CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT
MONSTER
Zheng He, LL 2 /10
1
8
8
HULL AGI
4
SYS
+1 ENG
SKILL TRIGGERS
+2 Blow Something Up +2 Show Off +2 Take Someone Out
2 0 2 0
+6 Threaten
LICENSES
HORUS Balor II
TA L E N T S
EXEMPLAR
The first time on your turn that you attack a hostile character within Range 3, hit or miss, you may give them the Exemplar’s
Mark as a free action. Characters can only have one Exemplar’s Mark at a time – new marks from any character replace
existing marks.
The character has the Exemplar’s Mark until the start of your next turn, and while they have it, you gain the Valiant Aid
Reaction.
1/round, when the character with your Mark attacks a character within Range 3 of you, other than you, they trigger your
Overwatch.
As a free action when you mark a character, you may challenge them in a duel to the death: you and the character with your
Mark receive +3 Difficulty on attacks against characters or objects other than each other until either the end of the current
scene or one of your mechs are destroyed. If they take any action that includes an attack roll against you, hit or miss, this
effect ceases for them until the start of your next turn.
While To The Death is active, you cannot voluntarily move away from the character with your Mark; additionally, your Mark
lasts either until the end of the current scene or one of your mechs are destroyed, and you cannot Mark any new
characters.
BRAWLER
You gain +1 Accuracy on all melee attacks against targets you are Grappling.
EXECUTIONER
1/round, when you hit with a Heavy or Superheavy melee weapon, you can make another melee attack with the same
weapon as a free action against a different character within Threat and line of sight. This attack deals half damage, if
successful.
PILOT LOADOUT
ASSAULT HARDSUIT / / A R M O R MEDIUM SIGNATURE / / W E A P O N MEDIUM A/C / / W E A P O N
+1 Armor / E-Def: 8 / Evasion: 8 Range 5 | 2 Variable Damage Threat 1 | 2 Kinetic Damage
HP Bonus: +3 / Speed: 4 When a signature weapon is acquired,
choose its damage type – Explosive,
Energy, or Kinetic.
FRAG GRENADES //GEAR MAG-CLAMPS / / G E A R SLEEPING BAG / / G E A R
These clamps attach easily to any Coming in a variety of sizes, sleeping
metal surface, enhancing bags are a field necessity. They’re
maneuverability in zero-g designed to fold out from a hardsuit, fit
environments or when repairing within a mech’s cockpit, resist fire and
mechs. They can be carried or fitted to changes in temperature, and – when
boots. necessary – seal against vacuum.
HORUS BALOR OVERCHARGE
HUNGER +1 +1d3 +1d6 +1d6+4
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y
2
STRUCTURE
0 2
HP
0
STRESS
/1 /5
H E AT
ATK
/4
TECH ATK
SAVE
/19
SPEED E-DEF
/4
EVASION SENSORS
/4
LTD SYS
+1 +3 11 3 12 6 5 +0
FRAME TRAITS
SCOURING SWARM REGENERATION SELF-PERPETUATING
The Balor deals 2 kinetic to At the end of its turn, the Balor When you rest, the Balor regains
characters of its choice that start regains 1/4 of its total HP. When it full HP automatically and without
their turn grappled by or adjacent to takes stress or structure damage, REPAIRS.
it. this effect ceases until the end of its
next turn.
CORE SYSTEM
HELLSWARM
Your nanites switch into a hyperactive mode, causing the following effects until the end of the scene:
You and adjacent allies gain soft cover.
Scouring Swarm deals 4 kinetic, instead of 2.
Regeneration restores 1/2 of your total HP, instead of 1/4.
If you would take structure damage, roll 1d6: on 6, your mech hellishly pulls itself together, taking no structure damage,
returning to 1 HP, and gaining Immunity to all damage until the end of the current turn.
You become Shredded and cannot clear this condition for the duration.
PRIMARY / / L O A D O U T
MAIN MOUNT
GMS MAIN RIFLE
Assault Rifle
Range 10 |1d6 Kinetic Damage Reliable 2
HEAVY MOUNT
G M S H E AV Y M E L E E
Heavy Melee Weapon
Threat 1 |2d6+1 Kinetic Damage
SYSTEMS
Swarm Body HORUS SYSTEM
Activate Swarm Body (Quick)
EFFECT
After activating this system, a burst 1 swarm is released at the end of your turn. Characters of your choice that start their
turn in the area or enter it on their turn must succeed on a Systems save or take 3 kinetic. This amount increases by +3
damage for each of your turns that you have remained stationary, up to a maximum of 9 kinetic.
This effect lasts until you move, including involuntary movement.
Unique Quick Action
Hive Drone HORUS DRONE
This hive drone can be deployed to a free space within Sensors and line of sight, where it releases a burst 2 greywash swarm
with the following effects:
Allied characters at least partially within the affected area gain soft cover, as does the hive drone.
Hostile characters take 1 AP kinetic damage when they start their turn in the affected area or enter it for the first time in a
round. Damage from areas created by multiple hive drones does not stack.
The drone can be deployed to a different space or recalled as a quick action.
Deploy Hive Drone (Quick)
Hive Drone
Size ½ HP: 5 Evasion: 10 E-Defense: 10
This hive drone can be deployed to a free space within Sensors and line of sight, where it releases a burst 2 greywash
swarm with the following effects:
Allied characters at least partially within the affected area gain soft cover, as does the hive drone.
Hostile characters take 1 AP kinetic damage when they start their turn in the affected area or enter it for the first time
in a round. Damage from areas created by multiple hive drones does not stack.
The drone can be deployed to a different space or recalled as a quick action.
Drone Quick Action
Hive Drone HORUS DRONE
This hive drone can be deployed to a free space within Sensors and line of sight, where it releases a burst 2 greywash swarm
with the following effects:
Allied characters at least partially within the affected area gain soft cover, as does the hive drone.
Hostile characters take 1 AP kinetic damage when they start their turn in the affected area or enter it for the first time in a
round. Damage from areas created by multiple hive drones does not stack.
The drone can be deployed to a different space or recalled as a quick action.
Deploy Hive Drone (Quick)
Hive Drone
Size ½ HP: 5 Evasion: 10 E-Defense: 10
This hive drone can be deployed to a free space within Sensors and line of sight, where it releases a burst 2 greywash
swarm with the following effects:
Allied characters at least partially within the affected area gain soft cover, as does the hive drone.
Hostile characters take 1 AP kinetic damage when they start their turn in the affected area or enter it for the first time
in a round. Damage from areas created by multiple hive drones does not stack.
The drone can be deployed to a different space or recalled as a quick action.
Drone Quick Action
Personalizations GMS SYSTEM
You gain +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your mech.
This mod has no numerical benefit beyond the additional HP it grants, but could provide other useful effects. If the GM agrees
that this mod would help with either a pilot or mech skill check, you gain +1 Accuracy for that check.
Unique
Scanner Swarm HORUS TECH
You gain +1 accuracy on tech attacks against adjacent characters.
Unique