CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT
GENERIC
John Lancer, LL 6
Celebrity
/9
0
10
10
HULL AGI
4
SYS
+3 ENG
SKILL TRIGGERS
+6 Assault +4 Charm +4 Invent or Create +6 Show Off
2 0 2 4
LICENSES
HA ARTHUR III SSC Emperor III
TA L E N T S
LEADER
Gain 3 Leadership Dice, which are d6s, and gain the Issue Order Free Action.
You can’t use Leadership Dice from other characters as long as you have any remaining. If you have none, you regain 1
Leadership Die when you rest or regain all when you perform a Full Repair.
Leadership dice are consumed when expended.
Gain 5 Leadership Dice instead of 3; additionally, you can now issue a command as a reaction at the start of any other
player’s turn, any number of times per round.
Gain 6 Leadership Dice instead of 5. Allies that have your Leadership Dice can expend them to reduce damage by –1d6
when taking damage or to deal +1d6 bonus damage when they hit with an attack.
SYSOP
When you Bolster an allied character, the additional Accuracy they gain lasts until their next skill check or save.
When you Bolster an allied character, tech attacks against them receive +1 Difficulty until the end of their next turn.
1/round, when you Bolster an ally, you induce a special cycle into their reactor. They reduce the next amount of heat they
would take from a hostile character to 0, and that character takes 2 heat and becomes Impaired until the end of their next
turn. This effect does not stack, and lasts until triggered.
GREASE MONKEY
While resting, you can spend 2 Repairs to replenish 1 use of all Limited weapons and systems.
When you STABILIZE, you clear all IMPAIRED, JAMMED, IMMOBILIZED, SLOWED, and LOCK ON conditions that weren’t
caused by your own systems, talents, etc.
Once per mission while resting, you can call in a supply drop. You and your allies may replenish 1 use of all Limited
weapons and systems and restore 1 Structure. This doesn’t require any Repairs and can be used even if you have reached
your Repair Cap.
CORE BONUSES
INTEGRATED AMMO FEEDS
All Limited systems and weapons gain an additional two charges.
UNIVERSAL COMPATIBILITY
Any time you spend CP to activate a Core System, you may also take a free action to restore all HP, cool all Heat, and roll 1d20:
on 20, regain 1 CP.
PILOT LOADOUT
HA MORDRED OVERCHARGE
THE BETRAYER +1 +1d3 +1d6 +1d6+4
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y
2
STRUCTURE
0 2
HP
4 /1
STRESS
/5
H E AT
ARMOR
/4 /13 3 /4 /11
ATK TECH ATK SAVE SPEED E-DEF EVASION SENSORS LTD SYS
+3 +3 13 3 12 6 5 +4
FRAME TRAITS
À MORT USURPER UNDENIABLE
Gain the À Mort Quick Tech: Engagement caused by the Mordred 1/round, when successfully taking a
can never be ignored by hostile tech action against a hostile target,
characters. the Mordred can move up to 3
spaces directly towards the target. If
it is a successful tech attack, it may
instead pull the target 3 spaces
directly towards the Mordred.
CORE SYSTEM
FULL-SYSTEM SYNC
For the rest of this scene, gain the Crownbreaker Full Action.
PRIMARY / / L O A D O U T
FLEX MOUNT
HEAVY MOUNT
SYSTEMS