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Maximum Threat

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100% found this document useful (2 votes)
2K views61 pages

Maximum Threat

Uploaded by

Moonman Moonman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 61

MAXIMUM THREAT

By
Spencer Moran

Cover Art
Zedrin (@ZedrinBot)
https://zedrin.carrd.co/

Art by
Mastahopo
https://twitter.com/Mastahopo

Template used
Lancer RPG Template by Michael Prijatelj, used under CC BY 4.0

Playtesting by
EMAngel2718, Theron Pierce, ZedrinBot, Mastahopo, Matthew “Fel” K, Salty Cupcake, Sane Alex

Special Thanks to
Massif Press for the use of the Lancer setting and system, the Lancer community at PilotNET, and Michael
Prijatelj who designed the template used for this supplement. A final thanks belongs to my players, without whom
this book would not be possible. Thank you for suffering through my terrible ideas.

The contents of this book, its cover, and all text and images contained therein, are not permitted to be used for the
training of AI or the training of any other algorithm or application under any circumstance.

MAXIMUM THREAT: A Lancer NPC Supplement is not an official Lancer product; it is a third party work, and is
not affiliated with Massif Press. MAXIMUM THREAT: A Lancer NPC Supplement is published via the Lancer
Third Party License.

Lancer RPG Template © 2021 by Michael Prijatelj is licensed under CC BY 4.0.

MAXIMUM THREAT: A Lancer NPC Supplement © 2023 by Spencer Moran

Lancer is copyright Massif Press.

[2]
CONTENTS
FOR GM EYES ONLY 5
OVERVIEW 5

NEW PLAYER OPTIONS 6


UNMOUNTED COMBAT 6
PILOTING NPC MECHS 6
MECH SKILLS 6
WEAPONS, SYSTEMS, AND ACTIONS 6
STRUCTURE AND CORE STRESS 6
TALENTS 6
CORE BONUSES AND NPC TRAITS 6
REPAIRS AND CONVERSION 6
HIJACKING MECHS 6
NEW PILOT GEAR 6

NEW PILOT TALENTS 8


SABOTEUR 8
COMMANDO 8
OPERATIVE 8
FIELD MEDIC 9
MARKSMAN 9
TECHIE 9

NEW NPC CLASSES 11


EXPANDED BESTIARY 11
CATAPULT 12
SPECIALIST 13
CURSE 15
PUPPETEER 16
WARLOCK 17
ZONER 18
ARSONIST 19
CANNONADE 20
PAWN 21
DRAGOON 22
FENCER 23
MONK 24
RAMSHACKLE 25
FREEZER 26
LOGISTIC 27
MIRROR 28
SHOGUN 29
TRIAGE 30

[3]
NEW NPC TEMPLATES 31
REVENANT 31
COLOSSUS 32
BUDDY 32
RANGER 33
TURRET 34
HAUNT 34
FANATIC 35
SUPER 36
RETROFITTED 37

NEW SITREPS 38
SAFEGUARD 38
PAYLOAD 39
STRIKE 40
INTERCEPT 41
OUTRUN 42

RANDOMIZED TABLES 43
BATTLE HAZARDS 43
TERRAIN FEATURES 44
SITUATIONS 45
POSITIVE PERSONALITY TRAITS 46
NEUTRAL PERSONALITY TRAITS 47
MIXED PERSONALITY TRAITS 48
FIRST NAMES 49
SURNAMES 50
PROFESSIONS 51
NOTABLE FEATURES 52

EXAMPLE COMBATS 53
LOCKED AND LOADED 53
LL0 53
LL3 54
LL6 55
LL9 56
LL12 57

OTHER MODES OF PLAY 58


POINT SKIRMISH 58
POINT SKIRMISH RULES 58
UNIT COSTS 58
LANSIM 58
LANSIM RULES 58

[4]
FOR GM EYES ONLY
OVERVIEW
WHAT THIS BOOK IS
This book is a third party supplement, intended on
expanding on the rules and structures of the LANCER
Core Rulebook to add even more variety to gameplay
and combat encounters. For this reason, this book
may be considered some fairly dry reading, however
the options and elements presented in this book are
thoroughly playtested, and may be slotted into any
campaign to add a fresh challenge for beginners and
veterans alike.

For this reason, players are not intended to see the


contents of this book save for the talents and rules in
its first section. This book also makes the assumption
that you own and have read the paid version of the
Lancer Core Rulebook as it contains the rules and
structures for NPCs that this book is dependent on.
You may find it at https://massif-press.itch.io/.

WHAT THIS BOOK ISN’T


This book is not a campaign or adventure. It contains
no lore or narrative elements, nor does It contain new
player mechs or mech equipment. It is instead
intended as a toolbox for GMs to bring out fresh
problems for their players, and inspire ideas for new
encounters with high stakes and higher rewards.

WHAT YOU WILL FIND IN THIS BOOK


In this book you will find:
● New rules for PCs piloting NPC mechs.
● 6 new Player talents for unmounted combat.
● 13 new pieces of Pilot gear.
● 18 new NPC classes.
● 9 new NPC templates.
● 5 new Sitreps.
● Randomized tables for encounters and NPCs
● Example encounters for a range of license
levels.
● And a brief note on alternative modes of play.

FINAL WORDS BEFORE WE GET STARTED


It is my sincere hope that you will find the resources in
this book both useful and fun.

Always remember that you as the GM have the final


word on how things should work and what you will and
will not allow at your table. If you feel something is
overtuned, imbalanced, or just plain broken, you can
and should change it to suit the needs of your group.
We are all in this to have fun.

Welcome to Maximum Threat. Let’s get started.

[5]
NEW PLAYER OPTIONS
UNMOUNTED COMBAT STRUCTURE AND CORE STRESS
The NPC mech has the same Structure and Stress
The base game of LANCER offers only a few that it had at the start of combat subtracting any
options for unmounted combat outside of a flavorful Structure or Stress damage the NPC suffered before
weapon and armor system to perhaps survive a the mech was commandeered. It cannot gain more.
round of mech combat, plus defined consequences
for daring to try. This strikes me as an odd contrast
given the narrative decision to define Pilots as TALENTS
larger-than-life characters who breeze through most The PC may use their Talents while piloting an NPC
narrative challenges with the ease of a cartoon Mech, however equipment provided by talents is
protagonist. unavailable to the PC while they are not piloting their
own mech.
In practice, players are often left sitting in their
destroyed mechs with nothing to do other than watch CORE BONUSES AND NPC TRAITS
as their fellow players try to mop up, or take the field The PC uses the traits provided by the NPC Class
themselves if the situation gets truly desperate, with instead of any Core Bonuses they may qualify for.
little space inbetween.

The following section introduces new rules and pilot


REPAIRS AND CONVERSION
talent options to enable players to make a larger NPC mechs cannot be repaired during a short rest,
difference while on foot, without overhauling the and are ineligible for repairs during a full repair.
combat system. Intact NPC Mechs may be salvaged for 4 repairs
during a short rest. This destroys the NPC mech.

PILOTING NPC MECHS During a full repair, the PC may salvage the NPC
mech to convert it into a mech and loadout they are
Certain pieces of gear or special talents may allow a
PC the ability to hack open the cockpit of an enemy qualified for. This destroys the NPC mech.
mech and take it over. When a PC pilots an NPC
mech, the following rules apply: HIJACKING MECHS
If two pilots are in the same mech, they can fight for
MECH SKILLS control. While fighting for control, the affected mech
The PC uses their own mech skills in place of the is Slowed and Impaired, but otherwise acts
H.A.S.E. stats of the NPC Class. The remainder of normally. Each pilot controls the mech on their turn.
the NPC stat block remains unchanged, including
E-Defense, Evasion, Hit Points, and Save Target. Set out two six-sided dice with a facing value of one
to track PC and NPC progress. At the end of either
pilot’s turn, that pilot rolls 1d6. On a 1-3 add +1 to
WEAPONS, SYSTEMS, AND ACTIONS the NPC die, on a 4-6 add +1 to the PC die. The first
The PC uses pilot Grit in place of the attack bonus character to reach 4 on their die ejects the other to
for weapons, and their Systems score in place of the an adjacent space and the contest ends. During their
attack bonus for systems that make tech attacks. turn, Ultras may reroll once and choose either result.

The PC may only use the weapons and systems


available to the NPC mech, and any equipment NEW PILOT GEAR
gained from Talents is unavailable to them while they Mk.6 Emergency Impact Shield
are not piloting their own mech. The PC always Gear, Unique
knows what equipment is available and what it does. When you would take damage from any source,
you may instead reduce the damage to zero as a
Weapons and Systems always deal the damage and Reaction. Once used, this gear is expended.
effects listed in their profiles including accuracy and
difficulty. Hatch Override Shunt
Gear
PCs may only use the set of actions available to the As a Jockey Option, you may force an Engineering
NPC that was commandeered. They also have save from your Jockey Target. On a failure, their
access to their Talents and the default Invade option. cockpit opens and you climb inside to fight for
Pilots do not gain extra activations from NPC traits. control. Once used, this gear is expended.

[6]
Nanowire Snare Remote Override Module
Gear, Requires 2 gear slots Gear, Unique
A nanowire net reinforced for strength and linked A radio receiver paired with a special hardware fob
with a set of bulky magnetic disks. After deploying that can be inserted into your mech. While
this gear with a Full action to an adjacent space, installed, you can do either of the following while
the netting will automatically latch onto the first outside your mech:
non-biological character or object that becomes ● As a Protocol on your turn you may give
adjacent to it. The netting is industrial grade and control of your mech to an installed AI.
sufficient to lift heavy machinery. Mechs affected by ● As a Quick Action on your turn, you may
netting are Impaired until they remove the netting force your mech to shut down.
with a successful hull check. Once used, this gear
is expended. Powered Actuators
Gear, Unique, Requires Hardsuit
Portable Solar Panel Array An upgrade to the standard Hardsuit. A set of
Gear, powered actuators are built into the suit’s structure
A civilian grade, multipurpose solar panel array. It to help balance heavier loads and provide gait
comes with a battery and several attachment assistance. Properly braced, a pilot with this
points, allowing it to be affixed to either a hardsuit upgrade can lift upwards of three times their normal
or other surface to generate a low but constant flow carrying capacity, and can safely run faster in
of energy. The storage of the battery is enough to heavier armor.
run a hardsuit and its attachments for up to four
hours. The battery requires a day of direct, natural +1 to pilot speed while wearing a hardsuit.
light to recharge.
Flexsteel Reinforcement
Mobility Hardsuit Reserve Tank Gear, Unique, Requires Hardsuit
Gear, Unique, Requires Mobility Hardsuit Flexible plates of lightweight alloys that can be
An upgrade to the Mobility hardsuit which allows for adhered to a hardsuit’s vital areas to provide extra
uninterrupted flight capabilities at the cost of a protection from harm at the cost of mobility. The
slightly awkward change in center of gravity. plating can be detached at will, and adhered to
Pilots equipped with this upgrade no longer need to other objects if necessary to harden the object
land when they fly using the Mobility hardsuit. The against damage so long as the object is size ½ or
reserve tank has enough energy to power the smaller.
Mobility Hardsuit’s flight for up to one hour.
+1 to pilot armor and -1 to pilot speed while
Microfusion Generator wearing a hardsuit. If adhered to a small object, the
Gear, Requires 2 gear slots object instead takes damage like a character
A potent power generator, capable of powering a against effects that damage objects automatically.
small building using common starship fuels. When This gear is expended if applied to an object.
printed, it has enough fuel to run for up to a week of
uninterrupted use. EVA Thruster Pack
Gear, Unique, Requires Hardsuit
Big Red Barrel A large backpack with a set of integrated jets that
Gear, Requires 2 gear slots can be connected to a hardsuit’s internal power
Deployable Gear, Size ½, 5 HP, 5 EVA, 5 E-DEF supply to provide small jets of directional thrust
A large barrel branded with the Harrison Armory while maneuvering in low or no gravity
logo and a distinctive red paint scheme that can be environments. It comes in two variants, one for
deployed with a Quick Action. When destroyed, all vacuum propulsion, and one for underwater
characters within Burst 1 of the BRB must succeed exploration.
on an Agility save or take 6 Explosive damage, or
half on a successful save. Single use only. Floodlight Attachment
Gear, Unique
ICU Support Lattice A powerful, vacuum sealed floodlight that can
Gear, Unique provide useful light in a 30 meter, 120-degree cone.
A hardsuit upgrade that adds a suite of emergency
stabilization hardware at the cost of comfort. The The device comes with its own internal power
first time you would die from taking damage while supply, but can be attached to a hardsuit’s internal
Down and Out, you instead roll again on the Down power to extend its battery life. The battery lasts for
and Out table. Once used, this gear is expended. up to eight uninterrupted hours and recharges in 30
minutes when connected to a power source.

[7]
NEW TALENTS
SABOTEUR COMMANDO
The Saboteur specializes in disabling enemy mechs Mech Combat is an intrinsically deadly environment
in open combat, regardless of the danger posed by for a pilot to be in, but Commandos thrive in this
being exposed to weapons fire. environment, using a bevy of technology and pure
grit to do jobs that would kill lesser combatants.
I. BAG OF TRICKS
The amount of pilot gear you can carry increases by I. HEART OF IRON
2 and all of your limited explosive equipment gains 2 While outside of your mech, you may add your Grit
extra charges. Additionally, you have accuracy when to your Evasion and E-Defense up to a maximum of
you attempt to Jockey a mech. 20, and your total pilot hit points increases by 5.
Additionally, your pilot has resistance to kinetic,
energy, and explosive damage.
II. DETPACK RODEO
You can Mount your mech or use the Jockey pilot
action as a Quick Action on your turn. You also gain II. BLOOD AND GUTS
access to the following as options for the Jockey Whenever you would roll for Down and Out, you
action: may roll twice and take the better result. Additionally,
• ARMOR PEEL: Expend a charge from one of your when you start your turn while Down and Out and
explosives to force a Hull save from the mech are not dead, roll 1d6. On a 6 you restore 1 hit point
you are jockeying. On a failure, they become and regain consciousness.
Shredded until the end of their next turn.
JAM VENTS: Expend a charge from one of your

explosives to force an Engineering save from III. INDOMITABLE
the mech you are jockeying. On a failure, they Whenever you dismount your mech you gain a
become Exposed. personal shield. The shield absorbs all damage from
the first attack that hits you and then dissipates until
you use a quick action to refresh it.
III. BULL RIDER
You have hard cover in all directions while Jockeying
a mech. You also gain access to the following as OPERATIVE
options for the Jockey action: Operatives specialize in stealth, relying on
• EMP DETPACK: Expend 2 charges from one of specialized equipment to remain unseen in combat,
your explosives to force a Systems save from while painting targets for their allied forces.
the mech you are jockeying. On a failure, they
become Jammed until the end of their next turn.
Once this effect has triggered, they have I. COVER TO COVER
immunity to future attempts. When you are on foot as a pilot, you always count as
• SABOTAGE GYROS: Expend 2 charges from one of having Soft Cover while out in the open, and you
your explosives to force an Engineering save cannot be flanked by characters larger than you.
from the mech you are jockeying. On a failure,
they become Stunned until the end of their next II. CAMOUWEAVE
turn. Once this effect has triggered, they have As a Quick Action on your turn, your pilot may turn
immunity to future attempts. invisible. This lasts until you take any action other
• EJECT PILOT: 1/Scene you may make an than Move, Boost, or Hide.
Engineering save versus the save target of the
mech you are Jockeying. On a Success, roll
1d6. On a 6 the pilot of the mech you are III. PHONE IT IN
Jockeying is ejected to a position of their choice You may now use Lock On as a pilot with range 10.
within range 6 of your Jockey target. You may Alternatively, As a Full Action on your turn, your pilot
then climb inside and take control. can paint a target within Range 10 and line of sight.
Characters other than you that attack the painted
PILOT SAVE TARGET target have +1 Accuracy on the attack roll and deal
Remember that your Save Target while on foot an additional +1d6 bonus damage on a critical hit.
is 10 plus your Grit. This effect lasts until the start of your next turn.

[8]
FIELD MEDIC MARKSMAN
No fireteam is complete without a trained medical The Marksman’s creed is one shot one kill, though
expert. If you’re going to face mech-scale munitions that kind of feat gets harder when your target weighs
on foot, you’d better have them on speed dial. several tons.

I. MEDIC KIT I. SUPERIOR AIM


You carry a Medic Kit with you that has 3 charges. While you are out of your mech, the range of all your
While on foot your pilot may expend a charge as a pilot’s ranged pilot weapons increases by +3, and
Quick Action to restore a number of hitpoints to your their damage increases by +2.
pilot or an adjacent biological character equal to your
Grit. All charges are refreshed during a full repair.
Also, all of your medical pilot gear gains 2 more II. THREAD THE NEEDLE
charges. All of your pilot’s ranged pilot weapon attacks gain
+1 accuracy and the armor piercing tag.

II. EXPERT KIT


Your Medic Kit is upgraded to carry 3 more charges. III. UNMATCHED FOCUS
You may expend 2 charges from your kit to do one: While you are on foot, your pilot ignores difficulty
• STIM: Your pilot or an adjacent biological from all sources for all of your ranged pilot weapons,
character may boost as a free action until the and can Fight with ranged weapons as a Quick
end of their next turn. Action as long as they do not have the Loading tag.
• FOCUS: Your pilot or an adjacent biological
character has accuracy on attacks, checks, and Additionally, when you make a critical hit with a pilot
saves while on foot until the end of their next weapon, the damage cannot be reduced in any way.
turn.
• PADDLES: Your pilot brings an adjacent character
out of Down and Out with 1 hit point.
TECHIE
The Techie always has their deck on hand,
specializing in attacking the systems of mechs and
III. TRIAGE mainframes alike with advanced attack algorithms.
Whenever you use a Corrective on a biological
character, they can restore up to half of their
maximum hit points instead of 1. I. DECKER
Your hardsuit is augmented to allow you to hack
Whenever you use a Patch on your pilot or an nearby characters, which confers the following traits
adjacent biological character, restore hit points up to and benefits while you are out of your mech.
the affected character’s maximum.
Your pilot gains a Sensor range of 8, and may
You may substitute a Patch for a Corrective to bring Invade or Bolster as a quick action, but can only use
a character out of Down and Out with 1 hit point. the Fragment Signal invade option while on foot in
addition to any invade options and benefits for those
Finally, while you are within range 5, if an allied options gained from Talents.
character would roll a 1 on the Down and Out table,
they roll a 2 instead. They will still die if they take Your Tech attack as a pilot is equal to your Systems
any more damage while Down and Out. score, and you may add your System score to your
pilot’s E-Defense. This does not stack with other
bonuses.
COMBINED ARMS GAMEPLAY
Lancers aren’t entirely useless during mech
combat, but they aren’t exactly useful either. II. OTA PROXY
Taking one or more of these Talent options While on foot, your pilot may draw their Sensor
may provide your pilot with a broader impact range and Line of Sight from either your pilot’s
on the field, so that even if your mech is position or your mech’s position for the sake of tech
down, you are not quite out. actions, utilizing your mech’s Sensor range if using
the latter.
This is not to say you should immediately
jump out of your mech. Mech combat is still
an intrinsically deadly affair for squishy meat
III. BOTNET
bags, but if you’re on your last limb, maybe While on foot, your pilot may also draw Sensor
one of these talents can give your opponent a range and Line of Sight from any mech allied to you
black eye. for the sake of tech actions, using the sensor range
of that ally.

[9]
END OF PLAYER SECTION

THIS PAGE LEFT INTENTIONALLY BLANK

[10]
NEW NPC CLASSES
EXPANDED BESTIARY
The classes defined here should provide a wide
variety of new playstyles for you to challenge your
players with. They have all been extensively
playtested both alone and in combination with other,
more traditional NPCs.

The classes listed here have been organized first by


category (Artillery, Controller, etc.) and then by name.
There are quite a few here. Their core gimmick is also
listed with their name in the list below.

This book contains the following classes and


gimmicks:

Artillery
● Catapult - smart artillery support
Biological
● Specialist - grizzled soldier
Controller
● Curse - single-target debuffing
● Puppeteer - puppet user
● Warlock - pathing manipulation
● Zoner - physical area denial
Defender
● Arsonist - heat/energy defender
● Cannonade - anti-air defender
● Pawn - advancing shield wall
Striker
● Dragoon - flying melee attacker
● Fencer - skirmisher disabler
● Monk - single target disabler
● Ramshackle - variable combatant
Support
● Freezer - heat manipulation
● Logistic - ability reload/recharge
● Mirror - tech action reflection
● Shogun - action economy modifier
● Triage - status clearing

[11]
CATAPULT ARTILLERY

The Catapult-archetype mech started as a joke by bored diasporan


construction workers, and turned into an effective delivery platform for
long range smart munitions.Today, Catapults are employed to provide both
long range artillery support and rapid redeployment using a suite of
launch systems and integrated rail pods.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: +2 Hull: +3 Systems: +2 Hull: +4 Systems: +3
Agility: +1 Engineering: +0 Agility: +2 Engineering: +0 Agility: +3 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 2 HP: 14 Armor: 2 HP: 16 Armor: 2
Evasion: 6 E-Defense: 10 Evasion: 7 E-Defense: 11 Evasion: 8 E-Defense: 12
Speed: 2 Size: 2 Speed: 2 Size: 2 Speed: 2 Size: 2
Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 14 Heat Cap: 8 Save Target: 16
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS ARTILLERY PLATING Trait


Catapults move nearby NPCs deeper into the field The Catapult has resistance to damage from
before using its launchers to provide fire support. ranged attacks originating beyond range 3.
OPTIONAL SYSTEMS
BASE SYSTEMS SPEED LOADER Trait, Free Action
As a free action at the end of its turn, the Catapult
Swarm-Hive Launcher may choose to reload one weapon. However, it
System, Quick Action takes 4 heat each time it does so.
Deployable Drone (Size 1/2, HP 5/8/10, Evasion
10, E-Defense 10, Tags: Drone
REMOTE TRIAGE Trait
The Catapult deploys a drone to a free blast 1
When the Catapult targets a character with the
area within range 15. Hostile characters that start
Nanite Launcher they may choose to grant the
their turn within the area, or move into it for the
target 4/6/8 Overshield instead of inflicting
first time in a round take 3/4/6 AP Kinetic
damage. The weapon must then be reloaded.
damage. The Catapult may have up to three
drones deployed at a time. Deploying more than
FLEXIBLE MUNITIONS
three drones destroys one of its choice. The Trait, Ordnance, Full Action, Line 20,
drones last until the Catapult is destroyed. Recharge 6+
The Catapult selects an adjacent ally or object as
Launch Pods an improvised projectile. Make an improvised
System, Full Action attack roll against all characters in a line 20 path,
As a full action on its turn, the Catapult can move dealing 15/20/25 Kinetic damage on a hit. Objects
adjacent characters of its choice to free spaces in the path automatically take 20 AP Kinetic
within range 15. The movement counts as flight, damage. The projectile is removed from play.
ignores engagement, and does not provoke
reactions. All moved characters land within a blast Flash Drone
2 area. Unwilling characters must succeed on a System, Quick Action, Recharge 4+
Hull save or go along for the ride. Deployable Drone (Size 1/2, HP 5/8/10, Evasion
10, E-Defense 10, Tags: Drone
Nanite Launcher The Catapult launches a flash drone to a free
Superheavy Launcher, Smart, Arcing, space within range 15. Characters within burst 3
Loading, +2/+4/+6 of the drone may only draw line of sight to
[Range 20][8/12/15 Variable damage] adjacent spaces and count as invisible to
Effect: You may select your damage type before characters outside the radius. The drone lasts
firing this weapon: Kinetic, Energy, or Explosive. until it is destroyed or until the end of the scene.

[12]
SPECIALIST BIOLOGICAL
Specialists are near fearless individuals who find themselves on the
battlefield, usually as special detachments of military operations or
the result of especially competent pilots climbing out of their mechs.
They carry a wide variety of combat focused equipment to help them
survive in a battlespace dominated by war machines.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +1 Systems: +1 Hull: +2 Systems: +2 Hull: +3 Systems: +3
Agility: +1 Engineering: +1 Agility: +2 Engineering: +2 Agility: +3 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 8 Armor: 0 HP: 11 Armor: 0 HP: 14 Armor: 0
Evasion: 12 E-Defense: 8 Evasion: 14 E-Defense: 9 Evasion: 16 E-Defense: 10
Speed: 4 Size: 1/2 Speed: 4 Size: 1/2 Speed: 4 Size: 1/2
Heat Cap: - Save Target: 12 Heat Cap: - Save Target: 14 Heat Cap: - Save Target: 16
Sensors: - Sensors: - Sensors: -

TACTICS
Specialists attempt to stay out of harm's way while Ares 7 Battle Rifle
simultaneously performing actions appropriate to their Aux Rifle, +2/+4/+6
specialty. [Range 8][4 Kinetic damage]
At T2 this weapon fires twice
At T3 this weapon fires three times.
BASE SYSTEMS
ONLY MORTAL Trait SABOTEUR LOADOUT Trait
The Specialist is biological, has one structure and The Specialist gets HYENA charges, Mobility
one Stress and can’t gain more. Whenever the Hardsuit, and Hatchbreaker Shunt equipment. The
Specialist would gain structure from a template, it Specialist can Jockey as a Quick Action, following
gains +3 hp instead. Specialists cannot gain the PC rules for Jockeying.
systems or equipment from any template.
HYENA CHARGES Trait, Quick Action
LOADOUT Trait The Saboteur places a mine in an adjacent space
Choose a single Loadout from the Specialist as a Quick Action. The mine explodes when a
Optional Features. The specialist carries that hostile character becomes adjacent to it, dealing 5
equipment and can’t take more. At T3 it gains a AP Explosive damage to all characters within Blast
second loadout. 1 of the mine. The mine arms at the end of the turn.
While Jockeying, the Specialist can force its jockey
Signature Sidearm target to make a Hull save as a Quick Action. On a
Aux CQB +1/+2/+3 failure target takes 10 AP Explosive damage, or
[Range 3][3/3/4 Kinetic damage] half as much on a success.
At T2-T3 this weapon fires twice.
MOBILITY HARDSUIT Trait
OPTIONAL SYSTEMS The Specialist can fly when it moves or boosts and
COMMANDO LOADOUT Trait, Free Action can stand on any solid surface, even walls and
The Specialist gets the Mk6 Impact Shield, The ceilings. The Specialist gains +2 evasion and +1
Ares 7 battle rifle, and Heavy Battle Armor. speed.

MK6 IMPACT SHIELD Trait HATCHBREAKER SHUNT


The first time in a round this unit would take Trait, Quick Action, Recharge 5+
damage, reduce that damage to 0. The Specialist forces a character it is jockeying to
make an Engineering Save as a Quick Action. On a
HEAVY BATTLE ARMOR Trait failure, it enters the cockpit and both pilots fight for
The Specialist has +2 Armor and -2 Evasion. control.

[13]
OPERATIVE LOADOUT Trait
The Specialist gets Target Painting Module,
Covops Stealth Hardsuit, and Stealth Scanner
equipment.

TARGET PAINTING MODULE


Trait, Full Action
The Specialist Paints a target for its allies. Until the
start of the Specialist’s next turn. Attacks against
the painted target have +1 Accuracy and deal 3/4/5
bonus damage on a critical hit.

COVOPS STEALTH HARDSUIT Trait


The Specialist is permanently invisible, and always
has soft cover in all directions.

STEALTH SCANNER Trait


The Specialist can use the Lock On ability on
targets within range 10.

MARKSMAN LOADOUT Trait


The Specialist gets Recon Gear, Anti-Armor Rifle,
and Rangefinder equipment.

RECON GEAR Trait


The Specialist gains +2 Speed.

Anti-Armor Rifle
Main Rifle, AP +2/+4/+6 +1 Accuracy
[Range 15][5/6/8 Kinetic damage]
On Critical Hit: This weapon deals an additional
+1d6 bonus damage.

RANGEFINDER Trait
The Specialist ignores cover so long as the target
is within line of sight.

LEGEND Trait
The Specialist can mix-and-match equipment from
each loadout, taking up to three unique elements at
T1-T2 or six at T3. The Specialist gains +5 HP, +2
Evasion, +2 E-Defense, and +1 Armor.

NPCS IN PLAYER MECHS


It is entirely possible that an NPC will end up
piloting a player mech. If this happens, the
NPC may only use the actions available to an
NPC. It does not benefit from the PC’s talents,
and may only use the weapons and systems
available on the PC’s mech. It makes attacks
at +1/+2/+3 and uses its own H.A.S.E stats for
attacks and checks that require them.

PCs have the access codes to their own mech.


If they are booted out by an NPC jockey
action, they can simply Mount to climb back
inside and fight for control. Every time a PC is
forced to climb back into their own mech, they
start with a count of 3.

[14]
CURSE CONTROLLER
Curse-archetype mechs inflict debilitating statuses on their opponents
to weaken their combat effectiveness, and can use their opponent’s heat
against them.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: -2 Systems: +3 Hull: -2 Systems: +5 Hull: -1 Systems: +6
Agility: +1 Engineering: +0 Agility: +2 Engineering: +0 Agility: +3 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 0 HP: 14 Armor: 0 HP: 16 Armor: 0
Evasion: 10 E-Defense: 13 Evasion: 12 E-Defense: 16 Evasion: 14 E-Defense: 18
Speed: 5 Size: 1 Speed: 5 Size: 1 Speed: 5 Size: 1
Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 14 Heat Cap: 8 Save Target: 16
Sensors: 15 Sensors: 15 Sensors: 20

TACTICS VIRAL ATTACK PATTERN Trait


Curse mechs like to fight from their sensor range, This character’s Invade deals 3 Heat instead of 2.
weakening highly effective opponents for their allies to OPTIONAL SYSTEMS
deal with them. Reactor Flash
System, Full Tech, Recharge 4+
BASE SYSTEMS The Curse forces a character within Sensors and
Luck Siphon Line of Sight to make an Engineering Save. On a
System, Quick Tech +2/+4/+6 failure, that character clears all heat, and takes
The Curse makes a tech attack against a character Burn equal to the amount of heat cleared.
within Sensors. On a hit, that character receives +1
Difficulty on all attacks, checks, and saves until Sloth Virus
either they make a successful Systems save System, Quick Tech +2/+4/+6
against it as a Quick Action, or the end of the The Curse makes a tech attack against a character
scene. This effect stacks up to 3 times, and clears within Sensors and Line of Sight. On a hit, the
all stacks on a successful save. character takes 2 heat and is Slowed until the end
of their next turn.
Power Drain
System, Full Tech Gyro Malfunction
The Curse forces a character within Sensors and System, Quick Tech +2/+4/+6
Line of Sight to make a System save. On a failure, The Curse makes a tech attack against a character
that character clears all heat and Suffers the within Sensors and Line of Sight. On a hit, the
following effects until the end of their next turn, character takes 2 heat and falls Prone.
based on the amount of heat lost.
● 0-3 The character is Impaired PROXIMITY VIRUS Trait
● 4-6 The character is also Slowed 1/Round, whenever the Curse hits with a tech
● 7-10 The character is also Immobilized attack, Characters adjacent to the Target must
● 11+ The character is also Stunned succeed on a Systems save or take 2 heat.

Beacon Rifle SIPHON LINK Trait


Main Rifle +2/+4/+6 When a character is hit by Luck Siphon, the Curse
[Range 10][3 Energy damage] can instead choose to clear all stacks of Luck
On Hit: Attacks made against the target count as Siphon to give an allied character within Sensors
having the Seeking trait until the end of the target’s +1 Accuracy for every stack of Luck Siphon
next turn. cleared, up to a maximum of 3. The accuracy lasts
until the end of the allied character’s next turn.

[15]
PUPPETEER CONTROLLER
Puppeteer-archetype mechs employ a strange variety of systems that focus
more on crowd control, than direct damage. These mechs prove to be
especially dangerous when combined with striker and artillery elements.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: +3 Hull: +2 Systems: +4 Hull: +2 Systems: +5
Agility: +0 Engineering: +0 Agility: +0 Engineering: +0 Agility: +0 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 14 Armor: 2 HP: 16 Armor: 2 HP: 18 Armor: 2
Evasion: 8 E-Defense: 10 Evasion: 8 E-Defense: 13 Evasion: 8 E-Defense: 16
Speed: 3 Size: 2 Speed: 3 Size: 2 Speed: 3 Size: 2
Heat Cap: 8 Save Target: 11 Heat Cap: 8 Save Target: 13 Heat Cap: 8 Save Target: 15
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS Audience Participation


Puppeteers like to fight from the back, sending in System, Quick Tech, Recharge 6+, +1/+2/+3
puppets to spread its sensor net and deal damage. The Puppeteer makes a tech attack against a
character within Sensors. On a hit, the target must
BASE SYSTEMS use its Reaction to Skirmish against a character of
PUPPETRY Trait, Quick Action the Puppeteer’s choice within reach of its weapons.
1/Round, during the Puppeteer’s turn, they can OPTIONAL SYSTEMS
move all puppets up to their Speed in any direction. FLASH PRINTER Trait
The puppeteer may give either of the following The Puppeteer can deploy two Puppets at a time
orders to its puppets as a Quick Action: when it uses the Puppet Printer.
Embrace - The puppets each attempt to grapple an
adjacent character. WARM EMBRACE Trait
Strike - The puppets each attempt to strike an Characters that start their turn while grappled by at
adjacent character of the Puppeteer’s choice at least one Puppet automatically take 1 heat for each
+1/+2/+3 dealing 2/3/4 Kinetic damage on a hit. grappling puppet.

Puppet Printer Stage Disguise


System, Quick Action, Drone System
PUPPET (Size 1/2, 5/8/10 HP, Evasion 10, E-Def 10, The puppeteer is invisible if it has not moved since
Speed 6, Tags: Drone) the start of its last turn. It loses this invisibility if it
Effect: The Puppeteer prints one Puppet in a free, moves by any means.
adjacent space. The Puppeteer counts the sensor
range of the Puppets as its own and may draw line Grand Finale
of sight and sensors from any puppet’s space. All System, Full Action
Puppets are disabled if the Puppeteer is destroyed. The Puppeteer commands one or more Puppets to
The Puppeteer may have up to 6 active puppets. self-destruct, each dealing 4/6/8 Explosive damage
to characters within a burst 1 radius, or half on a
Puppet Systems successful Agility save.
System, Quick Tech, Tags, +2/+4/+6
The Puppeteer makes a tech attack against a Laser Net
character within Sensors. On a success, the System, Quick Action
Puppeteer may move them up to their speed in a The Puppeteer draws a Line between two puppets
direction chosen by the Puppeteer. This movement within range 5 of each other. Characters within the
ignores engagement and reactions. affected area must succeed on an Agility save or
take 8/10/12 Energy damage, or half on a success.

[16]
WARLOCK CONTROLLER

Warlock-archetype mechs complicate the battlefield by connecting distant


locations using a suite of exotic weapons and systems.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: +2 Hull: +3 Systems: +4 Hull: +3 Systems: +5
Agility: +0 Engineering: +0 Agility: +0 Engineering: +1 Agility: +0 Engineering: +2

CORE STATS CORE STATS CORE STATS


HP: 16 Armor: 1 HP: 20 Armor: 1 HP: 24 Armor: 1
Evasion: 8 E-Defense: 12 Evasion: 8 E-Defense: 14 Evasion: 8 E-Defense: 17
Speed: 4 Size: 1 Speed: 4 Size: 1 Speed: 4 Size: 1
Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 14 Heat Cap: 8 Save Target: 16
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS OPTIONAL SYSTEMS


Warlock mechs specialize in creating opportunities for Sabotage Munitions
their allies to strike from strange directions. System, Quick Tech, +2/+4/+6
The Warlock makes a tech attack versus a hostile
BASE SYSTEMS character within Sensors. On a hit, the next attack
Hostage-Link System made by the character deals only half damage
System, Quick Tech, +2/+4/+6 before armor and resistance are applied.
The Warlock makes a tech attack versus a hostile
character within Sensors. On a hit, the target gains Matter Whip
the Warlock link. Any time the Warlock takes Main Melee, +1/+2/+3
energy, explosive, or kinetic damage, the damage [Threat 5][5 Kinetic damage]
is split evenly between both characters before On Hit: A character struck by this weapon is
armor and resistance. This effect lasts until either teleported 2 spaces in a direction of the.Warlock’s
the target makes a successful Systems Save as a choice.
Quick Action, the Warlock is destroyed, or the At T2-T3 this weapon attacks twice, either the
Warlock uses this system against a new target. same target, or two different ones.

Warp Conduit Displacement Beam


System, Quick Action Main Rifle, Seeking, +1/+2/+3
The Warlock creates a Size 1 wormhole in a free [Line 7][6/7/8 Energy damage]
space within Sensors that lasts for the rest of the On Hit: A character struck by this weapon is
scene. The wormhole has the following effects: pushed 3 spaces in a direction of the.Warlock’s
Characters overlapping the wormhole may spend a choice.
single space of movement to teleport to the center
of any other unblocked wormhole on the field. REGENERATION MATRIX Trait
Attempting to exit a wormhole that is still covered At the end of its turn, the warlock restores 4/5/6 hit
by another token fails, and neither character points, up to its maximum. This trait does not
moves. function if it took stress or structure damage this
Characters that make Range or Threat attacks into Round.
the wormhole may continue to draw the attack and
line of sight from a single different wormhole as if Trap Foe
they were the same space. Characters overlapping System, Quick Tech
the wormhole may treat other characters adjacent The Warlock forces a hostile character within
to any wormhole as adjacent. Sensors and Line of Sight to make a Systems
Save. On a failure, the target becomes
immobilized until the end of their next turn.

[17]
ZONER CONTROLLER

Zoner-archetype mechs create hazardous zones of harmful effects,


complicating the battlefield for all parties involved.

TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: 0 Hull: +3 Systems: 0 Hull: +4 Systems: 0
Agility: +0 Engineering: +2 Agility: +0 Engineering: +3 Agility: +0 Engineering: +4

CORE STATS CORE STATS CORE STATS


HP: 16 Armor: 2 HP: 18 Armor: 2 HP: 20 Armor: 2
Evasion: 8 E-Defense: 10 Evasion: 8 E-Defense: 10 Evasion: 8 E-Defense: 10
Speed: 3 Size: 2 Speed: 3 Size: 2 Speed: 3 Size: 2
Heat Cap: 8 Save Target: 12 Heat Cap: 8 Save Target: 15 Heat Cap: 8 Save Target: 17
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS
Zoner mechs are attracted to choke points, where TERRAIN IMMUNITY Trait
their abilities will be most effective. This character is immune to dangerous or difficult
terrain.
BASE SYSTEMS OPTIONAL SYSTEMS
Slow Field
System, Quick Action Fire Hazard
The Zoner creates a Blast 2 area of Difficult Terrain System, Quick Action, E-DEF 10/12/14
in a free area within Sensors. The terrain lasts until The Zoner creates a blast 1 area of burning Terrain
the end of the scene. in a free area within Sensors. Characters that start
their turn in the area or enter it for the first time in a
round take 3/4/5 Burn damage. The Terrain lasts
Caltrops until the end of the scene or until a character
System, Quick Action, E-DEF 10/12/14 succeeds on a tech attack against it.
The Zoner creates a blast 1 area of explosive
caltrops in a free area within Sensors. Characters
that start their turn in the area or enter it for the first Shock Hazard
time in a round take 3/4/5 Explosive damage and System, Quick Action, E-DEF 10/12/14
are Slowed until the end of their next turn. The The Zoner creates a Line 4 area of electrified
Terrain lasts until the end of the scene or until a Terrain in a free area within Sensors. Characters
character succeeds on a tech attack against it. that start their turn in the area or enter it for the first
time in a round take 3/4/5 Energy damage and
become Impaired until the end of their next turn.
Deny Passage The Terrain lasts until the end of the scene or until
System, Quick Action a character succeeds on a tech attack against it.
The Zoner becomes Immobilized and generates a
burst 3 shield until it is either destroyed, or chooses
PREPARED ALLIES Trait
to end the effect as a Protocol. Hostile characters
Characters allied to the Zoner are also immune to
outside the shield must succeed on a Hull save to
its terrain.
pass through the shield, and ranged attacks
against characters within the shield from outside
the shield have +2 Difficulty. Nudge Missile
Main Launcher, Arcing, +2/+4/+6
[Range 10][5 Kinetic damage]
Thumper On Hit: The target must succeed on a hull save or
Main Cannon, Knockback 3, +1/+2/+3 be pushed up to 3 spaces in a direction of the
[Range 15][5 Kinetic damage] Zoner’s choice.
On Critical Hit: The target must succeed on a hull
save or be knocked Prone.

[18]
ARSONIST Defender
Arsonist-archetype mechs are a blend of defender and controller.
Providing area denial through a unique mix of systems that can quickly
turn the battlefield into a raging inferno.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +0 Systems: +0 Hull: +1 Systems: +0 Hull: +2 Systems: +0
Agility: +0 Engineering: +2 Agility: +1 Engineering: +4 Agility: +2 Engineering: +6

CORE STATS CORE STATS CORE STATS


HP: 10 Armor: 2 HP: 12 Armor: 2 HP: 14 Armor: 3
Evasion: 8 E-Defense: 6 Evasion: 10 E-Defense: 6 Evasion: 12 E-Defense: 6
Speed: 3 Size: 1 Speed: 3 Size: 1 Speed: 4 Size: 1
Heat Cap: 8 Save Target: 11 Heat Cap: 12 Save Target: 13 Heat Cap: 16 Save Target: 15
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS OPTIONAL SYSTEMS


The arsonist primarily focuses on spreading its fire Plasma Launcher
net, while using their other weapons and systems to Heavy Launcher, Arcing +1/+2/+3
either defend or support their allies. [Range 8][8/10/12 Energy damage]

BASE SYSTEMS QUICKFIRE Trait, Quick Action


As a Quick action on its turn, the Arsonist can
Heatwave Flamethrower
choose to grow all instances of its Wildfire Swarm
Main CQB, Heat-Self 4, +2/+4/+6
[Cone 5][Threat 3][1 Burn][3/4/5 Heat] by a radius of 1. But the system counts as
Effect: This weapon leaves a Cone 5 zone of Recharge 4+ and cannot be used again until it
superheated terrain. Characters that start their turn recharges.
in the terrain or enter it for the first time in a round
must succeed on an Engineering save or take 3/4/5 HEAVY INSULATION Trait
heat. The terrain lasts until the start of the The Arsonist has resistance to Heat.
Arsonist’s next turn.
Aggressor Vents
INSULATED Trait System
The Arsonist is immune to burn. Whenever the Arsonist clears all heat, characters
adjacent to the Arsonist take 2 Heat and 2 Burn.
Wildfire Swarm
System, Quick Action Smokescreen
The Arsonist creates a swarm of self-replicating System, Quick Action, Recharge 5+
nanites in a free space within Sensors. Characters The Arsonist creates a Burst 3 area of smoke. The
that start their turn in or enter the swarm for the first smoke blocks line of sight for all characters other
time in a round take 2/3/4 burn. At the start of the than the Arsonist in both directions. Characters
Arsonist’s turn the swarm spreads. Select two Size other than the Arsonist that are inside the area can
1 spaces adjacent to each unique instance of only draw line of sight to adjacent spaces. The
Wildfire. The swarm grows to fill those spaces. smoke lasts until the start of the Arsonist’s next
Adjacent swarms merge into a single swarm. The turn.
swarm continues until either the end of the scene
or the Arsonist is destroyed.

Autocooler
System
The Arsonist clears all heat at the start of its turn if
it has not moved since the start of its previous turn.

[19]
CANNONADE Defender
Cannonade-archetype mechs specialize in anti-ship warfare, and are often
converted into potent anti-air platforms for denying air power at range.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: +1 Hull: +3 Systems: +2 Hull: +4 Systems: +3
Agility: -2 Engineering: +1 Agility: -2 Engineering: +2 Agility: -2 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 20 Armor: 2 HP: 22 Armor: 2 HP: 26 Armor: 2
Evasion: 6 E-Defense: 8 Evasion: 6 E-Defense: 10 Evasion: 6 E-Defense: 12
Speed: 3 Size: 3 Speed: 3 Size: 3 Speed: 3 Size: 3
Heat Cap: 8 Save Target: 12 Heat Cap: 10 Save Target: 15 Heat Cap: 12 Save Target: 18
Sensors: 10 Sensors: 10 Sensors: 15

TACTICS No-Fly Zone


Cannonades find a defensible position to secure Reaction, 1/Round
against air threats, and use their arsenal of weapons Trigger: A hostile character flies above the Air
and systems to keep flying threats grounded. Warden System’s targeted area.
Effect: The Cannonade may attack the character
using the Air-Boss Flak Cannon.
BASE SYSTEMS
Air-Boss Flak Cannons Anti-Ship Charge Rail
Main Cannon, +2/+4/+6 +1 Accuracy Superheavy Spool Weapon, Ordnance, AP, +0
[Range 10][5/6/8 Kinetic] [Line 20][20/25/30 Energy damage]
On Critical Hit: A flying character must succeed on Effect: This weapon charges for three turns after
an Agility save or immediately land. activating with a Barrage action, during which time
the Cannonade is Immobilized and cannot move.
Shredder Cannons Set out a six-sided die with a count of 4 to track its
Heavy Cannon, +1/+2/+3 progress, counting down each time the Cannonade
[Range 5][5/6/8 Kinetic] starts its turn. When the counter reaches 1, the
Effect: At T2-T3 This weapon attacks twice. weapon can be fired as a free action. Objects in the
Targeting either the same character twice, or two area automatically take 40 AP Energy damage.
different characters. The attack is lost if the Cannonade is moved or the
On Critical Hit: The target becomes Shredded weapon is not fired when the counter reaches 1.
until the end of their next turn. The weapon may charge only one attack at a time.

SUBLINE STABILITY THRUSTERS Trait Flotsam Proximity Mine


This unit can hover when it moves or boosts, and System, Quick Action
cannot be pushed or knocked back by smaller Deployable Mine (10 HP 10 Evasion 10 E-Def)
characters. The Cannonade deploys two mines in free
non-adjacent spaces within Range 10. Hostile
SUBLINE PLATING Trait characters that fly over the mines must succeed on
This unit has Resistance to Ranged attacks an Agility save or take 6/8/10 AP Explosive
originating beyond Range 5. damage, and be forced to land. Non-flying
characters are not affected.
OPTIONAL SYSTEMS
WIDE-EYE TARGETING SYSTEM Trait
Air Warden System This unit can choose two targets instead of one
System, Quick Action when it uses the Lock On tech action.
Select a free Blast 3 area within Range 7 and Line
of Sight. Gain the No-Fly Zone Reaction. The effect
WEIGH DOWN Trait
lasts until the start of the Cannonade’s next turn.
A flying character that is forced to land is Slowed
and cannot fly until the end of their next turn.

[20]
PAWN Defender
Pawn-archetype mechs are a unique blend of defender and striker, often
forming the vanguard of some forces. They charge as a unit into battle,
providing adjacent characters cover while simultaneously attacking
multiple opponents.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: +0 Hull: +5 Systems: +0 Hull: +6 Systems: +0
Agility: +0 Engineering: +1 Agility: +0 Engineering: +1 Agility: +0 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 2 HP: 14 Armor: 3 HP: 16 Armor: 4
Evasion: 8 E-Defense: 6 Evasion: 10 E-Defense: 6 Evasion: 12 E-Defense: 6
Speed: 2 Size: 1 Speed: 2 Size: 1 Speed: 3 Size: 1
Heat Cap: 8 Save Target: 11 Heat Cap: 8 Save Target: 13 Heat Cap: 9 Save Target: 15
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS OPTIONAL SYSTEMS


Pawns form a line to provide hard cover to their LOCKED IN Trait
allies, and boost their own abilities. The Pawn is immune to Knockback while
adjacent to another character with the Lock
BASE SYSTEMS Shields Feature.
LOCK SHIELDS Trait
Adjacent allies may use the Pawn for hard cover. Riot Gun
If an adjacent ally also has the Lock Shields Heavy CQB, Loading, Knockback 3 +1/+2/+3
feature, then both the Pawn and its adjacent ally [Range 5][Threat 3][10/12/15 Kinetic
gain +1 bonus armor for each ally with the Lock damage]
Shields ability, up to a maximum bonus of +2. On Critical Hit: The target must succeed on a
Hull save or fall prone.
Line Charge
Reaction, 1/Turn Provide Cover
Trigger: An adjacent allied character moves. System, Quick Action
Effect: The Pawn may Boost up to its speed. The Pawn chooses an adjacent ally. That ally
gains resistance to Kinetic, Explosive, and Energy
damage. This resistance lasts until that ally loses
Strike Trident adjacency or the Pawn choses a new target. Only
Main Melee, +2/+4/+6
one ally can benefit from Provide Cover at a time.
[Threat 3][5/7/9 Kinetic damage]
Effect: This weapon may attack two different
characters at a time, making a separate attack roll Picket Line
for each. Reaction, 1/Round
Trigger: An adjacent allied character makes a
SUPERIOR RAM Trait melee attack against a character and hits.
The Pawn counts as the same size as larger Effect: The Pawn may attack a character within
opponents for the Ram action. Threat using the Strike Trident.

Raise Shield MOTIVATOR UPGRADE Trait


The Pawn gains +1 Speed.
System, Quick Action
The Pawn gains Hard Cover in all directions until
the start of its next turn.

[21]
DRAGOON STRIKER
Mechs of the Dragoon-archetype specialize in assaulting airborne threats
in an unconventional fashion, using its boosters to rapidly close
distance to target. The extreme G-forces experienced by their operators
have also earned them a reputation for inducing g–LOC in rookie pilots.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +1 Systems: 0 Hull: +2 Systems: 0 Hull: +3 Systems: 0
Agility: +2 Engineering: -2 Agility: +4 Engineering: -2 Agility: +6 Engineering: -2

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 0 HP: 14 Armor: 0 HP: 16 Armor: 0
Evasion: 12 E-Defense: 6 Evasion: 15 E-Defense: 6 Evasion: 18 E-Defense: 6
Speed: 6 Size: 1 Speed: 6 Size: 1 Speed: 6 Size: 1
Heat Cap: 6 Save Target: 12 Heat Cap: 6 Save Target: 15 Heat Cap: 6 Save Target: 18
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS OPTIONAL SYSTEMS


The Dragoon will rush into close quarters combat, CHAFF LAUNCHERS Trait
prioritizing flying targets. The Dragoon has soft cover after it boosts until the
start of its next turn.
BASE SYSTEMS
CAT’S GRACE Trait PLUNGING STRIKE Trait
The Dragoon does not fall prone after falling and The Dragoon deals an extra +1d6 bonus damage
takes half damage from falls. on the first attack it makes with the Gravity Lance if
it counts any of its movement as flight during the
HIGH-G BOOSTER Trait same turn.
The Dragoon may fly when it moves, following the
rules for flying characters. It must end its turn on ALL-THEATER UPGRADE Trait
solid ground or begin falling. The Dragoon no longer falls when it ends its turn
flying, and may end its turn off of solid ground.
Gravity Lance
Main Melee, AP, +2/+4/+6, Instant Reflex
[Threat 2][5/5/7 Kinetic damage] Reaction, Recharge 6+
Effect: This weapon has +1/+2/+3 Accuracy Trigger: A character makes a ranged attack
against flying characters. against the Dragoon and hits, but damage has not
On Hit: The first time a flying character is hit by this yet been rolled.
weapon they must succeed on an Agility save, or Effect: The Dragoon moves 6 spaces in a straight
be forced to land. line in a direction of its choice, causing the attack to
At T2-T3 this weapon attacks twice, targeting either miss. This movement ignores engagement and
the same character twice, or two different does not provoke reactions. The Dragoon cannot
characters. use this ability while Immobilized.

After Image Dual Jethro Submachineguns


System, Quick Action Main CQB, Reliable 1, +2/+4/+6
The Dragoon teleports to the last place it started a [Range 5][Threat 3][3/4/5 Kinetic damage]
movement. Effect: This weapon fires twice, targeting either the
same character twice, or two different characters.

[22]
FENCER STRIKER
Mechs of the Fencer-archetype share similarities to the Ronin, but with
a larger emphasis on disabling an opponent instead of outright
destroying them. They are often seen gliding across the battlefield,
using their accurate strikes to disable opponents in single combat
before darting back into cover.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: -1 Systems: +1 Hull: +0 Systems: +2 Hull: +1 Systems: +2
Agility: +2 Engineering: -1 Agility: +4 Engineering: -1 Agility: +6 Engineering: -1

CORE STATS CORE STATS CORE STATS


HP: 10 Armor: 0 HP: 10 Armor: 0 HP: 10 Armor: 0
Evasion: 12 E-Defense: 8 Evasion: 14 E-Defense: 9 Evasion: 16 E-Defense: 10
Speed: 5 Size: 1 Speed: 6 Size: 1 Speed: 7 Size: 1
Heat Cap: 7 Save Target: 11 Heat Cap: 7 Save Target: 14 Heat Cap: 7 Save Target: 16
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS OPTIONAL SYSTEMS


The Fencer will often attempt to single out opponents CHAFF LAUNCHERS Trait
on the battlefield, striking and then boosting to cover. The Fencer has soft cover after it boosts until the
start of its next turn.
BASE SYSTEMS
GRACEFUL STRIDE Trait, 1/Round Parry
1/Round The first attack made as a Reaction Reaction, Recharge 5+
against this character automatically misses. Trigger: A character hits the Fencer with a melee
or ranged attack but damage has not yet been
EN GUARDE Trait, Quick Action rolled.
The Fencer chooses an opponent within Line of Effect: The Fencer makes an opposed attack roll
Sight. The target gains the Fencer’s Mark. While with the Monofilament Rapier. If the attack roll is
marked, damage dealt to the target by the Fencer higher than the roll that hit, the attack misses
cannot be reduced in any way, and the Fencer has instead.
resistance to all damage, heat and burn from
attacks made by the target. The mark lasts until the LUNGE Trait
scene ends or until either character is destroyed. 1/Round, The Fencer may move up to two spaces
The Fencer may have only one mark at a time. before or after Skirmishing, ignoring reactions and
engagement.
Monofilament Rapier
Main Melee, AP, +2/+4/+6, +1 Acc Riposte
[Threat 1][3 Kinetic damage] Reaction, 1/round
At T2 this weapon can make two attacks at a time, Trigger: A character attacks the Fencer and
targeting either the same character or two different misses.
ones.. At T3 it can make three attacks at a time. Effect: The Fencer may attack an adjacent
On Critical Hit, choose one: character with the Monofilament Rapier.
Pin - The target must succeed on a Hull Save or
become Immobilized until the end of their next Dueling Pistol
turn. Aux CQB, +2/+4/+6
Disorient - The target becomes Impaired until the [Range 5][5 Kinetic damage]
end of their next turn. On Hit: The Fencer may move up to 2 Spaces in
Hamstring - The target becomes Slowed until the any direction. This movement ignores reactions
end of their next turn and engagement.

[23]
MONK Striker
Monk-archetype mechs were a bit of an odd sight when they were first
spotted on the battlefield. Sporting only melee weapons one might easily
mistake them for easy opponents until the monk has the chance to close
in. Monks are rushdown strikers that specialize in focusing down a
single target, or inflicting harmful statuses on multiple opponents with
their rapid attacks.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +1 Systems: +0 Hull: +1 Systems: +0 Hull: +2 Systems: +0
Agility: +2 Engineering: +0 Agility: +4 Engineering: +0 Agility: +6 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 10 Armor: 1 HP: 12 Armor: 1 HP: 14 Armor: 1
Evasion: 12 E-Defense: 8 Evasion: 15 E-Defense: 8 Evasion: 18 E-Defense: 8
Speed: 5 Size: 1 Speed: 5 Size: 1 Speed: 5 Size: 1
Heat Cap: 4 Save Target: 11 Heat Cap: 4 Save Target: 13 Heat Cap: 4 Save Target: 16
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS OPTIONAL SYSTEMS


Monks prioritize targets that have isolated themselves Electrified Tonfa
or disable targets that pose the biggest threat. Main Melee, Loading, +1/+2/+3
[Threat 1][5/6/8 Energy damage]
BASE SYSTEMS On Hit: The first time a character takes damage
WEAVING RHYTHM Trait from this weapon in a round they must succeed on
1/Round the Monk may move up to 3 spaces an Engineering Save or become Jammed until the
before or after using the Skirmish action. This end of their next turn.
movement ignores reactions and engagement.
Disabling Strike
CQC TRAINED Trait System, Full Action, Recharge 6+
The monk can make improvised attacks as a quick One character adjacent to the Monk must succeed
action at +2/+4/+6, and deals 4/6/8 kinetic damage on a Hull Save or take 8/10/12 Kinetic Damage and
on a hit. It may also use its melee weapons while become Stunned until the end of their next turn.
jammed.
Maneuver System
Reinforced Strike Pylons System, 1/Round
Main Melee, +2/+4/+6 The Monk can travel along difficult and/or vertical
[Threat 1][5 Kinetic damage] surfaces as if it were flat ground, but must end their
On Hit: The first time a character takes damage turn on flat ground or begin falling. Additionally,
from this weapon in a turn they must succeed on 1/Round they may boost as a free action.
an Engineering Save or become Impaired until the
end of their next turn.. POWERFUL RAM Trait
Effect: At T2 this weapon can make two attacks at The Monk deals 2 Kinetic damage to the target of a
a time, targeting either the same character or two successful ram, and may choose to knock the
different ones. At T3, it can make three attacks at a target back up to 3 spaces away instead of 1,
time. dealing 4/5/6 Kinetic damage to the target if it
collides with an obstacle.
Throw
System, Quick Action MUSCLE NETTING Trait
One character adjacent to the Monk must succeed The Monk counts as the same size as larger
on a Hull Save or fly to a space within range 3 of opponents for the sake of grapple and ram, and
the Monk and fall Prone. The movement is one size larger for opponents of the same size or
involuntary and ignores reactions and engagement. smaller.

[24]
RAMSHACKLE Striker
Ramshackle-archetype mechs are the penultimate Frankenmechs. They are
built from the ground up using a mix of equipment stolen or salvaged
from other archetypes. They are popular among pirates and poor colonies.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +1 Systems: +1 Hull: +2 Systems: +2 Hull: +3 Systems: +3
Agility: +1 Engineering: +1 Agility: +2 Engineering: +2 Agility: +3 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 15 Armor: 1 HP: 18 Armor: 1 HP: 21 Armor: 1
Evasion: 8 E-Defense: 8 Evasion: 9 E-Defense: 9 Evasion: 10 E-Defense: 10
Speed: 4 Size: 1 Speed: 4 Size: 1 Speed: 4 Size: 1
Heat Cap: 10 Save Target: 10 Heat Cap: 12 Save Target: 12 Heat Cap: 14 Save Target: 14
Sensors: 8 Sensors: 8 Sensors: 8

TACTICS OPTIONAL SYSTEMS


Ramshackle Mechs are inherently unpredictable due ARMOR HARDENING Trait
to their nearly unlimited variety of weapon systems. The Ramshackle gains +1 Armor.

BASE SYSTEMS SPEED TWEAK Trait


BACKHANDED MODULARITY Trait The Ramshackle gains +1 Speed.
The Ramshackle may take any number of features
from any non-biological classes other than its VIRULENT SAVES Trait
own.The Ramshackle sacrifices -3 HP or -2 Heat The Ramshackle gains +1 to its Save Target.
Cap for each feature that it equips from a different
class. The Ramshackle cannot take additional SENSOR UPGRADE Trait
features if they would reduce it below 3 HP or a The Ramshackle’s Sensors increase by +2.
heat cap of 2.
FRAME ENHANCEMENT Trait
IMPROVISED SPECIALTY Trait The Ramshackle is Size 2. This trait is not
The Ramshackle can make improvised attacks as a compatible with Microstructure Optimization.
quick action at +2/+4/+6, and deals 4/6/8 kinetic
damage on a hit. MICROSTRUCTURE OPTIMIZATION Trait
The Ramshackle is Size 1/2. This trait is not
compatible with Frame Enhancement.

[25]
FREEZER SUPPORT
Specialized units of the Freezer-Archetype were developed for
battlefield support of frontline units, particularly those with high
firepower to heat ratios. Their ability to serve as remote heatsinks for
groups of mechs is underscored by a shared weakness. Their high heat
capacity often results in them going nova when destroyed, as runaway
heat catalyzes into a fearsome explosion.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: 0 Hull: +2 Systems: 0 Hull: +3 Systems: 0
Agility: 0 Engineering: +2 Agility: 0 Engineering: +4 Agility: 0 Engineering: +6

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 1 HP: 14 Armor: 1 HP: 16 Armor: 1
Evasion: 10 E-Defense: 8 Evasion: 12 E-Defense: 8 Evasion: 14 E-Defense: 8
Speed: 4 Size: 2 Speed: 4 Size: 2 Speed: 4 Size: 2
Heat Cap: 12 Save Target: 10 Heat Cap: 16 Save Target: 12 Heat Cap: 20 Save Target: 14
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS OPTIONAL SYSTEMS


The Freezer positions itself between clumps of EXPLOSIVE VENTS Trait
allies, to maximize heat reduction. Whenever the Freezer clears heat. It deals 2 Heat
and 2 Burn to adjacent characters.
BASE SYSTEMS
OVERHEAT WEAKNESS Trait Detonate Reactor
If the Freezer is destroyed or overheats while at 1 System, Full Action
Stress, it immediately explodes, dealing 8/10/12 The Freezer detonates its heat containment unit,
Explosive damage to all characters in a burst 1 destroying itself and dealing its current heat as
area, or half as much damage on a successful Explosive damage to all characters within Burst 2.
Agility Save. The Freezer leaves no wreck. This damage counts as Bonus Damage for
Overheat Weakness and is halved if the save is
SHIELDED REACTOR Trait successful.
The Freezer has resistance to heat.
Prime Reactor
Heat Vampire System, Quick Action
System, Quick Action The Freezer generates 4/5/6 heat, up to its heat
The Freezer chooses an ally within range 3. Any cap. The Freezer cannot reduce this heat.
time that ally suffers heat, the heat transfers to
the Freezer instead. This effect lasts until the start Engage Heatsink
of the Freezer’s next turn, or until the Freezer is
System, Full Action
destroyed. The Freezer chooses an ally within range 3. That
ally clears all heat and the Exposed condition.
Coolant Injection The Freezer then takes heat equal to the heat
System, Quick Action cleared.
The Freezer chooses an ally within range 3. That
ally gains resistance to the next 1d3 times it Emergency Reactor Vent
would take heat.
Reaction, 1/round, Recharge 5+
Trigger: An Ally within range 3 receives enough
Reactor Rod Cannon heat to Overheat.
Aux Cannon, Tags, +1/+2/+3 Effect: The ally instead takes heat up to its cap,
[Range 10][1 Kinetic, 2/3/4 Heat damage] and any remaining heat transfers to the Freezer.
On Attack: The Freezer clears 2/3/4 Heat. The Freezer cannot reduce this heat.

[26]
LOGISTIC SUPPORT
An army’s effectiveness hinges on its ability to keep itself well
supplied. Logistic-archetype support units are designed to serve as
mobile supply depots for its allies, keeping their abilities fresh, and
their guns loaded.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: 0 Hull: +4 Systems: 0 Hull: +6 Systems: 0
Agility: 0 Engineering: +1 Agility: 0 Engineering: +2 Agility: 0 Engineering: +2

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 2 HP: 16 Armor: 2 HP: 22 Armor: 3
Evasion: 8 E-Defense: 6 Evasion: 8 E-Defense: 6 Evasion: 8 E-Defense: 6
Speed: 4 Size: 2 Speed: 4 Size: 2 Speed: 4 Size: 2
Heat Cap: 10 Save Target: 12 Heat Cap: 12 Save Target: 14 Heat Cap: 14 Save Target: 16
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS OPTIONAL SYSTEMS


The Logistic often follows units with recharge abilities BATTLEFIELD PLATING Trait
in order to keep them useful every turn, or provide The Logistic has resistance to ranged attack
opportunities for those allies with loading weapons to damage originating outside of range 3.
reload at reduced costs.
SERVICE UMBILICALS Trait
BASE SYSTEMS Allies within range 3 have +2 Accuracy on
LOGISTICS INTERFACE Trait Engineering saves.
Allied characters adjacent to the Logistic may
spend a quick action to reload one weapon with the Service Station
Loading tag. Each time an ally chooses to do this, System, Full Action, Recharge 6+
the Logistic takes 2 heat. The Logistic becomes Immobilized until it chooses
to deactivate this system as a protocol. While this
Recycle system is active, adjacent allies may spend a full
System, Full Action, Loading, Heat Self 2 action to refresh all recharge abilities, and reload all
The Logistic chooses an adjacent ally. That ally weapons with the Loading Tag. Each time an ally
refreshes a single recharge ability. chooses to do this the Logistic takes 4 heat.

Full Service Reload Weapon


System, Full Action, Recharge 6+, System, Quick Action, Heat Self 2
Heat Self 8 The Logistic chooses an adjacent ally. That ally
The Logistic chooses an adjacent ally. That ally reloads a single Loading weapon.
refreshes all recharge abilities, and reloads any
weapons with the Loading tag. Replace Armor
System, Quick Action
Perimeter Defense Cannon The Logistic chooses an adjacent ally. That ally
Main Cannon, Tags, +2/+4/+6 gains Overshield 4.
[Range 10][2 Kinetic damage]
On Hit: 1/Round When a character is struck by this
weapon, the next single-target ranged attack made
against the Logistic by that character automatically
misses, this effect lasts until the end of the target’s
next turn, and does not stack.

[27]
MIRROR SUPPORT
Pure electronic countermeasure platforms are an unsurprisingly common
sight on the battlefield, due to the necessary evolution of hostile
effects slung in both directions. Mirror-Archetype mechs excel in
punishing E-War specialists by reflecting their weapons against them.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: -2 Systems: +2 Hull: -1 Systems: +4 Hull: 0 Systems: +6
Agility: +2 Engineering: -2 Agility: +3 Engineering: -2 Agility: +4 Engineering: -2

CORE STATS CORE STATS CORE STATS


HP: 8 Armor: 0 HP: 10 Armor: 0 HP: 12 Armor: 0
Evasion: 10 E-Defense: 12 Evasion: 14 E-Defense: 15 Evasion: 16 E-Defense: 18
Speed: 6 Size: 1/2 Speed: 6 Size: 1/2 Speed: 6 Size: 1/2
Heat Cap: 4 Save Target: 12 Heat Cap: 4 Save Target: 14 Heat Cap: 4 Save Target: 16
Sensors: 6 Sensors: 8 Sensors: 10

TACTICS OPTIONAL SYSTEMS


The Mirror tries to keep as many allies in its Sensors DATAVEIL Trait
as possible, providing protection to nearby allies. The Mirror is invisible.

BASE SYSTEMS FEEDBACK LOOP Trait


ELECTRONIC FIREWALL Trait Whenever a hostile character makes a tech attack
Tech attacks against allies within Sensors receive against an ally within Sensors, they must succeed
+1 Difficulty. on a Systems save or take 2/3/4 heat.

Link Systems Defensive Meta-Reflection


System, Quick Tech Reaction, 1/round
The Mirror chooses an Ally within Sensors to Trigger: A Hostile character makes a successful
become linked. While linked, the affected character tech attack against the Mirror.
shares the Systems and E-Defense score of the Effect: The Hostile character must immediately
Mirror, and any heat taken by either character is succeed on a Systems Save or become Jammed
split between both. The Mirror can link with only until the end of their next turn. Any effects from
one ally at a time. The link lasts until the Mirror is their tech attack still go through.
destroyed, the Ally leaves its sensor range, or it
chooses to link with a different Ally. System Crash
System, Full Tech, Recharge 6+
Interference Zone The Mirror forces a Hostile character within
System, Full Action, Recharge 4+ Sensors to make a Systems save. On a failure, the
The Mirror becomes Immobilized until it chooses target cannot take tech actions until the end of their
to deactivate this system as a protocol. While this next turn.
system is active, Allies within burst 3 of the Mirror
have +3 Accuracy on saves against tech actions, Inoculate
and tech attacks against them have +3 Difficulty. System, Quick Tech
The Mirror chooses an Ally within Sensors to
Symlink Reflection receive a mirror charge. Any tech attack against the
Reaction, 1/round selected ally forces the attacker to take 2/2/3 heat.
Trigger: A Hostile character makes a successful The charge lasts until triggered or until the end of
tech attack against an Ally within Sensors and Line the scene. The charges do not stack.
of Sight.
Effect: The Hostile character must repeat the
attack against themselves, suffering the same
effect as their target.

[28]
SHOGUN SUPPORT
Battlefield commanders are the heart of any regiment’s command and
control capability, and Shogun-archetype mechs are built to enable
unparalleled field control at the cost of offensive systems.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +2 Systems: +2 Hull: +3 Systems: +3 Hull: +4 Systems: +4
Agility: -2 Engineering: +0 Agility: -2 Engineering: +0 Agility: -2 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 16 Armor: 2 HP: 20 Armor: 2 HP: 22 Armor: 3
Evasion: 6 E-Defense: 10 Evasion: 6 E-Defense: 12 Evasion: 6 E-Defense: 14
Speed: 3 Size: 3 Speed: 3 Size: 3 Speed: 3 Size: 3
Heat Cap: 8 Save Target: 12 Heat Cap: 10 Save Target: 11 Heat Cap: 12 Save Target: 12
Sensors: 10 Sensors: 15 Sensors: 20

TACTICS
The Shogun frequently commands from the rear, Maneuver: Brace
using its abilities to command its allies. The Shogun Reaction, 1/round
is not a threat by itself, as it has no weapons or Trigger: An ally within Sensors and Line of Sight
systems capable of inflicting harm. takes damage from an attack.
Effect: The ally gains resistance to all damage,
BASE SYSTEMS heat, or burn from that attack.
COMMAND SPECIALIZATION Trait
The Shogun cannot take the Barrage or
Skirmish actions against hostile targets, or take OPTIONAL SYSTEMS
tech actions against hostile characters other than Maneuver: Reposition
the Lock-On tech action and Search. Reaction, 1/round
Trigger: A character within Line of Sight starts
MASTER TACTICIAN Trait their turn.
Characters within the Shogun’s Sensors may Effect: An ally within Sensors and Line of Sight
choose to spend the Shogun’s Reaction instead moves up to its speed ignoring reactions and
of their own when making Reactions. engagement. This movement does not provoke
reactions and ignores engagement.
COMMAND
Trait, Quick Action OR Full Action SPEED CHESS Trait
The Shogun orders an ally within sensors and 1/round the Shogun may use its Command as a
Line of Sight to immediately perform either a Reaction when an allied character ends their turn.
Quick Action (if spending a Quick Action), or a If they do so, Command counts as Recharge 4+
Full Action (if spending a Full Action) as a until it next recharges. Only Quick actions may be
Reaction. triggered by this trait.

COMMUNICATIONS BREAKDOWN MASTER STROKE Trait


Trait The Shogun may select up to two allies instead of
The Shogun cannot use its Command or one when it uses Insightful Targeting.
Maneuvers while it is Jammed or unable to
communicate. GARRISON COMMANDER Trait
After using Maneuver: Brace on an ally, all other
Insightful Targeting attacks against that ally gain +1 difficulty until the
System, Quick Action start of that ally’s next turn.
The Shogun selects one ally within Sensors and
Line of Sight. The next attack roll that ally makes PLANNED ASSAULT Trait
ignores all sources of difficulty. This cannot be The Shogun may ignore the Line of Sight
used while the Shogun is Jammed. restriction when it uses Insightful Targeting.

[29]
TRIAGE SUPPORT
Dubbed mech medics by forces on the ground, Triage-archetype mechs are
typically deployed behind striker and defense types to prevent hostile
effects from taking root, with support systems for managing the various
problems encountered on the battlefield from both physical damage and
electronic countermeasures.
TIER 1 TIER 2 TIER 3

MECH SKILLS MECH SKILLS MECH SKILLS


Hull: +1 Systems: +2 Hull: +2 Systems: +2 Hull: +3 Systems: +3
Agility: 0 Engineering: +2 Agility: 0 Engineering: +4 Agility: 0 Engineering: +6

CORE STATS CORE STATS CORE STATS


HP: 12 Armor: 1 HP: 14 Armor: 1 HP: 16 Armor: 1
Evasion: 10 E-Defense: 10 Evasion: 12 E-Defense: 12 Evasion: 14 E-Defense: 14
Speed: 5 Size: 1 Speed: 5 Size: 1 Speed: 5 Size: 1
Heat Cap: 10 Save Target: 10 Heat Cap: 10 Save Target: 11 Heat Cap: 10 Save Target: 12
Sensors: 6 Sensors: 6 Sensors: 6

TACTICS OPTIONAL SYSTEMS


The Triage follows allies toward the front line, clearing HEAVY COMBAT BRACING Trait
them of any hostile status effects they may accrue The Triage gains +1 armor.
during combat.
Transitive Care
BASE SYSTEMS Reaction, 1/round
NON-COMBAT PRESENCE Trait Trigger: An allied character is affected by a
The Triage cannot make attack rolls. Attack rolls negative status or condition within Sensors.
against the Triage suffer +1 Difficulty. Effect: The Triage takes the status or condition
instead.
Cleanse Systems
System, Quick Tech Field Repair Bay
The Triage chooses an Ally within Sensors. That System, Full Action, 1/Scene
Ally may clear a single Status not caused by their The Triage deploys an object to an adjacent 4x4
own systems other than Exposed. free space. The object has 20/30/40 hp, and
characters can climb in and out of the object freely.
Bolster Characters fully inside the area may spend a full
System, Quick Tech action to clear all conditions and statuses affecting
The Triage chooses an Ally within Sensors. That them and restore all hp. Characters cannot draw
Ally receives +2 Accuracy on all skill checks and line of sight into or out of the area.
saves until the end of its next turn. Only one Bolster
can affect a character at a time. Mech Splint
System, Full Action
Rapid Response The Triage clears a single condition from an
Reaction, 1/round adjacent ally.
Trigger: An allied character is hit with a hostile
condition or status effect. Preventative Care
Effect: The Triage may move its speed toward the System, Full Tech, Recharge 6+
affected character. The Triage chooses an Ally within Sensors. That
Ally ignores the first condition or status it receives.
Full System Reboot This lasts until it shrugs off a status or condition or
System, Full Action until the end of the scene.
The Triage clears all statuses and conditions
affecting it.

[30]
NEW NPC TEMPLATES
REVENANT
Whether through nature, clever engineering, or
WRECKAGE REVIVAL
When the Revenant is destroyed and leaves
wreckage, deduct any remaining damage from its
Trait

paracausal shenanigans, Revenants can take maximum HP and gain the special Lazarus
unbelievable amounts of punishment and keep Protocol Reaction. Whenever the Revenant’s
getting back up. wreckage takes damage, the Revenant’s
maximum hit points are reduced by the damage
taken. If the Revenant’s maximum hitpoints are
TEMPLATE FEATURES reduced to zero, it is destroyed entirely and
Lazarus Protocol removed from the battlefield. The wreckage
Reaction, 1/round counts as an object for the sake of weapons and
Trigger: An NPC can start a turn and the systems that affect objects.
Revenant’s wreckage still remains on the field
while it has an activation available.
Effect: At the start of its next turn: REVENANT OPTIONAL FEATURES
● The Revenant recovers HP up to its UNYIELDING LAZARUS Trait
current maximum, becomes permanently 1/scene, the Revenant’s Maximum HP is
Impaired, and can no longer make increased by 5/8/12 after destruction.
complex decisions or moral judgments.
● Roll 1d6. On a 1-3, the Revenant REACTOR BREACH TRAIT, FULL ACTION
permanently destroys a weapon of its If the Revenant’s Maximum HP is reduced to zero,
choice or a system if no weapons are it explodes, dealing 8/12/16 explosive damage in
available, on a 4-6 the Revenant a burst 2 radius or half as much damage on a
permanently destroys one system of its successful Agility save. The Revenant may also
choice or a weapon if no systems are activate this as a Full Action on its turn. Using this
available. feature removes the Revenant from the battlefield.

WRECKED COMPUTER Trait REACTOR LEAK Trait


After the Revenant uses its Lazarus Protocol After the Revenant uses the Lazarus Protocol
reaction for the first time, it cannot use Quick Tech Reaction for the first time, for the rest of the
or Full Tech options other than Lock On and scene, characters that start their turn adjacent to
Invade, and any systems or weapons that provide the Revenant gain 2/3/4 heat.
those tech options are automatically destroyed.
Additionally, whenever the Revenant would take SYSTEM FUZZING Trait
heat from any source, it takes energy damage After the Revenant uses the Lazarus Protocol
instead. Reaction for the first time, for the rest of the
scene, characters that are grappled by the
THUNDEROUS STRIKE Trait, Quick Action Revenant are Jammed until the grapple is ended.
After the Revenant uses the Lazarus Protocol
reaction for the first time, the Revenant deals FIELDING REVENANTS
6/8/10 Kinetic damage when making improvised Revenant template characters are powerfully
attacks for the rest of the scene. These attacks upgraded and can catch players off-guard. Keep
ignore the Impaired condition, use an attack specially in mind that this bypasses the structure
modifier of +1/+2/+3, and only require a quick limit when balancing for encounters making
action to perform. Revenant NPCs harder overall. It may be best to
assume that A Revenant counts as an NPC and
REVENANT SYSTEMS Trait a half for the purposes of balancing encounters.
The Revenant chooses up to two options from the
Revenant Systems and Traits list. In addition, the
Revenant template is not revealed until it uses
Lazarus Protocol, and the template’s traits and
systems are excluded from scan results.

[31]
COLOSSUS
Extreme engineering projects, secret Corpro
CRUSHING GRASP Trait
Characters that are grappled by the Colossus that
are two or more sizes smaller than the Colossus
superweapons, biological megafauna, the list of take 4/6/8 Kinetic damage at the end of their turn.
these goes on and on, but the one thing they share
in common is this: Huge. TITAN ARMOR Trait
The Colossus gains an additional +2 base armor,
TEMPLATE FEATURES up to a maximum of 6.
MASSIVE SIZE Trait
The Colossus is Size 4 or greater, up to Size 7. FIELDING A COLOSSUS
Characters of larger size may be too heavily
armored to be damaged by conventional mech Colossus template characters make for
weapons. memorable ultra encounters against massive
opponents, whether they be megaprojects, secret
superweapons, or biological titans. Thematically
TITAN’S REACH
speaking you might only want to field one
The threat of all of the Colossus’ weapons
Colossus at a time to serve as a boss or super
increases by 2.
boss during a Campaign.

EXTRA PADDING Trait A Colossus excels at melee combat, with its


The Colossus gains +5 HP. +1 Structure and +1 unmatched reach and powerful boons to grapple
Stress. The Colossus cannot take the Grunt and ram attacks. Even disarmed, the Colossus is
Template. a potent force with multiple indestructible
methods of dealing damage to mechs afforded by
SLOW AND STEADY Trait its size alone.
The Colossus moves at half of its normal speed
rounded up, minimum of 3. Additionally, the Use Swat Flies on flying characters to pull them
Colossus receives +2 Accuracy on saves against into grapple range, and then crush the life out of
effects that inflict Prone. The Colossus is immune them with Crushing Grasp. Or Ram that pesky
to knockback effects as it is too large to be melee user into your superior reach for
moved. Overwatch attacks.

Also note that the Colossus size makes it a


HARD LANDING Trait potent area denial character, as the sheer
Each time the Colossus falls prone, the Colossus coverage alone makes its ranged attacks all the
takes 3 AP Kinetic damage, plus 3 AP Kinetic more effective.
damage for every two size increments it is above
Size 4. This damage cannot be reduced in any A Colossus makes for an excellent Ultra fight, or
way. pit two of them against each other for destructive
entertainment.
COLOSSUS TRAITS Trait

BUDDY
Choose up to one additional optional feature from
the Colossus Optional Features list per Tier.

COLOSSUS OPTIONAL FEATURES Relationships on a battlefield are a complicated


TITANIC STRIKE Trait mess, complicated further by the added fear of
All melee and improvised attacks made by the losing someone you care about to the chaos of
Colossus deal an additional +1d6 bonus damage. battle. For some this fear can be paralyzing, for
others, a reason to fight even harder.
HEAVY HITTER TRAIT A Buddy is a character that has some form of
The Colossus receives +1 Accuracy on attempts relationship between one or more NPCs.
to Ram, and the knockback from Ram increases
by +2 stacking with other effects.
TEMPLATE FEATURES
BUDDY SYSTEM Trait
SWAT FLIES Trait At the start of a scene, designate a character
Flying characters hit by melee attacks made by allied to the Buddy to be their Pal. This selection
the Colossus must succeed on an Agility save or cannot be changed.
immediately begin falling.

[32]
SIDE BY SIDE
The Buddy receives +1 Accuracy on attacks,
checks, and saves when adjacent to their Pal. RANGER
Rangers usually have a special relationship with
BUDDY FEATURES Trait the terrain around them, often due to their long
The Buddy selects 1-2 features from the Buddy outings and assignments in the wilds. They are
Optional Features list. extremely familiar with the terrain, and in most
armed forces, make for excellent scouts.
BUDDY OPTIONAL FEATURES A Ranger is a character that specializes in guerilla
EXTROVERT Trait combat.
The Buddy can nominate up to two additional
allied characters as their Pal.
TEMPLATE FEATURES
WEATHER PROOFING Trait
YOU’RE NOT MY PAL, BUDDY Trait The Ranger ignores difficult terrain.
While the Buddy and Pal are within Range 5 of
each other, Hostile characters take +1 difficulty on
attacks and skill checks versus either character. PERCEPTIVE Trait
The Ranger has +1 accuracy on attempts to
Search for hidden characters.
NOT TODAY Trait
While the Buddy and Pal are adjacent to each
other, the Buddy can intercept an attack intended RANGER SYSTEMS Trait
for the Pal, taking the damage in its stead. The Ranger may select up to two optional
features from the Ranger Optional Features list.

Remember Me
Reaction, 1/scene RANGER OPTIONAL FEATURES
Trigger: The Buddy’s Pal is destroyed. TARGET ACQUISITION Trait
Effect: For the rest of the scene, the Buddy gets When the Ranger takes the Lock On action on a
+1 accuracy on all attacks, checks and saves and character, that character loses the effects of
all their weapons deal an additional +1d6 bonus Invisibility, and cannot hide as long as they have
damage. the Lock On condition.

FIELDING A BUDDY IN PLAIN SIGHT Trait


As long as the Ranger is adjacent to Hard Cover,
Buddies work best when deployed alongside or concealed by Soft Cover, the Ranger can
other units, preferably in a position where they always Hide, even if they are within Line of Sight
can be close to their chosen Pal. They can also of a hostile character.
provide interesting narrative moments during
combat on tables that actively squeeze narration
into the combat mechanics. GUERILLA WARFARE Trait
The Ranger deals +1d6 bonus damage the first
Buddies excel in the defender role if they have time in a Round it starts a weapon attack while
someone important to protect, they also make for Hidden.
good frontline strikers as long as they are near
their chosen Pal. UNSEEN SPOTTER Trait
The Ranger does not lose Hidden when
FIELDING A RANGER performing the Search or Lock On actions.

A Ranger’s primary role is that of support first,


LESSER SIGHT Trait
and damage second. Most often they focus on
The Ranger ignores Invisible for characters within
remaining hidden and highlighting targets for their
range 3, and hostile characters in range 3 can’t
allies to deal with.
Hide successfully (though they remain Hidden if
they were already.

[33]
TURRET
Turrets are pretty self-explanatory. They are often
CAMOUFLAGED
At the start of mech combat, the Turret starts
hidden, invisible, and unrevealed. The Turret
Trait

stationary defensive emplacements used by loses these conditions when it activates for the
practically all kinds of forces and come in a wide first time. An unrevealed turret may activate at
variety of applications and needs. In the age of the any time an NPC may take a turn. Unrevealed
mech, they are often easy targets, but their role in turrets are revealed by the search action.
trouble deterrence can’t be overstated.
FIELDING A TURRET
TEMPLATE FEATURES Turrets have drawbacks, and are best used to fill
TYPED Trait a support role on the battlefield. They do not
Select one type from the optional features list, typically make good solo units, and are often
either Fixed, Hover, or Railed. easy to destroy.

EASY TARGET Trait


The Turret has +1 accuracy on all attacks. All
characters have +1 accuracy on all attacks
HAUNT
Ghosts, Spooks, pretty much anything unexplainable
against the Turret. by known science. Haunts are characters that
persist outside the normal boundaries of this reality,
REINFORCED ARMOR Trait whether the nature of its existence is paracausal,
The Turret’s maximum HP increases by +5. supernatural, or something else.

TURRET OPTIONAL FEATURES TEMPLATE FEATURES


FIXED TYPE Trait HAUNT TRAITS Trait
The Turret’s speed is zero, and it is immune to The Haunt is Intangible, and can become
knockback and prone. Additionally, the turret has tangible or intangible as a Quick Action on its turn.
+1 difficulty on Agility saves, and a +2 Range While Intangible, the Haunt does not count toward
bonus to its Ranged weapons. objectives and cannot interact with things that are
not also Intangible in any way.
HOVER TYPE Trait
A Hover Turret flies when it moves and can hover HAUNT FEATURES Trait
in place. The turret has +1 difficulty on Hull Saves The Haunt may select up to two optional features
and is permanently Slowed. from the Haunt optional features list.
RAILED TYPE Trait
A Railed Turret travels quickly along a simple set HAUNT OPTIONAL FEATURES
path. Once per round, a Railed Turret may Boost SPECTRE SYSTEM Trait
as a free action. Additionally, the Turret is immune Tech attacks made by the Haunt that inflict heat
to Prone, and if subjected to involuntary deal an extra 2 Heat.
movement, travels the distance along its rail
instead. A rail is one or more straight lines of any Possess
length, whose position and orientation is System, Quick Tech
determined at the start of the scene. Each space The Haunt forces a character within sensors to
of the rail is an object with 10HP, 5 Evasion and 5 make a Systems Save. On a failure, the character
E-Defense. If a section of the rail is destroyed, the becomes possessed until either the Haunt is
Turret cannot pass it. destroyed, the Haunt chooses a new target, or
the scene ends. Gain the Possession reaction.
AUTOMATED REPAIR BAY Trait Only one character can be affected at a time.
When the turret is destroyed, its wreckage is
retracted into a repair housing where it is repaired Possession
until the start of the turret’s next turn. A repaired Reaction, 1/round
turret must redeploy as a Full Action. The repair Trigger: A character affected by Possess begins
housing is a stationary object with 10 HP, 5 their turn.
Evasion, and 5 E-defense. This trait ceases to Effect: The character must succeed on a
function if the housing is destroyed. If the housing Systems save or choose one as a Reaction:
is destroyed while the turret is still inside, the Skirmish against a character of the Haunt’s
turret is also destroyed. choice, or move their speed toward a location of
the Haunt’s choice. The character’s turn then
proceeds as normal.

[34]
Phreak Expel Invaders
System, Full Tech, Recharge 6+ Reaction, 1/round
The Haunt forces a mech within Sensors to make Trigger: A hostile character ends its movement
a Systems save. On a failure, all of the NHPs inside the Fanatic’s Hold Objective.
installed on the mech enter cascade. Effect: The Fanatic immediately makes a tech
attack against the triggering opponent if they are
Pocket Dimension within sensors. On a success, the target takes 2
System, Quick Tech, Recharge 6+ heat and moves up to three spaces in a direction
The Haunt forces a mech within Range 3 to make of the Fanatic’s choice.
a Systems save. On a failure, that character
becomes Intangible until the end of its next turn. OBJECTIVE: DEFEND Trait
Only one character can be affected at a time. At the start of Combat the Fanatic designates a
Defense Target. The Fanatic gains the Body Block
CAPTIVE WORMHOLE Trait reaction and +5 HP. The target cannot be
The Haunt teleports when it moves or boosts. changed.

FUZZY PICTURE Trait Body Block


The Haunt is immune to Lock On. Scans of the Reaction, 1/round
Haunt do not reveal anything about the Haunt Trigger: A character makes a ranged or melee
other than that it is a Haunt. attack against the Fanatic’s Defense Target.
Effect: If the Fanatic is adjacent to the Defense
INTANGIBILITY target, the Fanatic Interrupts the attack, forcing
the character to strike the Fanatic instead. The
The Intangible status is a special status which Fanatic has Resistance to damage from the
first appeared in the Field Guide to the Karrakin intercepted attack. Otherwise, the Fanatic moves
Trade Baronies supplement. A link to the book up to its speed toward the Defense Target.
and a reprinting of the formal definition of the
status is provided in the back of this book. UNSWERVING LOYALTY Trait

FANATIC
The Fanatic ignores the effects of Jammed when
performing its Objective.

Fanatics are the truly dedicated soldiers of whatever SLIPPERY Trait


cause they fight for. They have a sole dedication to The Fanatic ignores engagement when making a
their mission. standard move or boost.

TEMPLATE FEATURES Chew On This


Reaction,
NO RETREAT Trait, 1/Round Trigger: The Fanatic is destroyed by structure
A Fanatic may Boost toward their objective as a
damage or goes over its heat cap.
free action on their turn.
Effect: The Fanatic immediately detonates its
unstable reactor, completely annihilating itself and
FANATIC SYSTEMS Trait forcing all characters within burst 2 to make an
The Fanatic selects up to 2 options from the
Agility save or take 8 explosive damage, or half as
Fanatic Optional Features list, plus one Objective.
much damage on a success.

FANATIC OPTIONAL FEATURES Zealous Retort


OBJECTIVE: ASSASSINATE Trait Reaction, 1/round
At the start of Combat the Fanatic designates a Trigger: The Fanatic’s defense objective takes
Target Character. The Fanatic gains +1 Accuracy damage.
on all Attacks, Checks, and Saves against that Effect: The Fanatic immediately uses its reaction
target. The target cannot be changed. to make a single melee or ranged weapon attack
against the triggering character if they are within
OBJECTIVE: HOLD Trait range or threat.
At the start of Combat the Fanatic designates a
blast 3 area of space as its Hold Target. While
inside the Hold Target the Fanatic gains +1
accuracy on all attacks, checks, and saves and
gains the Expel Invaders reaction. The target
cannot be changed.

[35]
SUPER
Supers are legends, characters with a reputation for changing the course
of a battle by their presence alone. A super is a character who
transcends the definition of skill, with abilities and performance
bordering on supernatural.
TEMPLATE FEATURES
SUPER SYSTEMS Trait PREDICTIVE ANALYSIS Trait
Take the Ultra template. In addition, select one The Range of all of the Super’s weapons is
option from the Super optional features list per increased by 2 when making Ranged attacks.
tier.
LOADED FOR BEAR Trait
HYPERCLOCKED Trait Select an additional trait from the Ultra Optional
The Super always acts first during the first round Features list.
of Mech Combat.
FORCE OPTIMIZATION Trait
EXTREME DURABILITY Trait The Super gains a single piece of equipment from
Any time the Super would roll a 1 for Stress and any class other than its own. It can use this piece
Structure checks, it automatically rolls a 2 instead. of equipment as a free action on its turn as long
as it only takes a Quick Action to activate.
UNFLINCHING GAUNTLET Trait
The Super takes one turn for every two hostile FRANKENMECH Trait
characters on the field. They regain spent The Super may freely swap any of its class
reactions each time they take a turn. This equipment, for any equipment from any other
replaces the Ultra’s Shock and Awe feature. class on a 1-to-1 basis.

INSPIRING PRESENCE Trait


SUPER OPTIONAL FEATURES All characters allied to the Super get +1 Accuracy
Precognitive Instinct on all Attacks, Checks, and Saves.
Reaction, 1/round
Trigger: A character attacks the Super for the first DEMORALIZING THREAT Trait
time in a round. All non-player characters hostile to the Super
Effect: The Super Rolls 1d6 before the attack is have +1 Difficulty on all Attacks, Checks, and
rolled. On a 5+ the attack automatically misses. Saves.

Phase Change Gravity Maul


Reaction, 1/scene Superheavy Melee, AP, +1/+2/+3
Trigger: The Super takes Stress or Structure [Threat 2][15/20/25 Kinetic damage]
damage. On Hit: the target is Slowed until the end of its
Effect: The Super may choose to Phase change. next turn. If the target is already slowed, it instead
The Super becomes Stunned and Immune to all becomes Immobilized until the end of its next
damage and effects until the start of its next turn, turn. If it is already immobilized, it takes 1
discards all features taken from its class, and structure damage instead of the weapon damage.
chooses a new class, gaining its features. At the
start of the Super’s next turn, it restores all HP, Annihilation Pulse
and clears all heat, statuses, and conditions. Superheavy Nexus, AP, Loading, +2/+4/+6
[Burst 50][3/3/3 Energy damage]
ENIGMATIC ENGINEERING Trait Effect: Make a single attack roll against all
The design of the Super’s onboard systems are characters within Line of Sight and burst 50. The
especially esoteric. Tech attacks against it gain +2 damage dealt by this weapon increases by 3 for
difficulty, and the Super has +2 Accuracy on every 5 spaces beyond Range 5. Objects within
Saves against effects caused by tech actions. the affected area and line of sight automatically
take 10 AP Energy damage. This weapon does
HYPERVIGILANCE Trait not gain Bonus Damage from any source.
The Threat of all of the Super’s ranged and melee
weapons is increased by 2 when making FIELDING A SUPER
Overwatch attacks. A Super is a huge threat by itself. Be careful
when tuning an encounter deck with a Super so
that you do not completely overwhelm your PCs.

[36]
RETROFITTED
Retrofitted mechs have had unsanctioned upgrades performed on them,
usually increasing their abilities, or pulling parts from other chassis
off of secondary markets. They add a degree of uncertainty to combat
through sheer variety.

TEMPLATE FEATURES
UNSANCTIONED UPGRADE Trait SUBSYSTEM FIREWALL Trait
Select one feature from the Retrofitted Optional This unit gains +2 E-Defense, up to a maximum of
Features list, plus one additional feature per Tier. 20.

COMPATIBILITY THRASH Trait FRAME MODIFICATION Trait


The Retrofitted mech takes +1 heat from all This unit increases or decreases in size by one
sources of heat. increment, up to a maximum of Size 3 or a
minimum of Size 1/2.

RETROFITTED OPTIONAL OPTIMIZED FRAME Trait


FEATURES This unit decreases in size by one increment.
AFTERMARKET BOOSTERS Trait Upgrade is not compatible with features that
The unit gains +1 Speed. increase size.

CAPACITOR UPGRADE Trait WEATHERING Trait


The unit gains +2 to its heat cap. This unit ignores movement penalties imposed by
Terrain.
ARMOR HARDENING Trait
The unit gains +1 Armor FAST REBOOT Trait, Quick Action
As a Quick Action on its turn, This unit may clear
STRUCTURAL OVERHAUL Trait one status or condition caused by a tech action.
The unit gains +5 HP
PERFORMANCE BOOST Trait
CAPACITY REINFORCEMENT Trait Select either Hull, Agility, Systems, or
Select either Hull, Agility, Systems, or Engineering. The unt gains +1 to that statistic. No
Engineering. The unit gains +1 Accuracy on stat boosted this way can exceed +6.
checks and saves in that category.
STRUCTURE HARDENING Trait
SIDEGRADE CLASS 1 Trait The unit gains +1 Structure, and must follow the
Choose a feature from another class. The unit PC rules for Structure and Stress checks.
gains that piece of equipment at the cost of one of
its own. REACTOR STABILIZATION Trait
The unit gains +1 Stress, and must follow the PC
SIDEGRADE CLASS 2 Trait rules for Structure and Stress checks.
Choose a feature from another class. The unit
gains that piece of equipment at the cost of 5 Max OVERCHARGE LIMITER Trait
HP or 4 Heat Cap. This trait cannot be taken if it The unit can Overcharge. It suffers 6 heat each
would reduce a mech below 3 HP or 2 Heat Cap. time it does so.

SIDEGRADE CLASS 3 Trait FREQUENCY BOOST Trait


Choose a feature from another class. The unit The unit gains +2 Sensor range.
gains that feature at the cost of +1 Difficulty on all
checks and saves from a H.A.S.E stat of your FIELDING A RETROFITTED MECH
choice. A Retrofitted mech has been customized to be
generally more effective at a specific kind of task
TARGETING SCRAMBLERS Trait at the cost of a heat weakness. Expect to have
This unit gains +2 Evasion, up to a maximum of overall better performance from the tuned class
20. when balancing encounters.

[37]
NEW SITREPS
SAFEGUARD

Protecting crowds of innocents, important supplies, ENEMY FORCES


and other movable items, Safeguard missions require The GM should prepare about three times the enemy
PCs to prevent enemy forces from securing the forces they would normally prepare, and hold two
objective. thirds of them back as Reinforcements.
Safeguard missions require the PCs to secure a
number of Objectives in a dangerous area and DEPLOYMENT
prevent the Enemy forces from doing the same. The GM first deploys the objectives around the center
of the battlefield, roughly equidistant from each other,
with half of the objectives closer to the ADZ and half
VICTORY CONDITIONS of the objectives closer to the EDZ. The GM then
• PC Victory: At the end of the sixth round, more deploys Enemy forces in the EDZ, and finally the
PCs are adjacent to unique, uncontested players deploy in the ADZ.
Objectives than Enemies
• Enemy Victory: At the end of the sixth round,
more Enemies are adjacent to the objectives than REINFORCEMENTS
the PCs, or at least half of the Objectives are At the start of each round, if the Enemy forces are at
destroyed. less than their starting strength, The GM may deploy 1
• No Victor: There are as many PCs adjacent to additional NPC (or up to 4 grunts) once for each IZ
the objectives as there are Enemies adjacent to until either the reserves are depleted, or the Enemy
the objectives forces are back at their starting strength. If more
NPCs need to be deployed than there are IZs, the GM
deploys the remaining NPCs to the EDZ.
OBJECTIVE
Six to eight persons or objects of size 1/2–2 are FORCE RECOMMENDATIONS
roughly evenly distributed around the battlefield. The It is important to keep up the pressure for this
objectives can be characters or objects and have 10 Sitrep and adjust the number of NPCs to
HP per level of Size, Evasion 10, E-Defense 10, and something that could reasonably oppose the
no Armor. Enemy forces want the objectives and will number of players in your group. To few
not directly target them. The objectives do not move NPCs, and the players won’t feel threatened,
on their own but can be pushed, carried, or dragged. to many objectives, and the the game
becomes a stalemate. NPCs that force
movement work well here.

[38]
PAYLOAD

“Package inbound. Screening wing, ensure delivery.” CONTROL ZONE


The control zone is the opposite edge of the map in
Payload missions require the delivery of an objective, the EDZ. The payload moves toward this zone at the
(a torpedo, a bomb, usually some dangerous threat) to end of each round.
a control zone. The enemy does not want the
objective to reach the zone, and will attempt to destroy
or delay it if given the chance. Enemies will not ENEMY FORCES
directly target the objective with attacks if they are The GM should prepare twice the number of forces
targeted with hostile actions each round. they normally would, and hold back half as
reinforcements.
The objective is a Size 2-4 character or object with
20-40 HP, Evasion 10, E-Defense 10 and a Speed of DEPLOYMENT
8. The Objective moves on its own and will move its The GM deploys the enemy forces in the EDZ first,
speed toward the control zone after every character and then places the Payload in the center of the ADZ.
has acted in each round, navigating the most direct, Players then deploy last inside the ADZ.
unobstructed path, or a direct path as directed by the
PCs. The payload cannot take any other actions. If
there is no path, the objective will move as close as
REINFORCEMENTS
possible, and then wait. At the start of each round, the GM should deploy up to
two units (or four grunts for each unit) into the PDZ.
There are also a number of obstructions on the field.
These obstructions are objects that block the path and FORCE RECOMMENDATIONS
have hitpoints based on Size and Evasion 5. A wreck Player Mechs with talents and systems that
is not a sufficient obstruction to block the path for the deal flat AP damage to objects are powerful
payload. options for this sitrep.

PLAY SPACE Enemy mechs that can obstruct or create


The size of the map should allow for the objective to obstructions are also powerful for this sitrep.
reach the EDZ by the end of round 6 if unobstructed. Even if the enemy force does not destroy the
The recommended size is 40x30 hexes. objective, if they delay it long enough, the
players will be forced to fall back, and the
opfor will take a victory.
VICTORY CONDITIONS
• PC Victory: The Payload enters the EDZ by the
end of round 8.
• Enemy Victory: Either the Payload is destroyed,
or the payload has not reached the EDZ by the
end of round 8.

[39]
STRIKE

“Target Acquired. Commencing attack run.” OBJECTIVE


The objective is 1-6 targets spread across the
Strike missions require the swift elimination of a target battlefield. These targets can be objects or characters
or series of targets deep within enemy territory. of any size that must be destroyed before the PCs can
extract from the area.
The objective is a character, object, or group of either
that the PCs must destroy before extracting from the
field. ENEMY FORCES
The GM should prepare three times the number of
PCs may extract as a free action at the end of their forces they normally would, and hold back two-thirds
turn. PCs automatically extract at the end of Round 6 as reinforcements.
if they are in the Allied Extraction Zone. Any PC that is
left on the battlefield by the end of Round 6 is overrun DEPLOYMENT
by enemy reinforcements. The GM deploys the enemy forces in the EDZ first,
and then places the Objectives on the battlefield.
PLAY SPACE Players then deploy last inside the ADZ.
The size of the map should allow for players to reach
and destroy the objective under normal REINFORCEMENTS
circumstances, and still allow them time to reach the At the start of each round, the GM should deploy up to
Extraction zone by the end of round 6. 30x30 is two units (or four grunts for each unit) into two
usually enough space. different Ingress Zones..

VICTORY CONDITIONS FORCE RECOMMENDATIONS


• PC Victory: The PCs destroy all targets and Defender mechs will have a much better time
extract from the field before the end of round 6. as the initially deployed force than as
• Enemy Victory: All PCs are defeated, or the PCs reinforcements. Consider holding faster
do not Extract by the end of round 6. moving NPCs as Reinforcements to keep up
• No Victor: All PCs Extract without destroying all with the players.
Target Objectives.

[40]
INTERCEPT

“Payload Incoming. Intercept and Destroy.” OBJECTIVE


The objective is 1-4 objects that spawn in at the start
Intercept missions require PCs to eliminate threats as of a round and move 8 spaces toward the ADZ at the
they approach a strategic asset (a supply depot, a end of the round. These objects are size 2-4, have
mothership, a base, etc.) 20-40 HP, 10 Evasion, 10 E-Defense, and are not
valid targets for tech attacks.
The objective is a payload that the PCs must destroy
before it reaches the ADZ and extracts.
ENEMY FORCES
A payload will navigate obstructions, choosing the The GM should prepare twice the number of forces
most direct path to its ADZ. If it reaches the ADZ, it they normally would, and hold back half as
will extract at the end of the round. reinforcements.

PLAY SPACE DEPLOYMENT


The size of the map should allow for players time The GM deploys the enemy forces in the EDZ first.
enough to reasonably destroy a single payload while The players then deploy inside the ADZ. Finally, the
unopposed. 40x30 is usually enough space. GM places a Payload Objective inside the EDZ.

VICTORY CONDITIONS REINFORCEMENTS


• PC Victory: All Payloads are destroyed. At the start of each round after the first, the GM should
• Enemy Victory: One or more Payloads are inside deploy one or two units (or four grunts for each unit)
the ADZ at the end of any Round. into two different Ingress Zones, plus one Payload in
the Enemy Deploy Zone

FORCE RECOMMENDATIONS
Opfor must move quickly to keep pace with
the payloads they are protecting. Consider
taking forces with ways to stall the PCs, or are
fast enough to keep up.

[41]
OUTRUN

“Three. Two. One. GO!” In the event of a tie, the rightmost characters make
opposed Agility checks, rerolling ties. The side with
Outrun sitreps require PCs to fight with NPCs while the highest number is the victor.
they race toward a single objective.
PLAY SPACE
At the start of each round, all characters make an The play area should allow players enough space to
Agility check. On a failure, characters move six reasonably maneuver. 40x25 is usually enough space.
spaces to the left. Characters that are Slowed have
+1 difficulty on the check, characters that are
Immobilized automatically fail. If a character that fails VICTORY CONDITIONS
would occupy the space of another character, it • PC Victory: At the end of round 6, the PCs have
instead moves up or down such that it finds the next at least one character closer to the rightmost edge
closest space that is six spaces left from its starting of the play space than the enemy force.
position. If no such space exists, it passes through the • Enemy Victory: At the end of round 6, the enemy
character and stops on the next closest space on the force has at least one character closer to the
other side. The affected character chooses the end rightmost edge of the play space than the PCs
position. All characters always count as moving.
ENEMY FORCES
The play space has high speed obstacles represented The GM should prepare the regular amount of forces
as rows of various size that cover the entire map. At they normally would.
the end of a round, characters inside those rows must
succeed on an Agility save, or take 5 AP Kinetic
damage and become Slowed until the start of their
DEPLOYMENT
next turn. Static hazards, such as those from mines or Characters may deploy in any order. All players must
javelin rockets, trigger against the rightmost character be equally distant from the rightmost edge of the map.
on their row and are removed from play, or every
character in that row if it is a persistent effect such as REINFORCEMENTS
a cloud of nanites. In either case, the hazards are There are no reinforcements for this sitrep. Characters
removed from play at the end of each round. not present at the start of the match cannot keep up.

Characters in the Elimination Zone at the end of the


round are removed from play. They have fallen too far
behind.

[42]
RANDOMIZED TABLES
BATTLE HAZARDS
ROLL 1D6
1-3 4-6
BATTLE HAZARDS ROLL 1D20 BATTLE HAZARDS ROLL 1D10
1-2 Explosive Objects. Size 1/2 10 HP 5 EVA, 5 1-2 Artillery Bombardment. At the start of each
E-DEF. Each explosive deals 5 damage in round, a Blast 2 area on the map is
Burst 1 when destroyed or half as much designated. At the start of the next round.
damage on a successful Agility save. Characters in the area take 15 AP Explosive
3-4 Spatial Rifts. Characters entering the space damage, or half the damage on a
take 3 Energy damage, and are teleported successful Agility save.
to another rift on the Battlefield. The rift 3-4 Nanomachine clouds. Blast 1 clouds of
chosen depends on the actor. If the nanomachines are scattered across the
movement is voluntary, the character battlefield. They provide soft cover in all
making the movement chooses. If the directions plus an additional effect
movement is involuntary, the source of the determined by the following roll table at the
involuntary movement chooses. start of combat.
5-6 Slippery Surfaces. Characters entering the ROLL 1D6
space must succeed on an Agility save or 1. Characters that enter the area or
fall prone. start their turn in the area for the
7-8 Crusher. Characters that enter or start their first time in a round take 3 Burn.
turn in the space must succeed on a Hull 2. Characters gain standing in the
check or become or take 5 Kinetic damage area gain Lock On.
and are Immobilized until the start of their 3. Characters standing in the area are
next turn. Impaired.
9-10 Plasma Coils. Large energy generating coils 4. Characters standing in the area
are present. Characters that become have +1 accuracy on Engineering
adjacent to a coil must succeed on an checks to clear burn.
Engineering check or become Jammed until 5. Characters Outside the cloud
the end of their next turn. cannot draw line of sight to
11-12 Minefield. A Seeder was through here characters inside the cloud and vice
recently and left presents for everyone. versa.
Scatter random Seeder mines across the 6. Characters that enter the cloud or
field. The level of the mines depends on the start their turn inside the cloud for
LL of the players. the first time in a round lose 2 heat.
13-14 Thumpers. Tempest drones are scattered 5-6 Defense Lasers. Line 5 areas of hazardous
across the map which are hostile to both terrain are on the battlefield. Characters
sides. who enter the terrain take 5 energy
15-16 Hostile Control Zone. PCs standing in a damage.
control zone must make an appropriate 7-8 Sticky Bombs. Characters who travel over
save or suffer a negative status or condition. marked locations pick up a mine that
17-18 Viral Pylons. Several objects on the explodes the next time that character
battlefield invade random characters within becomes adjacent to another character,
range 5 at the end of the Round. Only one dealing 5 AP Explosive damage to both
character is affected per pylon. The pylons characters.
have a Systems score of 1/2/3. 9-10 Disintegration field. Several Blast 1 areas of
19-20 Deep Mud. Characters that do not move on the map will force characters who enter the
their turn are Immobilized until they area or start their turn in the area for the first
succeed on a Hull check at the start of their time in a round to make an Engineering
turn. save or become Exposed.

[43]
TERRAIN FEATURES
ROLL 1D6
1-3 4-6
TERRAIN FEATURES ROLL 1D20 TERRAIN FEATURES ROLL 1D20
1 Lookout towers are present on this battlefield, 11 There is some kind of ancient door on the
Each tower has 20 HP, 5 Evasion, and 5 battlefield. It is impervious to all harm and will
E-Defense and is Height 4. Size 1 mechs can only open if certain conditions are met.
enter the towers to gain hard cover in all 12 The terrain is a cliffside. NPCs spawn on top
directions. and fire down at the Players. Characters
2 A massive spire dominates the center of this standing on top of the cliff each get +1
map, a size 3 area that is positioned at height accuracy against characters standing at lower
10. There is a series of steppes leading to the elevations. The cliff is height 5.
top each, 1-2 hex below the last. 13 A Deep pit dominates the center of this area.
3 Combat takes place on top of a large flying PCs and NPCs spawn across from each other
ship. Non-flying characters that enter spaces on the walls of the pit. The walls of the area
with no solid ground must succeed on an are each height 8, and slope sharply
agility check or be removed from play. downward.
Success moves the character adjacent to the 14 The area is an abandoned colony settlement
nearest solid surface. from a previous failed colony. There are
4 Conveyor Belts are present on the map. rundown buildings everywhere that collapse
Characters that end their turn on one of the easily and provide hard cover. Completely
belts are involuntarily moved x-spaces along destroyed buildings leave difficult terrain.
the belt. 15 The area is a quarry. There is a large, circular
5 A flash printer is present on the battlefield. ramp spiraling down to the bottom in the
RPV units will emerge from the printer at the center of the map. Industrial equipment is
start of every round until the printer is everywhere and can be used for hard cover.
destroyed. The Printer is Size 4 and has 40 16 The area is an arena. Battle hazards are
HP. scattered across the field as well as mech
6 Steam vents are present on the battlefield that scale melee weapons. There is a crowd
block line of sight for attacks crossing through watching from behind a shield, and cameras
them. fly around the arena taking in the action.
7 Weapon mounts are present on the battlefield. 17 There are ancient buildings here left from an
Characters adjacent to a mount may choose old, failed society. The buildings are made
to become immobilized to increase the range from stone huts, but seem to have value to
of their Ranged attacks by +2, and gain +1 anthropologists from the area.
Accuracy on their attacks. The Mounts have 18 Combat takes place in a partially submerged
10 HP. cavern filled with icy water. While in the water,
8 The area was the site of an intense battle in characters lose 2 heat at the start of their turn.
the recent past. Wrecks are strewn about the 19 Combat takes place in the undercity of a
battlefield. After combat, players may restore massive Ecumenopolis. Civilians are taking
2 repairs with a successful skill check. shelter on the battlefield.
9 The terrain is a series of rolling embankments 20 A hostile megafauna has taken residence in a
and trenches. The trenches have pockets that cave in a nearby wall, and will actively attack
can fit size 3 mechs. any character to get too close to it. The Fauna
10 The area has a number of supports that hold is Size 4 and has a Threat of 3.
up a building. Destroying half of the supports
will bring down the building on top of all
characters in its space, dealing 10 Kinetic
damage to them, and Immobilizing them until
they make a successful Hull Check. The
supports are objects with 10 HP.

[44]
SITUATIONS
ROLL 1D20
1 The PCs have been ambushed by a group of enemy forces. NPCs act first in the first round of combat.
2 The PCs mechs have been sabotaged prior to the start of combat Impaired, and must succeed on a
Systems or Engineering check as a protocol on their turn to clear it.
3 Players have attackers initiative and may freely deploy anywhere on the edge of the map after the NPCs
are revealed.
4 Players have defenders advantage and may freely deploy anywhere on the map before the NPCs are
revealed.
5 The PCs are late to the party. Control objectives start with two points in the NPCs favor.
6 A third neutral force hostile to all parties is on the battlefield. The neutral force acts at the end of the
round and does not count toward objectives.
7 Bystanders are on the battlefield. They are neutral Human NPCs with no weapons and no optional
features. All bystanders move at the end of the round and complicate the battlefield.
8 A movie is being filmed here. The cameramech is completely unresponsive and is flying around taking
closeups of the action. The opposing force seems to ignore them. The cameramech actively positions
itself between enemies to foul AOE attacks.
9 The battlefield is actively falling. Characters are weightless. At the end of Round 8, all characters not
extracted are destroyed.
10 An NPC on the map is holding a group of civilians hostage. Players will need to eliminate it first to save
the civilians.
11 Nearby buildings are occupied with innocents who will be killed if the buildings are destroyed.
12 There are crates of supplies on the field. Players can recover a cache of reserves if the supplies survive
combat.
13 Combat takes place on a farm. The farm owners have asked that you move along the ground as little as
possible to avoid damaging their unharvested crops.
14 A pack of wild carnivores have cornered a group of colonists and will devour them within 2 rounds of
combat if not driven off. This is in addition to the enemy force.
15 Reality seems to have taken a U-turn in this region, and all characters now move at 8 minus their Speed,
minimum of 2.
16 The enemy force is attempting to assassinate a well-defended target, and will take pot shots at the VIP if
they have the opportunity.
17 Two neutral groups are simultaneously duking it out near the edge of the map while the PCs are dealing
with the enemy force.
18 People are betting on the outcome of the combat.
19 There are unmounted, fully operational mechs nearby, ripe for the taking.
20 All mechs on the field have entered some kind of hazardous obliterative zone. All characters are
Exposed, and cannot lose the condition by any means including immunity to the Exposed status.

[45]
POSITIVE PERSONALITY TRAITS
ROLL 1D6

1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Agreeable 1 Organized 1 Selfless
2 Athletic 2 Patient 2 Respectful
3 Capable 3 Peaceful 3 Resourceful
4 Charismatic 4 Modest 4 Scrupulous
5 Clear-headed 5 Level-headed 5 Sociable
6 Confident 6 Patriotic 6 Skilled
7 Cooperative 7 Realistic 7 Shrew
8 Brave 8 Reflective 8 Simple
9 Decisive 9 Relaxed 9 Intelligent
10 Dedicated 10 Methodical 10 Stoic
11 Enthusiastic 11 Mature 11 Sympathetic
12 Farsighted 12 Loyal 12 Tolerant
13 Focused 13 Leaderly 13 Studious
14 Gallant 14 Knowledgeable 14 Sporting
15 Generous 15 Kind 15 Self-styled
16 Gracious 16 Protective 16 Suave
17 Heroic 17 Punctual 17 Trusting
18 Incisive 18 Sagely 18 Well-rounded
19 Independent 19 Rustic 19 Wize
20 Optimistic 20 Romantic 20 Upright

4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Witty 1-2 Honest 1-2 Brilliant
3-4 Strong 3-4 Honorable 3-4 Adventurous
5-6 Mindful 5-6 Idealistic 5-6 Active
7-8 Tractable 7-8 Hardworking 7-8 Accessible
9-10 Stable 9-10 Healthy 9-10 Attractive
11-12 Sophisticated 11-12 Vivacious 11-12 Balanced
13-14 Observant 13-14 Good-natured 13-14 Benevolent
15-16 Reflective 15-16 Genuine 15-16 Calm
17-18 Relaxed 17-18 Gentle 17-18 Colorful
19-20 Methodical 19-20 Dignified 19-20 Anticipative

[46]
NEUTRAL PERSONALITY TRAITS
ROLL 1D6

1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Feminine 1 Distracted 1 Placid
2 Masculine 2 Impassive 2 Mellow
3 Absentminded 3 Modern 3 Irreverent
4 Bemused 4 Ordinary 4 Reverent
5 Casual 5 Old-fashioned 5 Formal
6 Authoritarian 6 Quiet 6 Determined
7 Ambitious 7 Religious 7 Contradictory
8 Aroused 8 Restrained 8 Hypnotic
9 Effeminate 9 Sarcastic 9 Hurried
10 Emotional 10 Solitary 10 Frugal
11 Folksy 11 Stolid 11 Physical
12 Guileless 12 Tough 12 Private
13 Iconoclastic 13 Unambitious 13 Maternal
14 Idiosyncratic 14 Skeptical 14 Soft
15 Intense 15 Proud 15 Stern
16 Invisible 16 Progressive 16 Strict
17 Glamorous 17 Questioning 17 Unaggressive
18 Driven 18 Whimsical 18 Aggressive
19 Busy 19 Unhurried 19 Unceremonious
20 Professional 20 Outspoken 20 Uninhibited

4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Unreligious 1-2 Dry 1-2 Familial
3-4 Self-conscious 3-4 Enigmatic 3-4 Cute
5-6 Horny 5-6 Freewheeling 5-6 Circumspect
7-8 Stylish 7-8 Intense 7-8 Dominating
9-10 Shameless 9-10 Smooth 9-10 Impassive
11-12 Political 11-12 Undemanding 11-12 Mystical
13-14 Impressionable 13-14 Sentimental 13-14 Noncompetitive
15-16 Ascetic 15-16 Conservative 15-16 Noncommittal
17-18 Cerebral 17-18 Chummy 17-18 Obedient
19-20 Scatterbrained 19-20 Dogmatic 19-20 Tired

[47]
MIXED PERSONALITY TRAITS
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Abrasive 1 Repressed 1 Unrealistic
2 Bizarre 2 Scornful 2 Vapid
3 Careless 3 Shortsighted 3 Vain
4 Bewildered 4 Shallow 4 Weak-willed
5 Conceited 5 Deceitful 5 Crazy
6 Condescending 6 Quirky 6 Unctuous
7 Cowardly 7 Secretive 7 Callous
8 Rebellious 8 Self-Indulgent 8 Greedy
9 Disrespectful 9 Selfish 9 Miserable
10 Disillusioned 10 Shy 10 Messy
11 Deluded 11 Pompous 11 Melancholic
12 Difficult 12 Spiteful 12 Lazy
13 Decadent 13 Stupid 13 Inhibited
14 Meddlesome 14 Stubborn 14 Rude
15 Ignorant 15 Uncooperative 15 Uncaring
16 Obstinate 16 Treacherous 16 Obnoxious
17 Insecure 17 Timid 17 Opinionated
18 Mannerless 18 Superficial 18 Outrageous
19 Misguided 19 Superstitious 19 Angry
20 Sadistic 20 Trendy 20 Wrathful

4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Paranoid 1-2 Gullible 1-2 Fiery
3-4 Mistaken 3-4 Fixed 3-4 Distractible
5-6 Miserly 5-6 Forgetful 5-6 Egocentric
7-8 Malicious 7-8 Flamboyant 7-8 Envious
9-10 Irritable 9-10 Grand 9-10 Extreme
11-12 Irresponsible 11-12 Clumsy 11-12 Fatalistic
13-14 Irrational 13-14 Hedonistic 13-14 Fearful
15-16 Narrow-minded 15-16 Hesitant 15-16 Gloomy
17-18 Narcissistic 17-18 Impulsive 17-18 Disloyal
19-20 Boring 19-20 Inconsiderate 19-20 Destructive

[48]
FIRST NAMES
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Idir 1 Kwame 1 Akoni
2 Destiny 2 Sebastian 2 Makani
3 Jamarie 3 Reiner 3 Chiumbo
4 Lucas 4 Delaney 4 Siddharth
5 Yin 5 Lotte 5 Kabir
6 Famke 6 Harper 6 Dalton
7 Charlie 7 Kiefer 7 Koi
8 Keegan 8 Imamu 8 Molly
9 Aart 9 He 9 Divyansh
10 Chima 10 Thalia 10 Frederic
11 Jean 11 Jameson 11 Aditya
12 Joylyn 12 Magdalen 12 Jiu
13 Francine 13 Margarethe 13 Blake
14 Xiulan 14 Leon 14 Aya
15 Aubrey 15 Hiddie 15 Nala
16 Guy 16 Pierre 16 Wei
17 Matthias 17 Autumn 17 Jondi
18 Alle 18 Omari 18 Millie
19 Zuri 19 Athanasios 19 Gage
20 Clay 20 Hailama 20 Ada

4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Nnamdi 1-2 Sigmund 1-2 Sophia
3-4 Raphael 3-4 Thea 3-4 Adami
5-6 Noah 5-6 Camille 5-6 Vassilia
7-8 Ciji 7-8 Osiris 7-8 Cormac
9-10 Naia 9-10 Fatima 9-10 Faraji
11-12 Aiguo 11-12 Dainen 11-12 Shannon
13-14 Jason 13-14 Juli 13-14 Ella
15-16 Arthur 15-16 Lars 15-16 Edoardo
17-18 Benjamin 17-18 Huang 17-18 Hadiza
19-20 Advik 19-20 Krishna 19-20 Phoebe

[49]
SURNAMES
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Patel 1 Richmond 1 Abebe
2 Le 2 Andrade 2 Wu
3 Esparza 3 Suleymanova 3 Nwachukwu
4 Ellison 4 Kefala 4 Tsoy
5 McConnell 5 Azhar 5 Popoola
6 Farmer 6 Kireeva 6 Papazoglou
7 Graves 7 Herrera 7 Temitope
8 Xiong 8 Law 8 Yang
9 Moyer 9 Sakellariou 9 Hummel
10 Rose 10 Viktorovich 10 Mmeremikwu
11 Ochoa 11 Ishizawa 11 Nikiforova
12 Villareal 12 Berry 12 Zivai
13 Russo 13 Samsuddin 13 Andrikopoulos
14 Beard 14 Tarasov 14 Borja
15 Hahn 15 Akita 15 Okoye
16 Duran 16 Tsiaras 16 Hawkins
17 Batley 17 Spadlo 17 Takahata
18 Love 18 Abott 18 Dyomina
19 Marsh 19 Sexton 19 Witte
20 Cain 20 Leonteva 20 Parisis

4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Cherkasov 1-2 Cabeza 1-2 Nnadi
3-4 Liong 3-4 Bao 3-4 Ko
5-6 van der Lee 5-6 Permyakova 5-6 Soltani
7-8 Onai 7-8 Baig 7-8 Ilyin
9-10 Dimitropoulou 9-10 Akkermans 9-10 Jha
11-12 Olatunji 11-12 Mun 11-12 van Eck
13-14 Yaacob 13-14 Dawood 13-14 Tan
15-16 Koshelev 15-16 Mimura 15-16 bin Khalid
17-18 Hosono 17-18 Shubin 17-18 Junejo
19-20 Aris 19-20 Beumer 19-20 Beltran

[50]
PROFESSIONS
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 Starship Engineer 1 Movie Director 1 Union Soldier
2 Information Broker 2 Hairdresser 2 Karrakin Noble
3 Farmer 3 Plumber 3 Landlord
4 Infosec Specialist 4 Mech Tech 4 Slumlord
5 IT Professional 5 Ship Captain 5 Mobster
6 Bureaucrat 6 Ship Officer 6 Mob Boss
7 Sanitation Engineer 7 Ship Cremate 7 Petty Criminal
8 Consumer Mechanic 8 Teamster 8 Professional Burglar
9 Civil Engineer 9 Author 9 Assassin
10 Software Developer 10 Cartoonist 10 Influencer
11 Construction Worker 11 Grunt Soldier 11 Columnist
12 Architect 12 Veteran 12 Magazine Editor
13 Union Administrator 13 Mech Jockey 13 Scholar
14 Producer 14 Aerospace pilot 14 Educator
15 Corpro Middle Manager 15 Asteroid Miner 15 Professor
16 Mascot 16 Work Overseer 16 Doctor
17 Chef 17 Contractor 17 Physician
18 Line Cook 18 Fashion Designer 18 Surgeon
19 Small Business Owner 19 Software Architect 19 Cybernetics Specialist
20 Sportsball player 20 Corpo Executive 20 Famous Actor

4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Laborer 1-2 Video Editor 1-2 Journalist
3-4 Celebrity 3-4 Politician 3-4 Entrepreneur
5-6 Office Worker 5-6 Civil Servant 5-6 Philanthropist
7-8 Salesperson 7-8 Accountant 7-8 Fixer
9-10 Retail Employee 9-10 Militia Member 9-10 Thug
11-12 Animator 11-12 Musician 11-12 Ganger
13-14 D-list Actor 13-14 Music Producer 13-14 Fence
15-16 Veterinarian 15-16 DJ 15-16 Firefighter
17-18 B-List Actor 17-18 Speciologist 17-18 Detective
19-20 Voice Actor 19-20 Lancer 19-20 Pirate

[51]
NOTABLE FEATURES
ROLL 1D6
1 2 3
ROLL 1D20 ROLL 1D20 ROLL 1D20
1 False Eye 1 Constantly distracted, has 1 Wears some professional
2 Extensive Cybernetic trouble focusing on you equipment or gear
Enhancements 2 Radiates sleaze 2 Omninet junkie
3 Vocal Tic 3 Seems awestruck by you 3 Constantly references memes
4 Speech Impediment 4 Is your biggest fan no one understands
4 Seems distressed about
5 Wearing headphones 5 Would rather be literally something
6 Nervous twitch anywhere else 5 Disheveled appearance
6 Has a limp or favors a limb
7 Jumps at shadows 6 Wears a protective helmet
7 Has a cane or crutches
8 Constantly spins an object 7 Wears a sports jersey
around their fingers. 8 Wheelchair, or other assistive
equipment 8 Carries a beverage
9 Can’t sit or stand still
9 Walking stick 9 Looks sour or grumpy
10 Extensive body modifications
10 Speaks in rhyme 10 Is waiting impatiently for
11 Appears to have undergone someone or something
extreme gene treatment. Has 11 Seems to always carry a
Clipboard somewhere on their 11 Has a tattoo in an unusual,
animal ears, tail, etc. visible place
12 Seems to have a pet nearby person
12 Is constantly checking a watch 12 Carries a firearm or weapon
at all times. on their person
13 Carries a totem or religious or other timepiece
13 Wears a locket with a photo of 13 Is holding the raw materials
symbol to some kind of project
14 Has a service animal someone important to them
14 Dark stains on clothes 14 Is moving, using, or operating
15 Fancy clothing heavy machinery
15 Has an obsession with an 15 Corpo attire
16 Military uniform ancient fad
16 Speaks uncomfortably fast 16 Was previously having an
17 Deaf, uses sign language
argument with an unseen party
18 Ocular implants 17 Doesn’t finish sentences 17 Garish clothing
19 Constantly dirty 18 Risque clothing 18 Nearly completely artificial
20 Wears headphones with music 19 Seems to be into you 19 Has a robotic assistant
loud enough to be externally 20 Actively avoids eye contact 20 Absentmindedly taps a surface
audible
with a hand or foot

4 5 6
ROLL 1D20 ROLL 1D20 ROLL 1D20
1-2 Is not paying attention 1-2 Is trying to sell something 1-2 Has perfect teeth
3-4 Glued to a handheld 3-4 Running an obvious con 3-4 Has a crooked smile
5-6 Is out with their partner 5-6 Handing out pamphlets 5-6 Is currently naked
7-8 Mechanics Overalls 7-8 Blind 7-8 Has a recent injury
9-10 Carries a ball 9-10 Is an NHP Projection 9-10 Black-eye or other bruises
11-12 Is reading a book 11-12 Follows a cult 11-12 Bodybuilder
13-14 Has a noticeable scar 13-14 Lazy eye 13-14 Underfed, gaunt
15-16 Wears gang symbols 15-16 Cleft lip 15-16 Obsessed with cleaning
17-18 Moves with unusual grace 17-18 Has superhuman reflexes 17-18 Can’t keep a straight face
19-20 Moves or speaks slowly 19-20 Smokes 19-20 Laughs at their own jokes

[52]
EXAMPLE COMBATS
LOCKED AND LOADED SITREP: Intercept (p. 40)
The combats listed in this section are tuned to
demonstrate various synergies between classes OBJECTIVES: 2 Payloads (Size 2, 20 HP)
both inside this book and in the Lancer Core ENEMY FORCES
Rulebook, and are balanced for groups of three to FOR 3 PCS: 2x T1 FENCER
five players at different tiers. 1x T1 CURSE (Sloth Virus)

FOR 4 PCS: +1x T1 CANNONADE (Charge Rail)


LL0 +1x OBJECTIVE
SITREP: Safeguard (p. 37)
OBJECTIVES: 6 Civilians (Size 1/2, 10 HP) FOR 5 PCS: +4x T1 GRUNT MONKS
ENEMY FORCES +1x OBJECTIVE
FOR 3 PCS: 1x T1 DRAGOON REINFORCEMENTS
1x T1 PUPPETEER FOR 3 PCS: +4x T1 GRUNT MONKS
2x T1 BERSERKER
FOR 4+ PCS: +2x T1 FENCER
FOR 4 PCS: +4x T1 GRUNT ASSAULT +1x T1 CURSE (Sloth Virus)

FOR 5 PCS: Add ELITE to PUPPETEER


SITREP: Gauntlet (Lancer, p.271)
REINFORCEMENTS OBJECTIVE: Secure the control zone
FOR 3 PCS: 2x T1 BERSERKER
2x T1 DRAGOON ENEMY FORCES
FOR 3 PCS: 1x T1 ARSONIST
FOR 4+ PCS: +8x T1 GRUNT ASSAULT 1x T1 FREEZER
2x T1 ASSAULT (Rank Discipline)
SITREP: Standard Skirmish
OBJECTIVE: Destroy all forces FOR 4 PCS: +1x T1 CATAPULT (Speed Loader)
ENEMY FORCES
FOR 3 PCS: 2x T1 PAWN (Picket Line) FOR 5 PCS: +4x T1 GRUNT ASSAULT
1x T1 WARLOCK REINFORCEMENTS
1x T1 RAMSHACKLE A (Demolisher, FOR 3 PCS: +4x T1 GRUNT ASSAULT
Demolition Hammer, Concussion
Missiles, -4 Heat Cap) FOR 4 PCS: +1x T1 SCOUT (Expose Weakness)

FOR 4 PCS: +1x T1 RAMSHACKLE B (Archer, FOR 5 PCS: +4x T1 GRUNT BERSERKER
Light Machine Gun, Impending
Threat, -4 Heat Cap) SITREP: Payload (p. 38)
OBJECTIVES: 1 Payloads (Size 4, 40 HP)
FOR 5 PCS: +4x T1 GRUNT ASSAULT ENEMY FORCES
FOR 3 PCS: 2x T1 RONIN
SITREP: Strike (p. 39) 1x T1 MIRROR
OBJECTIVES: 2 Objects (Size 2, 20 HP) 2x T1 BERSERKER
ENEMY FORCES
FOR 3 PCS: 1x T1 ZONER FOR 4 PCS: +1x T1 BARRICADE (Extrudite)
1x T1 LOGISTIC
2x T1 ASSAULT (High Impact FOR 5 PCS: +4x T1 GRUNT ASSAULT
Rounds) REINFORCEMENTS
FOR 3 PCS: +4x T1 GRUNT ASSAULT
FOR 4 PCS: +4x T1 GRUNT RONIN
FOR 4 PCS: +1x T1 SCOUT (Expose Weakness)
FOR 5 PCS: +1x T1 ASSAULT
Add FANATIC to ASSAULT, (Defend, FOR 5 PCS: +4x T1 GRUNT BERSERKER
Body Block)
REINFORCEMENTS
FOR 3+ PCS: Prepared Force x2

[53]
LL3
SITREP: Extraction (Lancer, p. 270) SITREP: Skirmish
OBJECTIVE: Extract the VIP, (Size 1/2, 10 HP) OBJECTIVE: Destroy the Ultra

ENEMY FORCES ENEMY FORCES


FOR 3 PCS: 1x T1 CATAPULT (Flexible FOR 3 PCS: 1x T1 GOLIATH ULTRA (Pin,
Munitions, Speed Loader) Crushing Embrace, Retribution,
6x RAILGUN AMMO (Object, size 1) Ravager Turret, Lead the Charge )
1x T1 CURSE (Reactor Flash, Gyro 4x T1 SCOURER TURRET (Fixed,
Malfunction) Melt, Pulse Laser)
1x T1 FREEZER (Emergency
Reactor Vent) FOR 4 PCS: +1x T1 ELITE SCOUT TURRET (Fixed,
4x T1 RONIN GRUNTS Expose Weakness)

FOR 4 PCS: +2x T1 SENTINEL (Punisher Ammo) FOR 5 PCS: Add (Automated Repair Bay) to all
TURRET units.
FOR 5 PCS: +1x T1 WITCH
Add ELITE to CATAPULT
SITREP: Holdout (Lancer, p. 272)
OBJECTIVE: Survive
REINFORCEMENTS
FOR 3 PCS: 8x T1 RONIN GRUNTS
ENEMY FORCES
1x T1 SENTINEL (Punisher Ammo)
FOR 3 PCS: 2x T1 CATAPULT (Flash Drone)
2x T1 SCOURER (Pulse Laser)
FOR 4 PCS: +1x T1 SENTINEL (Punisher Ammo)
2x T1 PYRO (Siege Armor)
FOR 5 PCS: +2x T1 ASSAULT
FOR 4 PCS: +1x T1 WITCH (Pain Transference)
+1x T1 CURSE (Reactor Flash)
SITREP: Skirmish
OBJECTIVE: Destroy Enemy Forces FOR 5 PCS: +2x T1 ASSAULT

ENEMY FORCES REINFORCEMENTS


FOR 3 PCS: 1x T1 TRIAGE (Transitive Care, FOR 3-4 PCS: +8x T1 BESERKER GRUNTS
Mech Splint)
1x T1 ELITE VETERAN COMMANDER FOR 5 PCS: +2x T1 ASSAULT
FENCER (Limitless, Quick March,
Dueling Pistol, Riposte, Parry)
2x T1 FANATIC BERSERKER SITREP: Skirmish
(Assassinate, Chew On This) OBJECTIVE: Destroy Enemy Forces
FOR 4 PCS: +1x T1 MIRROR (Innoculate, ENEMY FORCES
Dataveil) FOR 3 PCS: 4x T1 ARSONIST (Quickfire, Plasma
Launcher)
FOR 5 PCS: +2x T1 FANATIC FREEZER
(Assassinate, Prime Reactor, FOR 4 PCS: +2x T1 PYRO
Detonate Reactor)
FOR 5 PCS: +1x T1 CURSE (Reactor Flash)
REINFORCEMENTS
FOR 3-4 PCS: 2x T1 FANATIC BERSERKER
(Assassinate, Chew On This) SITREP: Skirmish
OBJECTIVE: Destroy Enemy Ultra
FOR 5 PCS: +2x T1 FANATIC FREEZER
(Assassinate, Prime Reactor, ENEMY FORCES
Detonate Reactor) FOR 3-5 PCS: 1x T1 RAMSHACKLE ULTRA (Armor
Hardening, Virulent Saves, Siege
Shield, Volley Module, Short-Cycle
Lance, Operator, Raptor Plasma
Rifle, Fade Generator, -4 HC)

[54]
LL6
SITREP: Skirmish SITREP: Skirmish
OBJECTIVES: Eliminate all forces other than the OBJECTIVE: Eliminate all enemy forces.
Shogun, OR Eliminate the
Shogun. ENEMY FORCES
FOR 3 PCS: 1x T2 BUDDY ASSAULT ELITE
ENEMY FORCES (Extrovert, You’re not my Pal
FOR 3 PCS: 1x T2 SHOGUN ULTRA (Speed Buddy,Underslung Grenade
Chess, Master Stroke, Fortress, Launcher, Auto-Targeting)
Sight, Limitless) 1x T2 RETROFITTED ARCHER PAL
2x T2 DEMOLISHER (Kinetic (Covering Fire, Structure
Compensation) Hardening, Armor Hardening)
1x T2 ARCHER (Hail of Fire) 1x T2 RETROFITTED WITCH PAL
(Structure Hardening, Structural
FOR 4 PCS: +1x T2 DEMOLISHER (Kinetic Overhaul, Dark Cloud)
Compensation)
+1x T2 ARCHER (Hail of Fire) FOR 4 PCS: +1 T2 RETROFITTED DRAGOON PAL
(Structure Hardening, Structural
FOR 5 PCS: +1x T2 DEMOLISHER (Kinetic Overhaul, Dual Jethro
Compensation) Submachineguns)
+1x T2 MIRROR (System Crash) Add VETERAN to ASSAULT (Limitless)

FOR 5 PCS: Add (Remember Me) to ASSAULT


SITREP: Skirmish
OBJECTIVE: Eliminate enemy forces
SITREP: Gauntlet (Lancer, p. 271)
ENEMY FORCES OBJECTIVE: Secure the control zone
FOR 3 PCS: 1x T2 COLOSSUS MONK ULTRA
(Heavy Hitter, Swat Flies, ENEMY FORCES
Powerful Ram, Electrified Tonfa, FOR 3 PCS: 1x T2 RANGER SNIPER (In Plain
Unstoppable, Short-Cycle Lance, Sight, Defensive Grapple )
Hover Propulsion ) 1x T2 RETROFITTED RANGER SCOUT
(Unseen Spotter, Expose
SITREP: Holdout (Lancer, p. 272) Weakness, Sidegrade Class 1:
OBJECTIVE: Survive until the end of round 6 Assault: Hunker Down, Structural
Overhaul)
ENEMY FORCES 2x T2 PYRO (Unshielded Reactor,
FOR 3 PCS: 2x T2 REVENANT RAMSHACKLE A Napalm Bomb)
(Reactor Breach, Speed Tweak,
Assassin, Heated Blade, Leap, -4 FOR 4 PCS: +1x T2 ZONER (Shock Hazard,
Heat cap ) Prepared Allies)
2x T2 REVENANT RAMSHACKLE B
(System Fuzzing, Reactor Leak, FOR 5 PCS: +1x T2 HIVE (Driving Swarm)
Structural Enhancement, Goliath,
Crushing Embrace, -2 Heat cap )
1x T2 REVENANT RAMSHACKLE C SITREP: Control (Lancer, p. 268)
(Unyielding Lazarus, Berserker, OBJECTIVE: Secure the control zone
Chain Axe, Superhot, Aggression
-3 HP, -4 Heat Cap) ENEMY FORCES
FOR 3 PCS: 1x T2 WARLOCK HAUNT (Phreak)
FOR 4 PCS: +1x T2 REVENANT RAMSHACKLE C 1x T2 ARSONIST (Quickfire)
3x T2 BERSERKER (Juggernaut)
FOR 5 PCS: +1x T2 REVENANT RAMSHACKLE B
FOR 4 PCS: +1x T2 DEMOLISHER VETERAN
REINFORCEMENTS (Concussion MIssiles, Acrobat)
FOR 3+ PCS: 2x Enemy forces
FOR 5 PCS: +1x T2 PUPPETEER (Laser Net)

[55]
LL9 SITREP: Skirmish
SITREP: Payload ( p. 38) OBJECTIVE: Destroy the Super
OBJECTIVE: 1 Payload (Size 3, 30 HP)
ENEMY FORCES
ENEMY FORCES FOR 3-5 PCS: 1x T2 DEMOLISHER SUPER
FOR 3 PCS: 1x T3 SNIPER (Concussion Missiles,
2x T2 ASSAULTS (Underslung Kinetic Compensation
Grenade Launcher) Broad-Sweep Haft
2x T2 BARRICADES (Titan-Snare Sap
Drone) Hover Propulsion,
1x T3 ELITE LOGISTIC (Autoloader, Lead the Charge,
Armor Pack, Service Station) Supreme Melee,
Loaded for Bear (Fortress),
FOR 4 PCS: +2x T2 BERSERKERS (Retribution) Force Optimization (Rainmaker
Missile Pods),
FOR 5 PCS: +1x T3 HIVE (Grind-Maniple) Gravity Maul)

REINFORCEMENTS SITREP: Safeguard (p. 37)


FOR 3 PCS: 4x T3 ARCHER GRUNTS OBJECTIVES: 8 Objects, (Size 1, 10 HP)

FOR 4-5 PCS: +2x T2 BERSERKERS (Retribution) ENEMY FORCES


FOR 3 PCS: 2x T3 RAINMAKERS (Javelin
SITREP: Strike (p. 39) Rockets,Hades Missile)
OBJECTIVES: Destroy all Catapults and extract 1x T3 SEEDER (Tripwires, Grav
before the end of round 6. Spike)
2x T2 FENCERS (Lunge)
ENEMY FORCES
FOR 3 PCS: 4x T3 CATAPULTS (Flash Drone) FOR 4 PCS: +1x T3 BARRICADE (Drag Down,
1x BARRICADE (Hunger/Pursuit Seismic Repulsor)
Limpets) +1x T2 FENCER (Lunge)
1x ELITE ARSONIST (Plasma
Launcher, Smokescreen) FOR 5 PCS: Add ELITE to BARRICADE

FOR 4 PCS: +1x T2 RONIN (Extended blade) REINFORCEMENTS


FOR 3 PCS: 3x T2 FENCERS (Lunge)
FOR 5 PCS: +1x T2 ARCHER (Hail of Fire)
FOR 4 PCS: +1x T3 BARRICADES (Drag Down,
REINFORCEMENTS Seismic Repulsor)
FOR 3 PCS: 2x T2 RONIN (Extended blade)
FOR 5 PCS: +1x T3 BARRICADES (Drag Down,
FOR 4 PCS: +4x T2 RAINMAKER GRUNTS Seismic Repulsor)

FOR 5 PCS: +4x T2 RAINMAKER GRUNTS SITREP: Skirmish


OBJECTIVES: Destroy the Enemy?
SITREP: Skirmish SITUATION: All characters start unmounted.
OBJECTIVE: Destroy all enemies There are empty NPC mechs
scattered around the area that can
ENEMY FORCES be mounted freely.
FOR 3 PCS: 1x T4 CURSE ENEMY FORCES
1x T3 ELITE VETERAN SEEDER FOR 3 PCS: 2x T2 SPECIALISTS (Saboteur)
(Limitless, Speed Deployer, 2x T2 SPECIALISTS (Commando)
Hopping Mines, Det Spike) 1x T2 SPECIALISTS (Operative)
2x T3 DRAGOONS (Chaff Launchers) 1x T2 SPECIALISTS (Marksman)

FOR 4 PCS: +1x T3 SCOURER (Melt) FOR 4 PCS: +1x T2 SPECIALISTS (Saboteur)
+1x T2 SPECIALISTS (Operative)
FOR 5 PCS: +1x T3 PUPPETEER
FOR 5 PCS: +1x T2 SPECIALISTS (Commando)
+1x T2 SPECIALISTS (Marksman)

[56]
LL12
SITREP: Skirmish SITREP: Skirmish
OBJECTIVE: Destroy all enemies OBJECTIVE: Destroy the Ultra
ENEMY FORCES
FOR 3+ PCS: 1x T3 DRAGOON SUPER ENEMY FORCES
(Dual Jethro Submachineguns, FOR 3-5 PCS: 1x T3 REVENANT GOLIATH ULTRA
After Image, All-Theater Upgrade, (Unyielding Lazarus, System
Instant Reflex, Chaff Launchers), Fuzzing, Repulsion Field, Ravager
Ultra:{ Turret, Superior Targeting, Pin,
Supreme Melee, Crushing Embrace, Power
Devastator, Knuckle, Retribution)
Lead The Charge
}, REINFORCEMENTS
Super:{ FOR 3 PCS: +4x T3 SCOURER GRUNTS (Melt)
Phase Change: Ace:{
Strafe, FOR 4 PCS: +4x T3 DEMOLISHER GRUNTS
Chaff Launchers, +4x T3 BERSERKER GRUNTS
Missile Swarm,
Rapid Response, FOR 5 PCS: +4x T3 PYRO GRUNTS
Bombing Bay (Explosive Jet)
},
Hypervigilance,
SITREP: Intercept (p, 39)
Precognitive Instinct
ENVIRONMENT: Zero G (Lancer, p. 63)
})
OBJECTIVES: Destroy all Payloads (Size 4,
REINFORCEMENTS
40HP)
FOR 3+ PCS: 1x T3 SPECIALIST SUPER (PILOT)
SPECIAL: All enemies can fly
(Commando, Saboteur, Legend)
ENEMY FORCES
SITREP: Skirmish FOR 3 PCS: 1x T3 ELITE CATAPULT (Speed
ENVIRONMENT: Zero G (Lancer, p. 63) Loader, Remote Triage)
1x T3 FREEZER
ENEMY FORCES 2x T3 DRAGOON (Chaff Launchers,
FOR 3 PCS: 3x T3 ELITE CANNONADE (Anti-Ship After-Image, Instant Reflex)
Charge Rail, Air Warden System,
Wide-Eye Targeting System, FOR 4 PCS: +1x T3 WARLOCK (Displacement
Flotsam Proximity Mine) Beam, Sabotage Munitions)
2x T3 DRAGOON (Dual Jethro
Submachineguns, Instant Reflex) FOR 5 PCS: +1x T3 WITCH (Chain)

FOR 4 PCS: +2x T3 ARCHER (Impending Threat) REINFORCEMENTS


FOR 3-5 PCS: +4x T3 FANATIC BASTION (Defend,
FOR 5 PCS: +1x T3 PUPPETEER (Flash Printer, Zealous Retort)
Grand Finale, Stage Disguise) 3x OBJECTIVES

REINFORCEMENTS FOR 4 PCS: +4x T3 GRUNT ASSAULTS


FOR 3 PCS: 2x T3 DRAGOON (Dual Jethro (Underslung Grenade Launcher)
Submachineguns, Instant Reflex)
FOR 5 PCS: +1x T3 MIRROR (Feedback Loop,
FOR 4 PCS: +1x T3 WARLOCK (Trap Foe, Matter Defensive Meta-Reflection)
Whip)

FOR 5 PCS: +1x T3 PUPPETEER (Flash Printer,


Grand Finale, Stage Disguise)

[57]
OTHER MODES OF PLAY
POINT SKIRMISH LANSIM
Point Skirmish is a friendly sparring match between Lansim is a no-stakes game where you can test
GMs. It is fought entirely with NPCs using the NPC builds and gain experience outside of a proper
rules for combat. campaign. It is valuable for both players and GMs,
as it allows both parties to learn what works in
POINT SKIRMISH RULES practice, instead of what works in theory.
Both sides have a point allocation of either 10, 20, or
30 points, agreed upon by both players. Points are It requires very little setup on the part of the GM
spent to purchase NPCs, Features, and Templates outside of preparing a single combat.
as listed in the Unit Costs table below.
A game of LANSIM usually runs about 2-3 hours for
Each player prepares two sets of forces. Both a single combat with five experienced players and
players are aware of the unit composition of each an experienced GM.
force including classes, templates, and point values.
The players then decide who will be the Attacker,
and who will be the Defender. The Attacker selects LANSIM RULES
their force first, and the Defender chooses one of Before the game:
their forces to oppose it. After this, evenly divide the 1. DETERMINE LICENSE LEVEL
battlefield. The Defender then deploys first, choosing License levels range from LL0 to LL12. Higher levels
one half of the battlefield and the Attacker deploys determine things like skills and abilities, grit, and
second. other beneficial effects. For people starting out, I
recommend running a LL0 match, before moving
At the start of combat, the Attacker moves first, and onto a LL3 match and higher. About LL6 is where
then play continues, alternating between sides as builds tend to click, so run that if you feel that your
per the rules in the Lancer Core Rulebook. players are comfortable with it.

At the end of Round 8, players tally up their score 2. SELECT NPCS BASED ON LICENSE LEVEL
totals. A player scores a number of points for each NPCs have three tiers that correlate roughly to the
unit destroyed based on the unit’s point value. For LL of the players:
partially damaged units that survive combat, the ● T1: LL0-4
opposing player may tally one point for each ● T2: LL5-8
structure and stress damage dealt, up to the unit’s ● T3: LL9-12
value. In the case of a draw, the Attacker wins. Once done, decide the battlefield layout and you are
good to go.

UNIT COSTS 3. BRIEF THE PLAYERS ON WHAT THEY WILL BE FACING


1 Point 4 Units with the Grunt Template Inform players of the license level for the game, the
scenario, the opponents they will face, the mission
1 Point 1 Standard Unit Class
objective, and the map layout, then allow them time
1 Point Adding a non-Grunt Template to a unit. to kit out their mechs for the combat. Once ready,
2 Points Adding a Template that adds an extra begin combat.
Structure or Stress to a Unit.
4 Points Adding an Ultra Base Template to a unit. 4. ASK FOR FEEDBACK
Ask your players what they felt worked and what
8 Points Adding a Super Base Template to a unit. didn’t, and whether or not they had fun fighting the
1 Point Each Optional Class Feature force you brought. This is probably the most
1 Point Each Optional Template Feature important part of this mode of play, as it informs
future decisions on force composition for both
2 Points Each NPC Tier above Tier 1. campaign and simulated play.

POINT SKIRMISH OPTIONAL FEATURES LANSIM NOTES


Every optional feature, no matter the source, It’s important to note that LANSIM is just that,
costs one point. If a template says that you a simulation. It’s not a story-driven adventure
may select X number of features from the or a high-stakes endeavor. It’s just people
optional feature list, those features still cost around a table figuring out what works.
one point each.

[58]
MISCELLANEOUS Q&A
YOUR TALENTS ARE DUMB BECAUSE TALENTS CANNOT BE USED OUTSIDE OF A MECH.
Ordinarily yes, you would be correct. However, in the section on Talents on page 35 of the Core Rulebook there is
the clause “With a few exceptions”. These talents lean heavily into that clause. It is also why the talents focus on
things you do to either support mechs, support humans, or use equipment to do either. You still can’t wrestle a
mech to save your life, but things like Commando assume that the person has very special equipment that helps
them survive. In the end, it’s your table. You are the arbiter of what is or is not allowed for your games.

INTANGIBLE?
Intangibility is a status that was added with the addition of the Calendula frame in the official supplement, Field
Guide: The Karrakin Trade Baronies. The exact text reprinted below is a mechanic, and is therefore covered
under the Lancer Third Party License.

STATUS: INTANGIBLE
“Intangible characters can move through obstructions such as characters or terrain but not end their turns in them.
They, their actions, and any effects they own or control can only affect other Intangible characters and objects.
Tangible characters can move through Intangible characters and objects but not end their turns inside their
spaces and can’t affect them in any way. Intangible characters cannot capture points or count for zones (for
sitreps) and don’t count as adjacent to tangible characters.

Effects that are already active on a character when they become Intangible, such as statuses, remain active, but
effects that require an ongoing Interaction between two characters or objects (like traps or force fields) end. If a
mech becomes Intangible, its pilot remains Intangible for the same duration.” - Field Guide: The Karrakin Trade
Baronies p.138 https://massif-press.itch.io/field-guide-the-karrakin-trade-baronies

WHERE CAN I FIND THE THIRD PARTY LICENSE?


You can find it on the Massif Press official website here https://massifpress.com/legal.

I’M CONFUSED ABOUT TECHIE, WHAT CAN I ACTUALLY DO?


You may use the Bolster and Invade tech actions as quick actions while you are outside your mech. Talents that
affect those actions also apply. However since there is no such thing as a Quick Tech or Full Tech for pilots, that
also means that while outside your mech you will not have access to things like Last Argument of Kings because
it is a full tech action. Keep in mind that you still can’t use other Talents while not piloting a mech, unless you
dipped so heavily into Technophile that your Rank 3 NHP has your Talents as well.

ISN’T BEING ON FOOT DANGEROUS?


Yes. It is also a unique opportunity for storytelling and a risky play style that emphasizes additional risk in return
for more action economy on your turn. You can combine this with things like the GMS Comp/Con to allow your
mech to obey you as a protocol on your turn, effectively giving you the chance to use both your mech’s weapons
and your pilot weapons at the same time. Granted, you can monkey’s paw the hell out of that as a GM, but
assuming we are not here to be killjoys, it is an opportunity for your pilots to stretch what they can do in exchange
for being able to target them directly.

WHY TALENTS FOR PEOPLE?


Pilots need something to do in the worst case scenario. Plus hijacking a mech is cool. I like cool, and I think other
people might like it too. Plus, in an age of space travel, mud, and lasers, you cannot convince me that there has
not been some army that has not developed man portable systems for dealing with armored targets.

THE SABOTEUR RUINED MY ULTRA ENCOUNTER!


Wow, you mean your player beat statistically long odds in a way that made your combat memorable and maybe
got a few laughs around the table? How awful. This literally happened the first time I ran a combat against a Sab.
We still laugh about it. Lighten up! You’re the GM. If you don’t like a rule, change it or don’t use it.

[59]
WHERE DO I DEPLOY IN POINT SKIRMISH?
Anywhere in your half of the battlefield. This gives you the option to deploy snipers in the back, heavy hitters up
front, or any number of different positions.

WHAT ABOUT TERRAIN AND COVER IN POINT SKIRMISH?


You will have to work with your opponent on that one. I can’t reasonably come up with a system for that in half a
page of rules. I do imagine that if this playstyle catches on the community will discover some best practices that
can be used to expand them or replace them entirely.

HOW MUCH DOES X COST FOR POINT SKIRMISH? GIVE ME AN EXAMPLE.


Super is special because it assumes you are also taking the Ultra template. This is intended more as a short form
for all of the things that the Ultra can do in order to save space and keep the Super template to one page.
Mechanically speaking they are intended to be distinct from each other.

So lets build a few units as an example:


Grunts are counted as four to a single unit, providing action economy at the cost of durability. If you add an
optional to a grunt also divide the value of that feature between them. Individually the units are worth half a point
each, but the group itself is collectively worth 2 points with the optional feature. This makes it simpler to calculate
your force strength.

Standard units are each worth one point base cost. Templates are added on top of these units, meaning each
template adds to the value of that template on top of the base cost. This means a Tier 1 Elite costs minimum 3
points, a Tier 1 Ultra costs minimum 5 points, and so on. So if I were to say, build a Tier 2 Elite with two optional
features the breakdown would be this:

1 - Base cost
+2 - Elite template
+1 - Optional feature 1
+1 - Optional feature 2
+2 - Upgrade Tier one level.
Total 7 points.

Yikes! That's pretty expensive! You may notice that the cost for taking a non-grunt template is not included here.
This is intended as a catch-all for other template classes that do not add structure or extremely powerful features.
Generally speaking, template costs are intended to be exclusive. Any template that qualifies for more than one
category, will cost the most expensive category it qualifies for, hence the differentiation between templates with
Structure versus something like an Ultra which also has a Structure bonus.

Let’s try another one. This time we will make a Tier 3 Super with the Retrofitted template and a few other bells and
whistles:

1 - Base cost
+2 - Retrofitted template (it has the option to increase structure)
+8 - Super Template
+1 - Optional feature 1
+1 - Optional feature 2
+1 - Template feature 1
+1 - Template feature 2
+2 - Upgrade Tier one level
+2 - Upgrade Tier one more level
Total 19 points.

As you can see, the units can get very expensive very fast. This encourages forces to choose between a lot of
cheaper units that do not perform as well but cost less and have more action economy, or a mixed force with
some units that are high value targets but perform better overall. Since both players know which units are worth
what, they can plan their strategy around prioritizing those targets.

[60]
HOW DOES THE REVENANT’S LAZARUS PROTOCOL WORK? WHEN CAN I ACTIVATE IT?
Lazarus protocol can be activated any time an NPC can start a turn, provided that the Revenant still has
activations remaining (i.e. it can still take a turn.)

HOW OFTEN DOES THE DAMAGE FROM THE ARSONIST’S WILDFIRE SWARM TRIGGER?
A character can only be affected by the fires once per round for all fires, either at the start of their turn, or when
they move into it.

HOW MUCH DOES A RAMSHACKLE COST FOR POINT SKIRMISH? WHAT ABOUT EQUIPMENT THAT
IS SWAPPED?
One point. The equipment swap is part of its base features, if you are referring to the LCP, it had to be structured
that way due to some restriction. Taking one of its other optional features will still cost you a point, however.

[61]

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