  MONARCH II 
 
Main 
 
Name  Type  SP  Damage  Range  Additional Tags  License  Other 

Annihilator  CQB  -  1d6 Energy, 1 Heat  Cone 5  AP, 2 heat (self)  HA TOKUGAWA   
II 

Arc Projector  CQB  1  1d6+1 Heat  Cone 4  2 heat (self)  HORUS   


MANTICORE III 

Automatic  CQB  -  2d6+1 Kinetic  5  Inaccurate  IPS-N   


Shotgun  TORTUGA I 

Burst  Launcher  -  1 energy + 1d3 heat  15  Indirect  SSC DUSK  Target struck must pass 
Launcher  WING II  an agility check or 
become impaired 

Chain Axe  Melee  -  1d6 kinetic +1 critical  Reach  -  IPS-N  - 


BLACKBEARD I 


Combat  CQB  -  1d6+1 Kinetic  Cone 5  Loading  HA ISKANDER I   
Shotgun 

Displacer  Rifle  -  15 Energy  Range 15,  Unique, Loading,  HA NAPOLEON   


Blast 1  AP, 10 heat (self)  III 

Flak Cannon  Cannon  -  1d3+1 kinetic  20  -  HA Barbarossa  This weapon ignores any 
II  cover bonuses gained 
from flying targets and 
targets damaged by this 
weapon gain +2 difficulty 
on any checks made to 
stay airborne made as a 
result of damage from 
this weapon. 

GMS Type I  Launcher  -  1d6 Explosive  20, Indirect,  Indirect,  GMS   


High-Arc  Blast 2  Inaccurate 
Mortar 

GMS Type I  Rifle  -  1d6 Kinetic  15  -  GMS   


MC-AR 
Assault Rifle 

GMS Type I  Melee  -  1d6+2 Kinetic  Reach  -  GMS   


MC-Blade 

GMS Type I  Melee  -  1d6+2 Energy  Reach  -  GMS   


MC-CB 

GMS Type I  Rifle  -  1d6+1 Kinetic  18  AP, Unreliable  GMS   


MC-BR Battle   
Rifle 

GMS Type I  Launcher  -  1d6 Explosive  15, Blast 2  Loading  GMS   


MC-RPG 


GMS Type I  CQB  -  1d6+2 Kinetic  5  -  GMS   
MC-SG   
Shotgun 

GMS Type I  Rifle  -  1d6 energy  15  -  GMS   


MC-TL 

Impaler  Launcher  1  1d6 Kinetic  Line 7  AP, 2 heat (self)  IPS-N VLAD I  Final target hit must pass 
a hull check or be 
immobilized 

Laser Rifle  Rifle  -  1d6 Energy + 2 Heat  15  2 heat (self)  HA SHERMAN I   
(SOL Pattern) 

Mag Cannon  Cannon  -  2 Energy + 1d3 Heat  Line 15  -  SSC BLACK   
WITCH I 

Nailgun  Rifle  -  1d6 Kinetic  15  AP, 1 heat (self)  IPS-N VLAD II  On 20+ to hit target must 
pass a hull check or be 
immobilized 

Pneumatic  Melee  -  1d6+3 Kinetic  Reach  Loading  IPS-N  On a 20+, target must 
Hammer  TORTUGA III  pass a hull check or be 
stunned until end of its 
next turn 

Rail Rifle  Rifle  -  1d6+1 Kinetic  Line 15  -  SSC   


METALMARK II 

Siege Ram  Melee  -  -  Melee  -  IPS-N Tortuga II  +2 Accuracy to ram 


attacks while wielding 

Smartgun  Rifle  3  1d6 Kinetic  15  Smart, Focus  HORUS   


PEGASUS II 

Sticky Bomb  Launcher  -  -  15, Blast 1  -  HA ISKANDER  *See Entry 


Launcher  (target)  III 


Thermal Pike  Melee  1  1d6 kinetic  Reach +1,  -  IPS-N NELSON  As Limited (1), can do 
Thrown 10  II  3d6 explosive damage 
on hit 

Torch  Melee  1  1d6 Energy + 1 Heat  Reach  AP, 1 heat (self)  HA TOKUGAWA   
III 

Variable  Melee  -  1d6+4 Kinetic  Reach+1  AP, Unique  SSC   


Sword  MOURNING 
CLOAK III 

Vulture Battle  Rifle  -  1d6+3 Kinetic  25  AP, Unreliable  SSC DUSK   
Rifle  WING II 

War Pike  Melee  -  1d6 Kinetic  Reach +1,  -  IPS-N NELSON   


Thrown 10  I 
 
   


Heavy 
 
Name  Type  SP  Damage  Range  Additional Tags  License  Other 

Bolt Thrower  Rifle  -  1d6 Kinetic + 1d6  20  -  IPS-N   


Explosive  RALEIGH II 

Daisy Cutter  CQB  -  3d6 Kinetic  Cone 7  CQB  IPS-N  Limited (2) 
TORTUGA II  Creates light cover in area for 1 
round after firing. 

Flamethrower  CQB  -  1d6 Energy + 1d6  Cone 6  -  HA GENGHIS I   


Heat 

Gandiva  Launcher  3  2d6 Energy  Sensor  Guided  SSC   


Missiles  Range  MONARCH III 

GMS Type I  Rifle  -  2d6+4 Kinetic  30  AP, Loading,  GMS   


20mm  Ordnance 
Hardpoint 
Anti-Material 
Rifle 

GMS Type I  Cannon  -  1d6+3 Explosive  20,  Indirect,  GMS   


Howitzer  Indirect,  Loading, 
Blast 2  Ordnance 

GMS Type I  Rifle  -  2d6 Kinetic  20  Inaccurate  GMS   


MC MG 
Machine Gun 

GMS Type I  Melee  -  2d6 Kinetic  Reach  -  GMS   


MC-HB Heavy 
Blade 

10 
GMS Type II  Cannon  -  2d6 Energy +1  10  2 heat (self)  GMS 
MC-EL heat 

GMS Type II  Melee  -  1d6+4 Energy  Reach+1  GMS 


MC-TCB

Heavy Laser  Cannon  -  2d6 Energy  15  Focus, 2 heat  HA SHERMAN 


(self)  II 

IPS-N Assault  Cannon  -  2d6+4 Kinetic  15  Unreliable, 1  IPS-N DRAKE I 


Cannon  heat (self) 

Kinetic  Melee  -  2d6+2 kinetic  Reach  -  IPS-N  20+ on hit impairs target if it fails a 
Hammer  RALEIGH III  hull check until the start of your next 
turn. 

Nanobot Whip  Melee  1  2d6 Kinetic  Reach  -  HORUS  On 20+ to hit, target is grappled 
+2 BALOR III  automatically, but lose the use of 
this weapon 

Nanocarbon  Melee  -  1d6 Kinetic + 2  Reach  AP  IPS-N 


Sword  Critical  +1 BLACKBEARD 
II 

Pinaka  Launcher  -  2d6 Explosive  25, Blast  Unreliable, 2  SSC  - 


Missiles  2  Heat (self)  MONARCH II 
(Target) 

Railgun  Rifle  -  2d6 Kinetic  Line 30  AP, Ordnance  SSC DEATH’S 
HEAD III 

Superheavy 

11 
Name  Size  SP  Damage  Range  Additional Tags  License  Other 

Combat Drill  Melee  -  3d6 Kinetic + 1d6  Reach  Unreliable, AP  IPS-N VLAD III   
energy 

IPS-N  Cannon  -  4d6+4 Kinetic  15  1 heat (self), AP    Deals only 1d6 
‘Leviathan’  kinetic if not 
Heavy Assault  spun up (takes 
Cannon  an action and 
cripples mech) 

Plasma  CQB  -  2d6 Energy + 1d6  Cone 8  CQB  HA GENGHIS  8 Heat (self) 
Thrower  Heat  III 

Siege Cannon  Cannon  -  3d6+3 Explosive  30 Blast 3  Ordnance, Indirect,  HA  4 Heat (self) 
(Target)  Loading  BARBAROSSA 
III 

Tachyon  Cannon  -  3d6 Energy + 3 Heat  30  Ordnance, Focus  HA SHERMAN  4 Heat (self) 
Lance  III 
 
 

12 
WEAPON MODIFICATIONS 
Name  SP  Tags  Applied To  Description  License 

Armor-Piercin 2  Ammo  Any Ranged  Modified weapon gains AP tag and does +1 kinetic damage  SSC 
g Ammunition  METALMARK 
II 

IPS-N  1  Ammo  CQB, Cannon, or  When you fire this weapon, draw a line 3 spaces long from your  IPS-N 
Throughbolt  Rifle  mech, then measure its original range from the end of this line as  TORTUGA 
Rounds  though the attack was fired from that position (also measure cover 
from this new position for the rest of the attack). Any targets hit by 
this line are also hit by the attack, with no cover allowed. The attack 
cannot change directions after being fired 

Extended  1  Mod  Rifle, CQB, or  Increase its base range by 5.   SSC 
Barrel  Cannon  METALMARK 

HAVOK Ammo  2  Ammo  Any Ranged  Choose a weapon. On a critical hit, the affected mech also takes  H.A. 
+1d3 heat.  GENGHIS II 

Haywire  1  Ammo  Any Ranged  Choose 1 weapon - On a hit, the next Tech action against that  HORUS 
Ammo  target is made with +1 Accuracy  MANTICORE 
II 

Miniaturized  0  Mod  Any non-auxiliary  Weapon becomes auxiliary in weapon size. It does a maximum of  SSC 
Weapon mod  1d6 damage of a type chosen from of any of the types of damage it  MOURNING 
already deals, but retains any other properties (blast, line, cone,  CLOAK I 
effects on 20+ roll, etc). 

Nanite Ammo  3  Ammo  Rifle, Cannon, CQB  Choose 1 rifle, cannon, or cqb weapon. You fire a swarm of  HORUS 
nanobots instead of regular ammo. The weapon gains the Focus  BALOR II 
and Smart properties. 

13 
Over -  1  Mod  Cannon, Rifle  Weapon range becomes line (8).  IPS-N VLAD II 
penetrating 
mod 

Paracausal  3  Ammo  Any Ranged  Damage from this weapon cannot be reduced in any way, by   
Ammo  armor, resistance, or any other kind of damage reduction. 

Phasing  2  Ammo  Rifle, Cannon, or  This weapon treats total cover as heavy cover and ignores line of  HA. 
Ammo  CQB  sight.  NAPOLEAN I 

Smart  2  Mod  Any Ranged  Choose 1 weapon. It gains the Smart property, as advanced  HORUS 
Weapon Mod  sub-sentient AI routines and targeting guide its attacks.  PEGASUS III 

Snub Barrel  1  Mod  CQB, Rifle  The weapon becomes cone (5) range or cone (+1) if it already has a  IPS-N VLAD I 
mod  cone attack pattern 

Stabilizer  2  Mod  Launcher, Rifle, or  Increase base range by 10.  SSC DEATH’S 
Weapon Mod  Cannon  HEAD II 

Tracer Ammo  1  Ammo  Rifle, any auxiliary  You can fire a tracer round from this weapon instead of a normal  SSC DEATH’S 
shot. This round does 1 kinetic damage, but on hit, your next attack  HEAD I 
roll against the same target gains +2 Accuracy and ignores 
invisibility. 

Overcharge  1  Mod  Any without (limited)  Choose 1 weapon without the limited or unreliable tags. It does  SSC DUSK 
Mod  or (unreliable) tags  +1d6 extra damage but it gains the unreliable tag (if the first  WING II 
damage die rolled is a 1, this weapon is disabled after the attack).  
 
 
 

14 
DEPLOYABLES 
 
Deployables with the ​thrown ​tag can be thrown as an action to a point within the range indicated. 
 
You can place deployables with the ​plant​ keyword as an action on any adjacent space. The blast radius from such weapons or 
deployables is measured from that space, so a blast 1 deployable would create a 3x3 area. You can also attempt to plant them 
directly on an enemy target. As an action, make a hull vs. agility or hull vs. hull skill contest (defender’s choice). The attacker gets 1 
Difficulty to this contest. If the attacker wins the contest, the deployable is successfully planted on the target. It takes a successful 
engineering skill check for a target with a planted deployable on it to remove that deployable. 
 
Name  S Limited (x)  Tags  Description  License 

AEGIS shield  2  2  Shield, Unique,  Once planted, this generator deploys into a blast 3 zone until  IPS-N Drake 
Generator  Plant  the end of 3 rounds (including this one). Inside the zone, all  II 
allied targets count as having 4 armor (max). 

EMP Charge  2  3  Plant  Once planted, EMP charges can be detonated remotely as an  HORUS 
action. All affected mechs in a blast 2 area around the charge  MANTICORE 
must pass a systems check with 1 difficult or take 1d6+1 heat.  I 

GMS  2  5  Plant  Planted mines arm at the end of the round.  GMS 
“Pancake” anti  Detecting a mine takes a successful scan of any kind, disarming 
vehicular  one takes an action and a successful systems check on an 
mines  adjacent mine or the mine explodes. The mine also detonates 
when any target moves adjacent to the mine and does not 
attempt to disarm it for blast 1, 1d6 explosive damage. This 
attack cannot miss. A second mine cannot be placed in this 
blast radius. 

GMS Pattern A  2  3  Thrown 5, Blast 2  Targets caught in the blast must pass an agility check or take  GMS 
“Apple” HE  1d6 explosive damage 
Grenades 

15 
GMS Pattern A  2  3  Thrown 10, Plant  The smoke grenade immediately detonates on impact or plant,  GMS 
“Filter” Smoke  creating an area of Blast 3 centered on the impact point. This 
Grenades  area grants light cover (+1 Difficulty) to all within, friend or foe. 
Lasts until the end of 3 rounds (counting this one), then 
disperses. 

GMS Pattern A  2  2  Plant, Action  As an action, using this system creates a Line 4 section of Light  GMS 
“Jericho”  Cover - orientation determined by user - so long as the entire 
Deployable  Line 4 section can be deployed on the map. Requires an action 
Cover  to pick up. Reusable.   

Grounding  3  2  Plant  Once planted, his charge can be detonated as an action.  H.A. 
Charge  Targets in a blast 4 area centered on the charge must make a  ISKANDER III 
successful hull check or be immobilized for 1 round and 
knocked prone. The charge also pulls any flying mechs or 
vehicles within range 6 above the area that fail the check to the 
ground, making them roll for critical damage as if they fell. 

IPS-N  2  3  Thrown 5, Plant  If thrown, the charge explodes on impact. If planted, it can be  IPS-N 
Breaching  detonated as an action by whoever planted it. The charge deals  RALEIGH I 
Charge  2d6 Energy + 2 Heat damage to targets in a blast 1 area. 
Targets can pass an agility check to reduce this damage by half. 
This damage deals double damage to objects. 

Mag Shield  2  -  Unique, Shield,  Create a line 4 force field 4 spaces high with at least 1 square in  SSC BLACK 
Action  an adjacent space to you. Any adjacent mech can use this force  WITCH III 
field from attacks on the other side. It gains resistance to kinetic 
and explosive damage from attacks on the other side of this 
field, but conversely, any of its targets on the other side of the 
forcefield gain resistance to kinetic and explosive damage from 
its attacks. The shield lasts until the end of combat, but only 1 
shield can be placed at a time. 

Mesmer Mine  1  3  Plant  This mine can be deployed as an action in an empty space.   
Once deployed, it activates once a hostile target enters within a 

16 
blast 3 area of the mine. All targets caught in that area, allied or 
enemy, must pass a systems check or become immobilized 
until the end of their next turn. 

Portable  2  2  Action  To activate this system, choose a clear 4x4 space adjacent to  IPS-N Drake 
Bunker  you and take an action. At the start of your next turn, this  III 
system unfolds into a fortified emplacement that grants heavy 
cover to anyone within the area from all directions, as long as 
they are fully covered by the area. The bunker is open topped 
and can be entered and exited at will. If attacked the bunker has 
evasion 5, 30 HP, and 3 armor. It cannot be moved or 
deactivated once deployed 

Stasis Barrier  2  3  Plant  This module deploys as a 4 square long piece of cover that lasts  H.A. 
for 10 rounds or 1 minute.   NAPOLEON I 
 
While behind the barrier, a target counts as having heavy cover 
and has resistance to all damage from blast, line, and cone 
attacks. At the end of the minute, it deactivates and is used up. 

Stasis Field  2  1  Plant  Once planted, you can detonate this field as an action to create  H.A 
a blast 5 area. Affected targets may make an agility check with 1  NAPOLEAN II 
difficulty to escape if on the edge, otherwise they are trapped 
inside. The area inside is locked from the normal flow of space 
time. Effects, mechs, and pilots inside are stunned and removed 
from play for 3 rounds (counting this one), and all other effects 
cannot penetrate into the area. Time does not flow normally for 
targets inside the area (it stops completely), and is separate to 
the outside world. Active effects, attacks, modules, and other 
other individuals and actions inside the area pause. 
At the end of the 3 rounds, this area returns and resumes play 
as normal. 

Thermite Mines  2  3  Plant  Thermite mines arm at the end of the round   
 

17 
Detecting a mine takes a systems skill check, disarming takes a 
successful systems check on an adjacent mine or the mine 
immediately explodes. The mine detonates when any target 
comes within 1 range of the mine and does not attempt to 
disarm it for blast 1, 1d6 explosive +1d6 heat damage. This 
attack cannot miss. A second mine cannot be placed in this 
blast radius. 
 
 

Veil Generator  2  1  Plant  Once deployed, this generator creates a weak cloaking field. It  SSC 
creates a blast 3 zone until the end of 3 rounds of combat  DEATH’S 
(counting this one). This zone doesn’t move, but allied mechs  HEAD II 
inside count as in light cover and are immune to all tech actions 
(even friendly ones). Once deployed, this generator continues to 
run until out of charge and cannot be re-used or re-deployed. 

 
   

18 
DRONES  
 
Name  SP  Tags  Description  License 

Assassin  2  Drone,  As an action, target a blast 3 area within range and gain this reaction:  HORUS HYDRA III 
Drone  Action  Assassin drone 
Nexus  Trigger: ​A hostile target starts its turn in that area or enters it for the first 
time on their turn. Make a +4 targeting vs evasion attack. On a hit, deal 1d6 
AP kinetic damage. 
The drone persists until recalled, and you can change the area it’s targeting with an 
action. It can be targeted and destroyed. It has 12 evasion, 10 HP, and benefits 
from cover. Once destroyed, this nexus is also destroyed until it can be repaired. 

Auto-Loader  2  Drone,  This drone can be deployed in an adjacent space. It has evasion 5, 15 HP, 2 armor,  H.A. 
Drone  Limited (1)  can benefit from cover but cannot move or take actions. While deployed, any one  BARBAROSSA II 
adjacent mech can reload a weapon with the Loading tag as an end-of-round 
action. 

Boost  2  Drone,  As an action, target an allied mech within sensor range. You release a nanite swarm  HORUS BALOR II 
Swarm  Action  that enhances that mech’s targeting and systems. That mech can immediately 
Nexus  spend a repair, and its next roll (attack or check) is made with +2 Accuracy. 

Ghoul Drone  5  Drone,  As an end-of-round action, deal 2d6+2 explosive damage to one target you are  HORUS HYDRA II 
Nexus  Guided  locked onto.  

19 
GMS  2  Drone,  The GMS drone nexus controls a small number of active light drones with light  GMS 
PanOpticon  Guided  armament. They deal 1d3 kinetic damage to a target you are locked onto as an end 
Drone  of round action. They cannot miss. 
Nexus 

Hunter Killer  3  Drone,  As an end-of-round action, deal 1d6 kinetic damage to one target you are locked on  HORUS HYDRA I 
Drone  Guided  to. 
Nexus  After installation and only in base, pilots may tune their H/K drones to deal either 
Explosive or Energy damage. 

ICEOUT  2  Drone,  You fire an ICEOUT drone at a point within range 10 of you, where it hovers in place.  SSC BLACK 
Drone  Action,  The drone is a size ½ object that has evasion 12, 10 hp, and can benefit from cover.  WITCH II 
Limited (2)  Once fired, the drone creates a blast 1 zone centered on itself. Any target at least 
partially covered by the zone, allied or enemy, is immune to all tech actions (even 
beneficial ones), and cannot make or benefit from any tech actions, including lock 
on, invasion, etc. Any negative statuses caused by tech actions immediately end. 
Targets inside the zone don’t show up on any electronic sensors and are only visible 
to the naked eye or optics. The drone deactivates at the end of combat or when 
destroyed, and cannot be re-used. 

Networked  1  Drone  As an end of round action, your mech takes 2 heat, and one target in your sensor  IPS-N LANCASTER 
Swarm  range can spend 1 repair to heal.   III 
Nexus 

Relay Drone  2  Drone,  To use this system, fire a drone to a point within range as an action. It remains  HORUS BALOR I 
Nexus  Action  active until destroyed. While it’s active, any allied mech can use the drone as an 
origin point for any tech actions, and any tech actions you personally make through 
the drone are made with +1 Accuracy. 
 

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The drone can be recalled or relocated as an action, and it can be targeted and 
attacked. It is size ½, has evasion 15 and 5 hp and can benefit from cover. If it is 
destroyed, this system is also destroyed. 

Restock  2  Drone,  As an action, you can set this drone down in any adjacent space. After your turn  IPS-N LANCASTER 
Drone  Limited (2)  ends, the drone primes. Any allied mech that moves adjacent to the drone can  I 
activate it as an interaction. That mech can then cool all heat, reload all weapons 
with the loading tag, and gain 2d6 hit points. The drone is then consumed. The 
drone can be shot at and destroyed (evasion 12, 10 hp, 1 armor) and can benefit 
from cover. 

Repair  2  Drone,  When you use these drones as an action, choose one, two, or three target mechs  IPS-N LANCASTER 
Drone  Action  within your sensor range. If you chose one mech, it can spend up to 2 repairs to  II 
Nexus  gain that much hp, if you chose two mechs, they can both spend up to 1 repair. If 
you chose 3, make an engineering skill check. On success, each of them can spend 
up to 1 repair, on failure, only one of them can spend up to 1 repair. 

Scout Drone  2  Drone,  When you use this system as an action, choose a blast 4 area anywhere within  SSC 
Nexus  Action  range and make a systems skill check. If your check is successful and any mechs  SWALLOWTAIL II 
are in that blast: 
- Gain perfect vision of that area until the end of your next turn 
- Targets in that area lose invisibility, hiding, and cannot hide until the end of your 
next turn 
- Reveal current HP and heat levels of targets in that area 

Sentinel  2  Drone,  You fire this drone as an action at a free space in sensor range, creating a blast 3  SSC GORGON I 
Drone  Action  area within range, centered on the drone. It can be attacked and destroyed. It has 
Nexus  evasion 12, 10 HP, and benefits from cover. You can move the area the drone 
effects (and the drone itself) by taking this action again. 
 
While the drone is active, any hostile target that attacks in that area takes 2 kinetic 
damage before they attack as the drone shoots them (no check or attack roll 
required). 

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Swarm  3  Drone,  As an end of round action, deal 3 AP kinetic damage to a target you are locked  SSC BALOR III 
Drone  Guided,  onto. A target successfully damaged by Swarm Drones gains the Vulnerable 
Nexus  AP  property until it repairs. 

Tempest  3  Drone,  You fire a large shielded drone to an empty space within range. Any target that  HORUS HYDRA III 
Drone  Action  starts their turn adjacent to the drone or moves their for the first time on their turn 
Nexus  must pass a systems check or take 6 energy damage or half on a successful check, 
then get knocked back 3 spaces directly away from the drone. 
 
The drone persists until recalled. You can move the drone and target a new area by 
taking another action. The drone can be targeted and destroyed. It has 12 evasion, 
10 HP, 3 armor, and can benefit from cover. Once destroyed, this nexus is also 
destroyed until it can be repaired. 

Turret  2  Drone,  This system fires a turret drone that attaches to any friendly mech or surface within  HORUS HYDRA II 
Drone  Action,  sensor range. If attached to a surface, the turret is a size ½ object. While attached, 
Nexus  Limited (4)  you gain the following reaction for each turret you have deployed. 
Turret attack x1 
Trigger:​ An allied mech hits with an attack within range 15 of the turret 
Deal 1d6 kinetic damage to that target 
While attached, the turret has evasion 10 and 1 HP. 

Tracking  2  Drone,  Make an targeting vs. evasion attack against an enemy target in range. On a hit, you  SSC DEATH’S 
Drone  Action  know the target’s exact location, HP, Heat, and speed, and it cannot hide or benefit  HEAD I 
from invisibility until the drone is removed from them. It takes an action and a 
successful engineering check from the targeted mech to remove a tracking drone. 

 
 

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AI  
 
If your mech has an system with the ​AI​ tag installed, your mech gains the ​AI​ property. It can take actions and move on its own 
prerogative when not piloted, using its stats. It is obedient to you alone. You can determine the general disposition and personality 
of your AI.  
 
You can only ever install one system with the AI tag​ unless talents or the situation says otherwise. 
 
An AI controlling a mech you are not piloting is controlled by the GM. 
 
Attacking an AI system with Invasion incurs +​2 Difficulty​ on the roll. If an AI system is ever ​disabled​ (by weapons fire, overheating, 
or invasion), it instead becomes ​unshackled​.​ ​An unshackled AI gains immediate control of your mech and is controlled by the GM. 
You can re-shackle an unshackled AI by making a Stabilize System check with +2 Difficulty or shutting down your mech. 
 
AI cores are easily restored from backup if destroyed. 
 
All AIs except the Dummy Plug have the following feature: Your mech gains the AI property. It can take actions and move on its own 
prerogative when not piloted, using its stats. It is obedient to you alone. You can determine the general disposition and personality 
of your AI. 
 
Name  SP  Tags  Bonus  License 

AGNI  3  AI,  AGNI protocol  HA GENGHIS 


Unique  AGNI protocol  III 
Protocol 
Limited (1) 
For 3 rounds, as an end of round action, you automatically cool, 
clearing your heat gauge. This vent creates a blast 2 (self) zone around 
you. All targets within that zone must make an engineering skill check. 
On a failure, a target takes 2 AP energy damage and 3 heat, is pushed 

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outside of the zone, and knocked prone. This area provides light cover 
until the end of the next round. 

AMATERASU  3  AI,  AMATERASU protocol  H.A. 


Unique  AMATERASU protocol  TOKUGAWA 
Protocol  III 
4 heat (self) 
Increase the damage on hit of your next energy weapon attack roll, 
melee or ranged, by your current heat after activating this protocol. 

ASURA  3  AI,  ASURA protocol:  H.A. 


Unique  ASURA protocol  SHERMAN III 
Protocol 
3 heat/turn while active 
Limited (1) 
Gain an extra action each turn while active. This protocol lasts for 5 
rounds, including this one. Deactivating it is a free action at the start of 
your turn, as normal. 

ATHENA  3  AI,  ATHENA protocol:  SSC 


Unique  ATHENA protocol  SWALLOWTAI
Action  L III 
2 heat (self) 
Choose a blast 4 area within 1 mile of you. Your AI constructs a 
perfect, real-time, 3d model of this are that you can rotate and interact 
with. Moving the area requires activating this protocol again, but it 
lasts until the end of the current combat (or 10 minutes out of combat). 
 
Your mech gains perfect line of sight in this area. Mechs cannot hide 
or benefit from invisibility from you in this area, and your mech counts 
total cover in this area as heavy cover in that area for the purposes of 
weapons, systems, and tech attacks (such as lock on). 

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Companion/  1  Unique  Your mech has a basic AI installed in it. It can speak to you and has a  GMS 
Concierge-class  personality but is not truly capable of independent thought, as a true AI would 
Dummy Plug  be. It is obedient to you alone. It can take actions and move on its own 
prerogative when not piloted, using its stats, but has no independent initiative 
(it must take and follow commands from you). 
 
Dummy Plugs are not true AIs and thus cannot be unshackled and do not 
have the AI tag. 

OSIRIS  3  AI,  OSIRIS protocol  HORUS 


Unique  OSIRIS Protocol  GOBLIN III 
Protocol 
3 heat (self) 
This round, you can make any tech action as an end of round action 

SCYLLA  3  AI,  Your mech gains the AI property. It can take actions and move on its own  HORUS 
Unique  prerogative when not piloted, using its stats. It is obedient to you alone. You  GORGON III 
can determine the general disposition and personality of your AI. In addition, 
you gain the SCYLLA protocol 
Watcher protocol 
Protocol 
  4 heat (self) 
Until the start of your next turn, you gain 3 reactions. These reactions 
can be used to fire any auxiliary weapon with +1 Difficulty or main 
weapon with +2 Difficulty. You set the trigger for these reactions. 

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SEKHMET  3  AI,  SEKHMET protocol  IPS-N 
Unique  Protocol  BLACKBEARD 
• Your mech, and all adjacent mechs, take 1 heat at the start of your  III 
turn while this protocol is active, including the turn you activate it. 
• Your mech becomes Vulnerable, but all melee critical hits do +1d3 
critical damage 
• While active, your mech automatically uses its movement to move 
towards the nearest target, friend or foe, and attempts to engage in 
melee combat. This is not a free move. 
• If you end your turn while not in reach of a target (friend or foe), you 
become Impaired until you are. 
• To end this protocol, you must pass a successful engineering check 
• Otherwise, this protocol will continue until your mech is destroyed. 
Death or incapacitation of the pilot will not stop it. 
 

TLALOC  3  AI,  TLALOC protocol  SSC 


Unique  Protocol  MONARCH III 
3 heat (self) 
 
Until the end of your next turn, you can maintain lock on to any number of 
targets. If you successfully lock on to a target this turn, immediately repeat the 
lock on attack as a free action against another target in range. You can 
continue this action on successful lock-ons until you fail a lock on or there are 
no more targets in range. Until the end of your next turn, all your launcher 
weapons gain the smart property (they ignore line of sight and cover against 
targets suffering from lock on). 

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UNCLE  3  AI,  Choose 1 weapon - The weapon and its associate systems gain the AI  IPS-N 
Unique  property. You can determine the general disposition and personality of your AI.  RALEIGH III 
 
It can attack by itself once as an end-of-round action, using the mech’s 
targeting but with +1 Difficulty. 

VISHNU  3  AI,  VISHNU protocol  H.A. SALADIN 


Unique  Protocol  III 
4 Heat (self) 
 
Until the end of your next turn, all weapons with the Launcher, Smart, 
and/or Melee tags that target you add +1 Difficulty to their attack rolls. 
If a weapon with the Launcher or Smart tag misses you while VISHNU 
is active, you may deal 1d6 damage to its owner. The damage dealt 
this way is the same type as the attempted attack. If a weapon with 
the Melee tag misses you while this protocol is active, that target must 
pass a hull check or immediately become Jammed until the end of 
their next turn. 
 
 

   

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FLIGHT and Locomotion 
 
 
Name  SP  Tags  Description  License 

Fuel Injector  3  -  Your mech can move up to 6 spaces further as bonus movement during any  SSC 
System  boost action, but takes half that in heat (rounded up). This movement is in  MOURNING 
addition to the regular movement you would gain during a boost action.   CLOAK I 

GMS “Burst”  2    When your mech boosts, your mech can fly (but must land after flight).  GMS 
Jump Jet System 

GMS EVA Module  1  Unique  Your mech counts as having a propulsion system in space and underwater  GMS 
situations 

GMS Type I  3  Unique  When your mech moves or boosts, it can fly. However, at the end of each turn  GMS 
Flight System  that you activated this module, generate heat equal to the size of your mech or 1, 
whichever is greater. 

GMS Type II  5  Unique  When your mech moves or boosts, it can fly with Perfect Flight (it doesn’t have to  GMS 
Flight System  land). However, at the end of each turn that you activated this module, generate 
heat equal to the size of your mech or 1, whichever is greater. 

Treads  -  Unique  Your base speed is increased by +3. However, you cannot climb, swim, or fly,  GMS 
rolls to knock you prone are made at +1 Accuracy, rolls to grapple are made at 
+1 Difficulty, and it takes your entire movement to right yourself. In addition, you 
treat all difficult terrain additionally as dangerous terrain. 
 
 

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SHIELDS, ARMOR, and BARRIERS 
 
Name  SP  Tags  Description  License 

Ablative  2  Shield,  While this system is active, gain resistance to energy damage, but take 1 heat  IPS-N 
Shielding  Protocol  when you take damage.  Lancaster II 

Adaptive Armor  3  Unique  Once per round, when you take damage, you can gain 4 armor against the  IPS-N 
triggering attack as a reaction. This armor can put you over the maximum, but  NELSON III 
works against the triggering attack only, and is then lost. 

“Bastion” Siege  2  Unique,  This siege shield rolls over your mechs’ chassis like an ancient coat of chain mail,  IPS-N 
Scales  Protocol  constricting its movement but stopping huge amounts of damage from blasts,  Drake II 
shrapnel, and energy weapons. You can activate or deactivate this system at the 
start of your turn as a free action. While activated, until the start of your next turn, 
you cannot move or take the boost action, but you count as light cover even out 
in the open and gain resistance to all damage from blast, line, and cone attacks. 

Dispersal Shield  2  Shield,  Activate or deactivate this shield at the start of your turn. Until the start of your  H.A. 
Protocol,  next turn, energy weapons attack you with +1 Difficulty and your energy weapon  Napolean II 
Unique  attacks are made with +1 Difficulty 

GMS Shield Type  2  Shield,  You can choose to activate this shield protocol at the start of your turn. Until the  GMS 
I  Protocol,  start of your next turn, attacks from one enemy you can see of your choice are 
Unique, 1  made against you at +1 difficulty, and your attacks against that enemy are also 
heat (self)  made at +1 difficulty. 

GMS Shield Type  3  Shield,  You can choose to activate this shield protocol at the start of your turn. Until the  GMS 
II  Protocol,  start of your next turn, attacks from up to ​two​ enemies you can see are made 
3 heat  against you at +1 difficulty, and your attacks against those enemies are also 
(self)  made at +1 difficulty. 

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H.A.  3  Shield,  As an action, this system can be activated to generate a Blast 5 area centered on  H.A. 
BLACKSHIELD  Unique, 6  user. While active, the flow of time is altered drastically in a small sliver of space  NAPOLEON 
heat (self)  in a bubble around the user. Nothing, not even light, can enter or exit the shield.  III 
It is impermeable and invulnerable. When the shield is activated, mechs caught 
on the edge must make an agility check to choose which side they end up on, 
otherwise the user chooses. To the user, the world outside the shield goes totally 
black, and the inverse happens from outside. No action or effect can enter or exit 
the shield while it is active, though time passes normally on both sides. The 
shield drops automatically at the end of 3 rounds, counting this one. 

Hardlight  3  Shield,  Activating this system generates a Blast 3 area centered on the user for 3  H.A. 
Defense System  Action,  rounds. All targets inside this area gain resistance to all the damage that  SALADIN II 
Unique, 3  originates from outside the shield, but take 1 heat whenever they take damage. 
heat (self) 

Impact Shielding  3  Unique,  While this system is active, gain resistance to kinetic damage, but take 1 heat  IPS-N 
Protocol  when you take damage.  RALEIGH II 

IPS-N “Barrier”  3  Unique,  This over-arm shield is heavy but grants high protection. Once per round, as a  IPS-N 
Assault Shield  Reaction  reaction to taking damage from a single source, you can attempt to shield block  DRAKE I 
by make a hull check. If your check is successful, gain resistance to all of that 
damage. If your check fails, take damage as normal. 

IPS-N  4  Unique,  You may activate or deactivate this armor system’s activation protocols at the  IPS-N 
Hyperdense  Protocol  start of your turn. While active, it hardens into a shimmering, reflective surface  TORTUGA 
Armor  and offers unparalleled protection, granting you resistance to all damage from  III 
attacks further away from range 5 of your mech. However, your mech is crippled 
while it is active.  

Mag Buckler  4  Unique,  Once per round, when your mech is attacked by a melee or ranged attack that  SSC 
Reaction  deals explosive or kinetic damage, as a reaction you can force your attacker to  BLACK 
first pass an systems check or miss automatically.  WITCH III 

Moulded Armor  2  Shield,  Activate or deactivate this shield at the start of your turn. While this module is  H.A. 
Protocol,  active, gain resistance to explosive damage, but take 1 heat when you take  BARBAROS
Unique  damage.  SA III 

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Projected Shield  2  Shield,  Activate or deactivate this shield at the start of your turn. Choose an allied mech.  H.A. 
Protocol,  Until the end of the next round, as long as that mech is within 15 range of you, all  SALADIN III 
Unique  attacks against that mech are made at +1 Difficulty, but deal 1 heat damage to 
you​ on a hit. 

Support Shield  3  Shield,  Activating this system generates a Blast 3 area centered on user for 3 rounds. All  H.A. 
Unique,  ranged weapon attacks made against you and any targets inside the shield are  SALADIN I 
Action, 3  made with +1 Difficulty. You do not suffer from this penalty 
heat (self) 
 

   

31 
TECH OPTIONS 
 
Name  SP  Tags  Description  License 

//MONGOOSE v  2  Unique  Gain the following tech option:  HORUS 


3.4  Baleful Purge: ​Choose a target in range and make a systems vs  GOBLIN II 
e-defense attack. If your attack is successful, until the end of that 
target’s next turn, it cannot benefit from any Accuracy bonuses of any 
kind and takes 1d3 heat. 

//SCORPION v  1  Unique  If any tech action attempt on you misses, you may choose two of the following  HORUS 
70.1  results for the attacker:  GORGON II 
  - The attacker is Impaired until the end of its next turn 
  - The attacker is Jammed until the end of its next turn 
- The attacker takes 1d6 heat 

Aggressive  2  Unique  Gain the following options for Invasion:  HORUS 


System Sync  Chains of Prometheus​: On a hit, your target must end its turn within  MINOTAUR 
range 5 of you until the rest of combat. Otherwise it takes 2d6 heat and  II 
this effect ends. 
Excommunicate​: On a hit, for the rest of combat, if your target moves 
adjacent to a target allied to them or starts their turn adjacent to such a 
target, both targets take 1d6 heat immediately. Only one target can be 
affected by this at once. 

Black Ice Module  2  Unique  Hostile tech actions or system attacks against your mech are made at +1  HORUS 
Difficulty. Successive attacks in the same combat are made with an additional +1  GORGON III 
Difficulty (cumulative). This difficulty has a maximum of +3. 

H0r_OS Sys  1  Unique  Gain the following invasion options:  HORUS 


Upgrade I  - Puppet system​ - Your target immediately moves in a direction of your  GOBLIN I 
choice up to its maximum speed. This could carry it into hazardous 

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areas, obstacles, etc, but it still obeys difficult terrain and other rules of 
movement. 
- Eject power cores​ - Your target becomes Jammed until the end of its 
next turn, ejecting ammo magazines and temporarily disrupting its 
computer. A target can only be affected by this effect once per combat. 

H0r_OS Sys  2  Unique  Gain an extra choice for invasion attacks:  HORUS 
Upgrade II  Shrike Code:​ ​Until the end of your next turn, each time your target  GOBLIN II 
makes an attack roll, it first takes 1 heat. 
Mirage​: ​Choose yourself or a friendly mech you can see. Your target’s 
systems relay illusory duplicates of that mech that confuses their 
systems. That friendly mech (or your mech) counts as invisible to your 
target until the end of your next turn 

H0r_OS Sys  3  Unique  On an invasion attempt gain the following choices:  HORUS 
Upgrade III  Erasure Logic:​ 1 Difficulty​: The target must pass a system skill check or  GOBLIN III 
be stunned until the end of its next turn. It can only be affected by this 
option once per combat. 
Celestial paradigm shift:​ 3 Difficulty:​ ​The target takes 2d6+1 heat 

HORUS  1  -  Gain the following tech option:  HORUS 


Meta-Hook  Link​: Choose a friendly target in sensor range. You link systems with that  Goblin I 
target. From hereon, you can count that target’s sensor range as your 
sensor range for the purpose of conducting tech actions and targeting 
weapons, and vice-versa (this could cause your or your linked target’s 
attacks to ignore cover, for example). You can see through that pilot’s 
systems and even take over control of their mech if they voluntarily hand 
it over. You can only link systems with one target at a time. 

LAW OF BLADES  2  Unique  On an invasion attempt, gain the following options:  HORUS 
Predator/Prey Concepts​: ​Targeted mech immediately fires a single  MINOTAUR 
weapon at a target of your choice that is within its range. It gets +1  III 
difficulty on this roll but otherwise benefits from other bonuses to 
accuracy. 

33 
Slave Systems:​ (1 Difficulty)​: Targeted mech immediately takes one of 
the following actions of your choice as a reaction: Boost, Stabilize 
systems, Brace, Unarmed Attack, Grapple. A friendly mech can be 
targeted with this action. 

Puppet Master  1  Unique  Gain the following Tech option:  HORUS 


Revolt​: Make a system vs. e-defense attack against a target in sensor  Hydra I 
range. On a successful attack, your target cannot use systems with the 
Guided, Drone, Smart tags until the end of their next turn. On a 20+, you 
can immediately deal 1d6 AP energy damage to the target mech per 
system with the Smart or Guided tag they have. 

Viral Logic  2  Unique  Gain the following tech action:  HORUS 


Logic Bomb​: Choose a blast 3 area within sensor range. All targets in  MINOTAUR 
the area (allied or enemy) must pass a systems check or become  I 
crippled until the end of your next turn. 
 

   

34 
OTHER SYSTEMS & MODIFICATIONS 
 
Name  SP  Tags  Description  License 

Active Camo  2  2 heat (self),  You can activate or deactivate the light bending properties of this module  SSC 
Protocol, Unique  at the start of your turn. It lasts until the start of your next turn. While this  METALMARK III 
module is active you are invisible. However, if you take the attack action, 
grapple, ram, take damage, or make an overheating roll, this module 
becomes inactive after the triggering event. 

Adaptive Paint  1  Unique  You can make rolls to hide with +1 Accuracy, and rolls to scan or find  SSC 
your mech are made with +1 Difficulty  SWALLOWTAIL 

Agility Mods  2  Unique  Sacrificing system space for extra movement actuators, your mech is   
unusually agile. Make all agility skill checks with +1 Accuracy. 

Armor Lock  2  -  When you take the Brace action, enemy attacks targeting you are made  IPS-N NELSON 
System  with 1 additional Difficulty, and you can’t fail agility checks, be knocked  II 
back or moved by any external force smaller than size 5, or be knocked 
prone until the start of your next turn. 

Auto Cooler  3  Unique  If you didn’t take damage, move, or overheat this round, as an end of   
round action, cool your mech 

Bulwark Mods  1  Unique  Your mech has extended or armored arms or legs, redundant motor  IPS-N NELSON 
systems, or is otherwise reinforced for harsh terrain. Ignore difficult  I 
terrain, and you can re-roll failed dangerous terrain checks. You must 
accept the second result. 

Cable Winch  1  Action  As an action, you can attach the cables to an adjacent mech. If the mech  IPS-N 
System  is shut down, stunned, or a willing target, this action is automatically  LANCASTER I 
successful, otherwise make a hull check. Once attached, your mech and 

35 
the attached mech cannot move more than 5 range away from each 
other. One mech can tow the other, but is crippled while doing so, and 
must successfully pass a hull skill check to do so. Any mech can take an 
action and make a successful hull skill check or melee attack to remove 
the cables (removed on a hit, the cables have evasion 10). The cables 
can also be attached to the environment or any object. They are 5 length 
and can take a combined size of 6 in strain if using them to climb, etc, 
before they break. 
 

Charged Stake  2  Action  This system does not take a mount slot, and is built into the shell of your  IPS-N Vlad III 
mech. It can be used as an action against any adjacent target. That 
target must pass an hull check with 1 difficulty or take 2d6 AP energy 
damage damage and become immobilized. At the end of each of its 
turns, the target can repeat this check to end the effect on itself, 
otherwise it takes the damage again and remains immobilized until it 
makes the check successfully. Only one target can be immobilized by 
this system at once, but it can be re-used. 

Cloaking Field  5  Action, 4 heat  You can activate or deactivate the light bending properties of this module  SSC 
(self)  as an action. It lasts until the end of 3 rounds, counting this one. When  SWALLOWTAIL 
you activate this module, all allied targets within a blast 3 area centered  III 
on you become invisible while they remain in the area. This area moves 
when you move, and remains centered on you. If you make an 
overheating check or take damage, this module immediately becomes 
inactive. 

Core Siphon  1  Unique  At the beginning of your turn, you can choose to give the first attack roll  SSC DUSK 
of your turn +1 or +2 Accuracy. If you do, however, any additional attack  WING I 
rolls until the end of your turn gain a corresponding amount of difficulty 
(+1 or +2) 

Custom Paint Job  1  Unique  Gain +1 resilience  GMS 

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Emergency  1  Unique  When you take the Brace action, you can spend 1 repair to heal.  H.A. SALADIN I 
Repair System 

EMP Pulse  2  Unique, Limited (1)  On activation, your mech shuts down. All affected targets (allied and  HORUS 
enemy) that don’t have the biological tag in a blast 3 area around your  MANTICORE III 
mech make a systems check with +3 difficulty. On a failure, they are 
stunned until the end of their following turns. 

Expanded  1  -  Your storage can fit 3 more discrete items, or 1 more discrete large items  GMS 
Storage 

Experimental  2  Unique  You can re-roll any overheating check you make, but must accept the  H.A. 
Heat Sink  second result (even if it is worse).  TOKUGAWA I 

Explosive Vent  2  System, Unique  When you erase heat from your heat gauge, you can explosively vent  H.A. GENGHIS I 
heat in a blast 2 area centered on you. Affected targets, friend or foe, 
must pass an engineering skill check or take 2 AP energy damage and 
1d3 heat. 

External Ammo  2  Unique  Once on your turn, you can take 1d6 heat to reload any weapon with the  H.A. 
Feed  Loading tag as a free action.  BARBAROSSA I 

External Batteries  1  Unique  1 SP  H.A. 


System, Unique  TOKUGAWA I 
Your energy ranged weapons gain +5 range, and your energy melee 
weapons gain +1 reach. However, if you roll an overheating check, this 
system explodes and is destroyed. 

EYE OF HORUS  3  Unique  Invisibility or breaking line of sight no longer breaks your Lock On.  HORUS 
Targets suffering from your Lock On cannot hide from you, cannot  PEGASUS III 
benefit from invisibility against you, and you count total cover as heavy 
cover against them. 

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Grapplers  1  Unique  Gain +1 Accuracy on grapple attempts. Your mech has additional gear  GMS 
for grappling or lifting. 

FADE Drive  2  Action  Once this highly experimental drive is activated as an action, it shifts its  SSC 
user partially in and out of blinkspace. Roll a d6. On a 4+, you become  MOURNING 
out of phase with reality. At the start of each of your turns while this  CLOAK II 
system is active, roll a d6. On a 4+, you go or remain out of phase, on a 3 
or lower, you return to the battlefield until the start of your next turn.  
While out of phase, you can ignore obstructions and pass through enemy 
mechs and solid obstacles as if they were not there, but not end your 
turn there. You cannot interact with the physical world, but neither can it 
affect you (in terms of damage, etc). If for any reason you are forced to 
return while inside of another object, take 1 critical damage and return in 
the nearest available space. This drive deactivates if you make an 
overheating check, deactivate it at the start of your turn, or rest. 

Ferrous Lash  2  Action  A target of your choice in range 10 must pass an agility check with 1  SSC BLACK 
difficulty. On a failure, it is pulled 5 in a direction of your choice. This  WITCH I 
movement must obey obstructions, terrain, etc, but doesn’t provoke 
reactions. If it collides with an obstacle or another mech, it is additionally 
knocked prone. 

Flash Pod  2  Action, Limited (2)  All hostile targets in a blast 10 area centered on your mech that can see  SSC DUSK 
your mech must pass an agility check or become Jammed, and a  WING III 
systems check or become Impaired. Both effects last until the start of 
your next turn. Allied mechs are not affected. 

Flicker Field  2  Unique  When you move or boost, you project a holographic pattern around your  SSC DUSK 
mech that leaves dazzling afterimages, making it hard to discern your  WING III 
mech’s location. After moving or boosting you count as having invisibility 
against the very next attack roll against you. The the field disperses after 
this attack, hit or miss. 

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Hi-stress Mag  1  -  Your mech treats all vertical and overhanging surfaces as flat ground for  SSC 
Clamps  the purposes of movement. You no longer count as climbing on these  MONARCH I 
surfaces and can move, stand, and run at full speed, though if you are 
knocked prone you fall. 

Hunter Lock  2  Protocol, Unique  Nominate a target in your sensor range. Your first attack that hits that  HORUS 
target per round deals +1d6 damage of the same type as your weapon.  PEGASUS I 
You cannot nominate a new target until your nominated target is 
destroyed or the current combat ends. 

Inderdictor Field  2  Protocol  You can activate or deactivate this field at the start of your turn. While  HORUS 
this field is active, your mech cannot move or take the boost action, but  MINOTAUR III 
a blast 2 area centered on your mech becomes both dangerous and 
difficult terrain for hostile targets. Allied targets are not affected. 

Lightning  1  Unique, 1 heat  At the start of your turn, you can take 1 heat (self) to deal 1d3 AP energy  HORUS 
Generator  (self)  damage to a target in range 5 of you (no attack roll required).  MANTICORE III 

Localized Maze  1  -  You always count as the same size as any target for purposes of  HORUS 
engagement. Targets that become engaged with you or start their turns  MINOTAUR I 
engaged with you cannot take the boost action until they start their turn 
not engaged with you. 

Lock/Kill  1  Unique  Your mech can attack with any number of weapons while grappling a  IPS-N 
Subsystem  target (instead of being restricted to 1). Targets grappled by you gain +1  BLACKBEARD 
difficulty to attempt to resist or escape your grapples.  III 

Low Profile  1  Unique, Protocol  Your mech can retract its major systems to reduce its profile. You can  SSC 
activate this protocol at the start of your turn. While active:  SWALLOWTAIL 
- Your mech gains +1 Accuracy to hide  II 
- You gain the Hardened Target trait (All tech attacks against you 
are made at +1 Difficulty) 
- Your mech cannot take the Attack, Ram, or Grapple actions 
- You always count as in at least light cover, even in the open 

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Kinetic  2  Unique  When you miss with a ranged weapon attack roll, your very next attack  SSC DEATH’S 
Compensator  roll gains +1 Accuracy  HEAD II 

Mag Deployer  2  Action  You flash-print a heavy metal plate that takes up a 2x2 free space in  SSC BLACK 
range 5 of you. It is flat and doesn’t obstruct movement. You can set the  WITCH II 
system to one of two settings when you create it: 
Repulse​: Any hostile target that enters the space must pass an 
agility check or take 1 heat, and be pushed in a direction of your 
choice 5 spaces. If this causes them to collide with an 
obstruction (terrain, a mech, etc) it is additionally knocked prone. 
An allied target that enters the space takes 1 heat but can then 
fly 5 in any direction as a free move. 
Attract:​ Any target, allied or enemy, that enters the space, must 
pass an agility or hull check or become immobilized. It can end 
this status by taking an action and passing another agility or hull 
check to free itself. 
The deployer can be attacked - it has evasion 8, 10 hp, and 2 armor, and 
it lasts until the end of the current combat or around an hour outside. 
You can only deploy one at at time. If you create a new deployer, the old 
one disintegrates and is destroyed. 

Manipulators  1  Unique  Gain 2 extra sets of limbs. These limbs cannot be used to make attacks,  GMS 
but can otherwise hold and manipulate the environment and items as 
normal. In addition, these manipulators can interact with objects in the 
environment that a pilot would normally have to interact with (a pilot 
sized touch pad, etc) with no penalty. 

Marker  2  Unique  The first time you hit a target on your turn, choose another allied mech  SSC 
within your sensor range. That mech’s first attack roll against the same  METALMARK I 
target is made with +2 Accuracy. 

MONITOR  2  Protocol  Until the start of your next turn, you may fire one auxiliary weapon as a  HORUS 
module  reaction, with +1 Difficulty, or a main weapon with +2 Difficulty. You set  GORGON II 
the trigger for this reaction, and it only triggers when specified. 

40 
Personalizations  1  Unique  When you take this mod, your mech gains +4 HP and you may establish  GMS 
with your GM 1 minor effect or modification you have made to your 
mech. This mod cannot grant any statistical or combat benefit to your 
mech other than the hp benefit, but could provide other useful effects. 
 
If your GM agrees that this mod would help you with a particular skill 
check, they can give you +1 Accuracy on the check. 

Point Defense  2  Action  You can prime your PDW by taking an action. Roll 1d3, and gain that  HORUS 
Weapon  many charges. You can use a reaction while you have charges to spend  GORGON I 
1 charge when any mech in your sensor range is attacked by a weapon 
with the guided, smart, or launcher tag to completely nullify that attack (it 
automatically misses or does 0 damage). You can have up to 3 charges 
at once, but lose them when the current combat ends. 

RAM Drive  2  Unique  While you are in the Danger Zone (the last three ticks of heat), your first  HORUS 
attack with a weapon that hits during your turn deals +1d6 energy and  MANTICORE II 
+1d6 heat damage on hit. 

Reactor Stabilizer  2  Unique  Ignore your first level of instability you take between full repairs  H.A. SHERMAN 
completely (you only mark instability the second time you overheat and  I 
onwards). 

Redundant  2  Unique, Limited (3)  You can activate this module to make a Stabilize systems action as an  H.A. SHERMAN 
Systems Upgrade  end of round action.  III 

Scanner Swarm  1  Unique  Your Tech actions against targets in melee engagement with you gain +2  HORUS BALOR 
Accuracy  I 

Siege Stabilizers  2  Unique, Action  Extend or retract your stabilizers as an action. Your mech cannot move  H.A. 
or take the boost action while this system is active, but you can increase  BARBAROSSA 
the base range of your ranged weapon attacks by +10. You cannot  II 
attack any target within range 3 when this system is activated. 

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Supercharger  2  Unique  Once per turn, you can take 1d3 heat to do +1d6 energy damage with  H.A. Tokugawa 
any attack. You must choose before making the attack roll.  II 

Synthetic Muscle  1  Unique  When grappling, you always count as the larger party, no matter the size  IPS-N 
Netting  difference. Your lifting and dragging capacity doubles.  BLACKBEARD I 

Targeting Assist  2  Unique  The first time you damage a target with a weapon on each round, you  HORUS 
Module  deal +1d6 damage of the same type as that weapon.  PEGASUS II 

Thumper  3  Action  When you use this cumbersome system, all non-flying mechs within a  H.A. ISKANDEr 
blast 3 radius of you of you must pass an agility check or fall prone. In  II 
addition, this weapon detonates all mines within that radius as if they had 
just activated. 

Random Quirk 
Roll  Quirk 
(1d20) 

1  Part or all of your body was too damaged or badly cloned and needed to be replaced with cybernetics. Your revivers will not tell 
you how much of your body is actually cybernetic. It might be all of it. 

2  The process required you be fitted with a painful cybernetic augment, such as an arm, leg, eyes, or the like. It is conspicuous and 
often attracts unwanted attention. 

3  By accident or malintent, you wake up in someone else’s body. 

4  You are cloned or revived with a nasty, disfiguring scar, a mutation, or a hideous appearance that clearly marks you as vat-grown. 

5  Administrative mishaps lead to an accidental change in biological sex in your new body, causing dysphoria or other complications 

6  An extra, withered limb grows out of your chest shortly after your cloning or resurrection. It sometimes moves on its own. 

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7  A conspicuous barcode is now printed on your body. The barcode has meaning to powerful organizations, but you do not 
understand its meaning initially. 

8  Under certain light conditions, it is possible to read a script or inscription printed just under your skin. The script is all over your 
body and contains a scientific formula, a map, or other information contested by powerful organizations or entities. 

9  Your new body is too frail to survive the exposure to direct light and air and requires you wear an environmental suit outside of 
sterilized environments or your mech. 

10  DNA from a non-human or possible xenobiological source was used in your resuscitation. Your revivers will not tell you the exact 
details or what effects it will have on you long term, and treat you more as a science experiment. 

11  You are stricken with persistent dreams, visions, and images of your own death in vivid detail whenever you try and sleep or rest. 
You know they are all real. 

12  You undergo a drastic personality shift. ​Change all of your traits​. 

13  You are plagued by the constant understanding or belief that the ‘real’ you is actually dead, and you are merely a shadow aping a 
dead person, implanted with the memories of someone else. 

14  Due to a mishap, you are given residual memories of an entirely different and powerful or influential person. This reveals very 
dangerous and potentially unwanted information to you that is contested or sought after by powerful entities. 

15  The process goes awry and you are revived with a second personality sharing your body (another dead person that was cloned or 
revived). 

16  Partly as an experiment, you are revived with an entirely different set of implanted skills and synthetic memories to replace your 
old ones. ​Change your background​ to a new one given to you by the GM. You are aware of the change and cannot use your old 
background. 

17  Something ​changed​ you, and you have persistent and intrusive mental contact with another entity or entities. It could be human or 
non-human in nature. 

18  You often are struck with searing headaches during which you see brief flashes of what you are pretty sure is the future. 
Sometimes it comes to pass, sometimes it doesn’t. A lot of it is bad, and none of it is clear. 

19  Knowingly or unknowingly, you are implanted with a mental trigger that when heard or activated, causes you to go into a receptive 
state, either following a pre-programmed course of action (kill, lie, etc) or to listen to and follow exactly the commands of the 

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person who activated you. 

20  You are brought back with complete amnesia of the time before you were re-born, causing a ‘tabula rasa’ situation in which you 
must be re-trained and cultured, a costly process. Change your ​background​ and ​traits​ to entirely new ones. 
 
 
 

 
   

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CRITICAL HITS 
Most attack rolls of a total result of 20+ and certain weapons, talents, and systems can cause critical hits. Critical hits deal extra 
critical damage ​depending on the size of the weapon used: 
Auxiliary: 1 
Main: 2 
Heavy: 3 
Superheavy: 4 
 
Talents, systems, and core bonuses can add to this critical damage. Critical damage cannot be reduced or resisted in any way. It 
doesn’t go to HP, but instead when players take a critical hit, they mark off critical damage on their CRITICAL gauge, which looks 
like this: 
 
Instability: O O O VULNERABLE: O 
0  1  2  3  4 

CRITICAL   x  x  x  x 
Damage 
 
Mark off boxes from ​right to left​, like a ​countdown. 
 
The gauge can be extended through ​Resilience​, which by default equals your hull score. Negative hull score will shorten the gauge. 
 
Critical damage and critical hits represent unusually powerful or accurate hits, which can disable a mech rapidly if not dealt with. 
 
If you mark off the final box (CRITICAL damage), make a ​critical check​, rolling 1d6 on the CRITICAL table. If rolling multiple die, 
choose the lowest result. Then reset your CRITICAL gauge, clearing all damage from it and mark 1 level of instability. You can only 
mark this result once per turn (so if you take critical damage that would push your past this result, you ignore it). This is one per ​turn 
(not per round), which could be your turn or an enemy turn. 

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It is only possible to gain the lowest results with one or more levels of instability 
 
CRITICAL DAMAGE 
ROLL  RESULT  EFFECT 

5-6  GLANCING BLOW  Emergency systems kick in and stabilize your mech. However, your attacker (or 
the GM) chooses one of the following: 
- Your mech is knocked ​prone 
- Your mech is ​impaired 
- Your mech is ​crippled 
The effects last until the end of your next turn. 

4  HEAVY BLOW  Your mech reroutes power to deflect the blow. Your attacker (or the GM) chooses 
one of the following: 
- Your mech is ​jammed 
- Your mech is ​immobilized 
The effects last until the end of your next turn. 

2-3  SYSTEM TRAUMA  A weapon or system chosen by the attacker (or GM if there is no attacker) is 
destroyed. It can repaired at base or by making a pilot skill check during a rest. 

1  CATASTROPHIC  Parts of your mech are torn off (potentially limbs), permanently ​crippling​ it until 
TRAUMA  you return to base. 

Two or  DIRECT HIT  You must pass a hull check or your mech is ​destroyed​. You get +1 Difficulty on 
more 1s  this check per level of Instability. 

Three or  COCKPIT - DIRECT  Your mech is ​destroyed​, and your cockpit in the process, instantly killing you. 
more 1s  HIT 

Four or  REACTOR- DIRECT  Your mech is ​destroyed​ and the reactor is struck directly, immediately causing 
more 1s  HIT  the results of a ​reactor meltdown​, killing you and causing a catastrophic explosion 
 
Instability​ adds +1 die to critical rolls for each marked box, up to a maximum of +3. If you would mark your 4th box your mech also 
becomes vulnerable. It resets when you take a full repair. 
 

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If your mech is ​Vulnerable​, it rolls +1 critical die. It can become vulnerable even without instability. Vulnerability resets when you full 
repair. 
 
Unlike heat, the CRITICAL gauge cannot be cleared until you take a full repair. 
 
The CRITICAL state 
 
When your mech reaches 0 HP, it is not destroyed. Instead, it immediately enters the CRITICAL state, remaining at 0 hp. While 
CRITICAL: 
- Your mech cannot repair or gain Hit Points. 
- Each time you take damage, you take it as Critical Damage instead. 
This allows a mech to stay fighting at great personal risk to the pilot. 
A mech can exit the CRITICAL state only by resting or taking a full repair. 
 

HEAT & OVERHEATING 


 
Heat represents the stress of combat on a mech’s electronic systems and mechanical components. Generally a mech is equipped 
with heat sinks, shunts, and coolant systems and to operate within factory defined standards without generating heat. However, 
combat and activated abilities can tax your mech’s heat dispersal systems to the point of causing actual damage. The following are 
common sources of heat damage: 
 
• Electronic warfare attacks 
• Environmental hazards 
• Weapons that deal heat damage 
• Firing weapons that generate heat 
• Overcharging your mech on your turn 
 

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Each Mech has a ​Heat Gauge​ that determines how much heat they can handle without things getting dangerous. All mechs can 
increase the length of their heat gauge by increasing their ​heat capacity​, which can be increased through certain systems and by 
improving a mech’s engineering score. A mech with a negative heat capacity has a shorter gauge. 
 
The heat gauge looks like this: 
 
Instability: O O O VOLATILE: O 
0  1  2  3  4  5  6 

CORE  x  x  x  x  x  x 
BREACH 
 
Mark off boxes from ​right to left​, like a ​countdown. 
 
Boxes 1-3 (the darker boxes) are (colloquially) called the ​Danger Zone​. Certain mech systems and talents will activate in this zone. 
 
Additional Heat Capacity will add more ticks to the right of the gauge, extending its length. By default this is increased by ½ your 
mech’s engineering score. Negative engineering score will subtract from the gauge. 
 
   

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When a mech takes Heat, mark it on the gauge. If you mark the last box (CORE BREACH), make an ​overheating check​ on the 
CORE BREACH chart by rolling 1d6. If rolling multiple dice, choose the lowest result. Your mech fully cools, erasing all heat from 
the heat gauge. Then check ​1 Instability​ at the top of your gauge. 
 
ROLL  RESULT  EFFECT 

6  EMERGENCY SHUNT  Cooling systems recover and manage to contain the peaking heat levels. 
However, your mech is ​impaired ​until the end of your next turn. 

4-5  POWER PLANT  Your mech’s power plant becomes unstable, ejecting jets of plasma. Your mech is 
DESTABILIZE  Jammed​ until the end of your next turn 

2-3 POWER PLANT  Your mech’s power systems are overloaded as the powerplant cuts out briefly. 
INTERRUPT  Your mech is ​stunned ​until the end of your next turn 

1  POWER PLANT  Your mech’s power systems completely cut out. Your mech is ​shut down​ (it can 
FAILURE  be re-started with an action) 

Two 1s  MELTDOWN -  Your reactor starts to melt down. Your mech will suffer a meltdown as an
CONTROLLED  end of round action after 1d6+1 rounds, counting this one (rolled by GM,
only GM knows the number). This is reversible by taking an action and
making an engineering check with +2 Difficulty. 
Three 1s  IRREVERSIBLE  Your reactor goes critical. Your mech will suffer a meltdown at the start of
MELTDOWN  your next turn. There is no way to prevent this. 
Four or  CATASTROPHIC  Your reactor’s containment shielding explodes and your mech immediately
more 1s  MELTDOWN  suffers a reactor meltdown, killing you
 
Instability ​adds +1 die to all future overheating checks on the gauge, stacking up to +3. It resets when you take a full repair. If you 
would check a 4th instability box, your mech also becomes volatile. 
 
The ​Volatile​ condition adds +1 die to all overheating checks on the gauge. It resets when you take a full repair. 
 
At any time, as part of the ​stabilize systems action​, a mech can cool excess heat. This resets their heat gauge, erasing all heat. 
The heat gauge is also reset upon taking a rest or a full repair at base. 

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REACTOR MELTDOWN 
 
Certain critical and overheating table results can cause a reactor meltdown. This can be immediate, or involve a countdown (in 
which case update the countdown at the start of the round. The meltdown triggers when specified). When a mech suffers a reactor 
meltdown, any pilot inside immediately dies, the mech is immediately destroyed in a catastrophic eruption, and any mechs inside a 
blast 2 area centered on the mech must pass an agility skill check or take 3d6 explosive and 3 heat damage. 
 
 
 
   

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