Lancer Tables 1.6
Lancer Tables 1.6
Lancer Tables 1.6
S = “Size”
A = “Armor”
IPS-Northstar
Name S A SP Flex Aux Main Heavy SHELL stats CORE SHELL System
bonus:
1
Smith-Shimano Corpro
Name S A SP Flex Aux Main Heavy SHELL stats CORE SHELL System
bonus:
2
HORUS
Name S A SP Flex Aux Main Heavy SHELL stats CORE SHELL System
bonus:
GOBLIN ½ 0 13 1 - - - Hull -2, Agi +2, Sys +2, E-defense +2 +1 Devouring Code
accuracy to
tech
actions
MINOTAUR 1 0 8 1 - - 1 Agi -1, Sys +2, Engi +1 Crippled Metafold Maze
max speed
= 6
3
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
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
4
WEAPONS
Auxiliary
Name Type SP Damage Range Additional Tags License Other
Flechette CQB - 1d3 Kinetic Blast 1 (self) - IPS-N Does 1d6 damage to
Launcher BLACKBEARD grappled targets or
II targets with the
biological tag
5
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
Annihilator CQB - 1d6 Energy, 1 Heat Cone 5 AP, 2 heat (self) HA TOKUGAWA
II
Burst Launcher - 1 energy + 1d3 heat 15 Indirect SSC DUSK Target struck must pass
Launcher WING II an agility check or
become impaired
6
Combat CQB - 1d6+1 Kinetic Cone 5 Loading HA ISKANDER I
Shotgun
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.
7
GMS Type I CQB - 1d6+2 Kinetic 5 - GMS
MC-SG
Shotgun
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
8
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
Vulture Battle Rifle - 1d6+3 Kinetic 25 AP, Unreliable SSC DUSK
Rifle WING II
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Heavy
Name Type SP Damage Range Additional Tags License Other
Daisy Cutter CQB - 3d6 Kinetic Cone 7 CQB IPS-N Limited (2)
TORTUGA II Creates light cover in area for 1
round after firing.
10
GMS Type II Cannon - 2d6 Energy +1 10 2 heat (self) GMS
MC-EL heat
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
Railgun Rifle - 2d6 Kinetic Line 30 AP, Ordnance SSC DEATH’S
HEAD III
Superheavy
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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
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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
I
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.
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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).
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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
P
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
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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
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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.
20
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
23
outside of the zone, and knocked prone. This area provides light cover
until the end of the next round.
24
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.
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.
25
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.
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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.
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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)
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TECH OPTIONS
Name SP Tags Description License
//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
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.
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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
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.
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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.
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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
I
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
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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)
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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
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.
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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.
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
43
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.
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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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