Burning Memories 1.4.1
Burning Memories 1.4.1
                                                 Design by
                                               Logan Graham
                                                   Art by
                                                Jordan Arias
                                               Playtesting
    Special thanks to MadladPremium, MagicMan, Captain Clem Cuddlecakes, Nasajin, Pencil Dragon,
       Door-Keeper, tetra, and the Pilot.Net Discord for assistance with feedback and playtesting.
Template used
Contact
                                              Logan Graham
                                       logan.graham92@gmail.com
                                                 Jordan Arias
                                          sir.veyza.art@gmail.com 
 All thanks and acknowledgement to Massif Press for use of the Lancer setting and system. Burning
Memories is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press.
 Burning Memories is published via the Lancer Third Party License. Lancer is copyright Massif Press.
                                                                                                            1
TABLE OF CONTENTS
INTRODUCTION          3
IPS-N SIEGEL          5
IPS-N ATTILA         11
SSC PHAON CRESCENT   16
SSC MACULINEON       22
HORUS CHTHONIAN      27
HORUS SHRIEKER       32
HA AQUINAS           37
HA FUJITA            43
IPS-N DU KANG        49
HORUS SENESPADA      52
                            2
INTRODUCTION
The Burning Memories supplement introduces              OUTNUMBERED
eight full new mech licenses; the IPS-Northstar         A player character is Outnumbered while there are
Siegel and Attila, the Smith-Shimano Corpro Phaon       more hostile characters than allied characters
Crescent and Maculineon, the HORUS Chthonian            (including themselves) within Range 5 of them.
and Shrieker, and the Harrison Armory Aquinas           Characters with the Elite template count as two
and Fujita. It also includes the IPS-Northstar Du
                                                        characters. Characters with the Ultra template count
Kang, a variant frame of the Zheng, the HORUS
Senespada, a variant frame of the Lich, and the         as three characters. Drones do not count towards
Orchestrator talent.                                    Outnumbered.
                                                        BATTERED
NEW STATUSES AND TAG                                    A player character is Battered while they have two
The supplement also introduces two new statuses:
                                                        or fewer Structure remaining.
Outnumbered and Battered, which trigger and
                                                        
confer effects as long as certain criteria are met.
                                                        PROVOKE
                                                        If an ability grants Provoke, it grants a mark on your
If an effect lists Outnumbered or Battered effects,
                                                        mech at the end of each of your turns (if you don't
by default, they apply when the originating character
                                                        already have one and aren't Hidden). Taking
becomes Outnumbered or Battered, unless
                                                        damage from a hostile target, or failing a save forced
otherwise specified (such as requiring that you start
                                                        by one, removes this mark. You may expend it as a
your turn in either state, or targeting a different
                                                        free action for the effect listed after the Provoke
character who is Outnumbered or Battered).
                                                        keyword in the ability description. Multiple Provoke
                                                        effects grant unique marks per source; a mark
The Provoke tag is also introduced. Provoke effects
                                                        gained from one source of Provoke cannot be spent
incentivize enemies to target you, and punish them
                                                        for the effect of a different one. Losing the source of
when they don’t.
                                                        the Provoke effect (such as with system destruction)
                                                        also removes the mark.
                                                                                                             3
                               NEW TALENT
 ORCHESTRATOR
The most powerful tech and weaponry mean nothing if they can never be brought to bear. This doctrine is one of
which Kasiandr Fabros is a faithful apostle, rearranging and debilitating opposing forces with a deft virtuosity.
Heavy chains, jamming drones, and disruptor rounds gild her arsenal, leaving her enemies struggling to find
purchase. Why should they expect her to fight fairly? They're not even playing the same game.
I. SCHERZO
1/round when you force a save, you may push the character that failed the save 2 spaces in any direction.
II. MARCATO
When you force a check or save against a hostile character with Lock On, you may consume the Lock On to add
+1 Difficulty to that check or save.
III. CANON
Gain a d6 Maestro die, starting at 1. Whenever a hostile character fails a save that you forced, tick up the die by
1. 1/round while the Maestro die is at 6, you may reset it to 1 as a reaction to select a character with a condition
that was not caused by themselves in Range 10; another character of your choice within Range 5 of the first
character gains the same condition until the end of their next turn.
The Maestro die persists between rests but resets to 1 during a Full Repair.
                                                                                                                  4
                            IPS-N
                           SIEGEL
                               Defender/Support
The Dawnline Shore is an area steeped in conflict, in both open combat and
boardroom politics. Borne from the latter and rigged together for the former,
the Siegel is the product of an unofficial, clandestine project headed by a
reformist faction of rimward IPS-N engineers, disillusioned with their
employer after its persistent cooperation with Harrison Armory’s colonial
suppression efforts. A large, bulky, yet highly mobile close-quarters
intervention frame, its role as a first responder to outmanned and outgunned
colonial resistance theaters has earned it a venerated reputation along the
Shore.
A popular (and perhaps apocryphal) frontier story details a battle in which a
rebel Siegel pilot single handedly defended his home settlement against a
battalion of Barony combined arms forces, buying enough time for a zero
casualty evacuation effort. Upon returning to the settlement, the residents
found the Siegel damaged beyond repair, yet miraculously standing upright, the
province's banner draped proudly over its shoulders. And though the pilot lay
dead inside the cockpit, the memory of his impossible victory lives on; all
Siegel frames thenceforth have been printed with a flowing cape, a garment
which has become synonymous with the frame in the Dawnline Shore.
                                                                                 5
CORE STATS                                            but the engineers could not reproduce the
                                                      energy output necessary to power the
 Size: 2                    Save Target: 10           shields over a large enough combat area to
 Armor: 2                   Sensors: 8                fulfill its frequent role as the sole
 HULL                       SYSTEMS                   mechanized defender of multiple disparate
    HP: 10                     E-Defense: 6           combat zones. Thus, the wide-field shield
    Repair Cap: 5              Tech Attack: -2        arrays were stripped, and the booster
 AGILITY                       SP: 6                  torque was amplified by an order of
    Evasion: 6              ENGINEERING               magnitude. If the Siegel fell, so too would
    Speed: 5                   Heat Cap: 6            its charge. So it would fly.
                                                       INVIGORATION PULSE
TRAITS                                                 1/round, when an adjacent allied character is
 PARAGON HYDRAULICS                                    targeted by a hostile action, as a reaction you
 The Siegel gains +1 Accuracy on Hull checks and       become the target instead. If the action was an
 saves.                                                area of effect, it must be positioned so it targets
                                                       you, or as close as possible. This transfer takes
 GUARDIAN                                              place even if the original could not have hit you.
 Adjacent allies can use the Siegel for hard cover.
HELPING HAND
                                                      Grand Entrance
The Siegel may clear Prone from allied characters     Active (1CP), Quick Action, Efficient
it starts its turn adjacent to or moves adjacent to   Fly to a free and valid space adjacent to an allied
during its turn. This trait is disabled while         character within Range 50. This doesn't require line
Grappling.                                            of sight to the allied character, does not trigger
                                                      reactions, and ignores engagement, but requires a
                                                      valid path. When you complete the movement,
MOUNTS                                                characters of your choice adjacent to either (or
 FLEX                MAIN                             both) you or the chosen allied character are
 MOUNT               MOUNT                            knocked back 2 spaces, and must succeed on an
                                                      Agility save or be knocked Prone. The chosen
                                                      allied character then becomes a valid target for
CORE SYSTEM                                           Invigoration Pulse within Range 5 until the end of
                                                      their next turn.
INTERCESSION JETS
The dearth of allied mechanized chassis               If your target is Battered or Outnumbered, Grand
support in the Shore, as well as the                  Entrance may be used even if you are Slowed or
limited resources available to the Siegel's           Immobilized.
radicalized IPS-N creators, necessitated a
                                                      This core power is Efficient and refunds 1 CP at
solution to minimal or even                           the end of any scene in which it is used.
single-deployment combat situations. Stolen
Saladin schematics were initially
reverse-engineered in order to utilize its
well-known hardlight defense technology,
                                                                                                             6
7
LICENSE I:
PHOTOKINETIC PROJECTOR, RAMPART BUCKLER
                                                                                                         8
LICENSE II:
SIEGEL FRAME, DISSENSION-CALIBER BRUISER BARRELS, RETROGRADE THERMAL COLLAPSER
                                                                                                         9
LICENSE III:
MRC “ABSOLVER” GAUNTLETS, SCHUSTER-CLASS NHP
                                                                                                       10
                            IPS-N
                           ATTILA
                               Striker/Defender
5009u saw the beginning of the invasion of the small nation of Valrania under
the heel of the Ghetsin Empire, the dominant imperial force on the planet
Tartarus. Noting waning morale among advisors and other members of his
council, Lord Protector Haral Thorvaldsson proudly announced that he had no
intention of letting the assimilation that befell his neighboring countries
creep a single step further into the lands of his people. Commissioning a
sturdy interdiction frame amongst his military researchers, Thorvaldsson would
assume the helm and go on to lead his forces in a number of crucial battles
that ultimately led to the retreat of the Ghetsin invading force…for now.
Imposing and stalwart, the design of the unit mounted by Thorvaldsson has
since been modified by IPS-Northstar and has entered a limited production run
to gauge public interest. Immensely sturdy, the newly christened Attila boasts
an array of extremely powerful hydraulic reinforcements to maintain combat
readiness at all times; it is said that even ultra-caliber artillery shells
will fail to force it to the ground, if they can even penetrate its adaptive
armor.
                                                                                 11
CORE STATS                                           Integrated Mount: Thronebreaker
 Size: 2                   Save Target: 10
 Armor: 2                  Sensors: 3                 Thronebreaker
 HULL                      SYSTEMS                    Heavy Melee, Reliable 2
    HP: 10                    E-Defense: 6            [Threat 1] [5 Kinetic]
    Repair Cap: 5             Tech Attack: -2         Outnumbered: This weapon gains +2 Threat.
 AGILITY                      SP: 6                   Battered: 1/round, gain (Grit+2) Overshield on a
    Evasion: 6             ENGINEERING                hit with this weapon.
    Speed: 4                  Heat Cap: 5
                                                      The Humble Can Only Bow
                                                      Active (1CP), Protocol
TRAITS                                                You may always use this protocol regardless of
 PRESENCE OF GREATNESS
                                                      effects that would prevent you from doing so
 The Attila has Immunity to Prone inflicted by
 external sources.                                    (excepting being Shut Down or destroyed). For
                                                      the rest of the scene, gain the following effects:
 BEND THE KNEE                                         ● You no longer roll structure damage checks
 Provoke: Your next melee attack gains "On Attack:         while you have more than 0 Structure.
 Your target is knocked Prone. This takes place        ● You have Immunity to difficult terrain,
 before the attack is rolled."                             dangerous terrain, all forced movement, and
                                                           may always make your standard movement
 DYNASTIC
                                                           and make attacks with Thronebreaker
 You roll an additional d6 when making structure
 damage checks; however, you may ignore the                regardless of any effects which might prevent
 result of any one of the dice you roll.                   you from making them (such as Stunned,
                                                           Immobilized, Jammed, etc.) as long as you
MOUNTS                                                     are not Shut Down or destroyed.
 HEAVY              MAIN                               ● You emit a persistent Burst 2 aura of
 MOUNT              MOUNT                                  unyielding sovereignty. Hostile characters that
                                                           start their turn in the area or enter it for the
                                                           first time in a round must immediately pass a
                                                                                                              12
13
LICENSE I:                                         LICENSE II:
SACROSANCTION CHAIN, SUPREME                       ATTILA FRAME, WARRIOR-KING HEAVY
COMMANDMENT ART II: SUBJUGATE                      PLATING, SUPREME COMMANDMENT ART I:
                                                   CONSECRATE
Sacrosanction Chain
Main Melee, Accurate, Loading                      Warrior-King Heavy Plating
[Threat 2] [1d6+1 Kinetic]                         2 SP, Unique
You may Overwatch with this weapon even if it is   Slowed hostile characters take +1 Difficulty to
unloaded.                                          checks and saves forced by you.
"Never let it be said that I am a ruler            Outnumbered or Battered: You gain +1
                                                   Accuracy to all checks and saves.
unwilling to lend an ear to even the
                                                   Both: You gain +2 Accuracy to all checks and
least of you. You may air your                     saves, and you cannot fail checks and saves
grievances to me directly."                        initiated by hostile characters. Additionally, you
                                                   may always choose to make a check or save,
Supreme Commandment Art II:                        even if an effect would force you to fail it
                                                   automatically.
Subjugate
                                                   "Worry not, struggler; you have earned
2 SP, Quick Action, Unique
A hostile character in Range 8 must make an
                                                   my blood, and so you shall have it thus
Engineering save. On a failure, you ravage all     by oath. You will return home with
but the most mundane of their sensors, systems,    honor, mantled in the banner that you
and weapons; they cannot make reactions or         fell for.”
tech actions targeting characters allied to you
until the end of their next turn.
                                                   Supreme Commandment Art I:
“The time for words is past. Bring your
steel to bear, that it may break under
                                                   Consecrate
                                                   2 SP, Quick Action, Unique
my own.”
                                                   A hostile character in Range 8 must make an
                                                   Engineering save. On a failure, their targeting
                                                   mechanisms overload and burst dramatically,
                                                   coating a Burst 2 area in electroplasmic ejecta.
                                                   This area remains stationary even if the affected
                                                   character moves, and lasts for the rest of the
                                                   scene or until you use this action again.
                                                                                                        14
LICENSE III:
MASTERY’S DIVINE BURDEN, SUPREME COMMANDMENT ART ZERO: DOMINATE
                                                                                                      15
          SSC
     PHAON CRESCENT
                                Striker
With the advent of the White Witch and Emperor, Exotic Materials was
thrust into the limelight as one of SSC’s premier development partners.
However, while certainly successful militaristically, the brutal
sterility of these platforms did not appeal to the boldest of Smith
Shimano’s regular patrons, those pilots and Lancers seeking to show off
for sport and fame as much as to enhance their combat efficacy:
Daredevils.
Starting with a standard schedule lightweight chassis, weight was kept
to a minimum to allow for maximum acceleration, torque, and
maneuverability in combat. Though lacking in the heavy armaments and
defensive options of more “reliable” line mechs such as the ever-popular
Metalmark, a series of frame-orbital blinkspace holsters and sheaths
keeps the overall weight to a minimum while allowing for a veritable
arsenal of weaponry, able to be brandished, fired, and stowed with
lightning speed. The result is a mechanized chassis with the highest
effective combat uptime of any of SSC’s models to date.
Due to prohibitively expensive manufacturing costs, reaction-dependent
defensive mechanisms, general frailty for something designed for close
to mid-range combat, as well as the overall difficulty in piloting the
frame, SSC have instituted a rigorous virtual reality test course for
prospective buyers, and refuses sale to any unable to pass. With a
rumored success rate in the single digit percentages, many an interested
combat veteran has exited these training courses shaking their head and
grumbling of the frame’s (well-documented) demands on them. EXMATs have
written this off as an “issue of pilot skill”, which has only encouraged
even more pilots to test their mettle in the pre-purchase trials as the
glory of successfully taming the Phaon Crescent generates more attention
and sales for SSC as a whole.
                                                                           16
CORE STATS                                              Impulse
 Size: 1                    Save Target: 10             At the start of each scene, you gain a d6 Impulse
 Armor: 0                   Sensors: 8                  die, starting at 2, which lasts for the rest of the
 HULL                       SYSTEMS                     scene. When you make a melee or ranged attack
                                                        (including contested attack rolls), you may take
    HP: 8                      E-Defense: 9
                                                        +1 Difficulty to all rolls made as part of that attack
    Repair Cap: 3              Tech Attack: +0          to perform a more stylish strike; successful rolls
 AGILITY                       SP: 6                    increase the Impulse die by one. Successful Main
    Evasion: 10             ENGINEERING                 weapon attack rolls increase the die by 2 instead.
    Speed: 5                   Heat Cap: 5              Weapon attacks targeting more than one character
                                                        cannot increase the Impulse die more than once
TRAITS                                                  (or by 2 for Main weapon attacks) per attack.
 HOT SWAP
                                                        While the Impulse die is at 6, your weapons gain
 1/round, choose one: when you make a melee
                                                        Reliable based on their size; Auxiliary: 1, Main: 2.
 attack, your next ranged attack gains +1d6 bonus
                                                        If a weapon already has the Reliable tag, increase
 damage and ignores engagement penalties; OR
                                                        the Reliable by +1 instead.
 when you make a ranged attack, your next melee
 attack gains +1d6 bonus damage and, if it is a
 weapon attack, Thrown 5. These effects do not
 stack with themselves.                                 Quickening
                                                        Active (1CP), Protocol
 FADE PARRY                                             For the rest of the scene, you become
 1/round, when you are targeted by a ranged or          supercharged with exhilarating style and
 melee attack, make a corresponding contested           momentum. You gain a d6 Blitz die, starting at 1.
 attack roll with +1 Accuracy against the attacker as   Additionally, your Impulse die increases by 2 when
 a reaction. If you win, the attack automatically       you use Impulse to take Difficulty to an attack
 misses you.                                            instead of 1 (or 4 when attacking with a Main
                                                        weapon), and resets to 2 when it reaches 6.
                                                        Whenever the Impulse die resets, tick up the Blitz
MOUNTS                                                  die by 1. You gain the following effects based on
 MAIN                AUX/AUX             FLEX
                                                        the value of the Blitz die:
 MOUNT               MOUNT               MOUNT
                                                        1+: Your weapons gain Reliable as though your
                                                        Impulse die was at 6, and your critical hits knock
CORE SYSTEM                                             your target Prone.
                                                        3+: If the final result of your Fade Parry roll is 10+,
ADRENALIZER DRIVE                                       it is automatically successful. If your Fade Parry is
The entirety of the Phaon Crescent’s                    successful, you may attack the triggering character
endoskeletal structure is braided with                  with Overwatch as part of the same reaction.
sensor arrays which are fed information by              5+: You may trigger both of Hot Swap's options
cockpit-integrated biometric scanners. This             individually 1/round each instead of choosing one.
                                                        Additionally, if you win Fade Parry's contested roll,
network monitors the pilot’s dopamine,
                                                        you may teleport adjacent to the triggering
endorphin, and adrenaline levels, and                   character.
produces feedback in the form of emboldened
power banks, processing speed, torque, and
general output; the more brazenly and
extravagantly the pilot executes their
work, the Phaon Crescent will return the
exhilaration tenfold.
                                                                                                                  17
18
LICENSE I:
PHASE MAGNUM, LUNAR ARC
                                                                                                            19
LICENSE II:
PHAON CRESCENT FRAME, UNREALITY BLADE, BLITZWEAVE AUGMENTATION
                                                                                                          20
LICENSE III:
HARDLIGHT DOPPELGANGER, ECLIPSE OF THE MIDNIGHT VOID
                                                                                                         21
                SSC
             MACULINEON
                            Striker/Support
                                                                           22
CORE STATS                                             CORE SYSTEM
Size: 1                    Save Target: 10             BATTLE ARIA
Armor: 1                   Sensors: 8                  A series of comp-cons allows the Maculineon
HULL                       SYSTEMS                     to quickly calculate the resonant frequency
   HP: 8                      E-Defense: 8             of contacting objects and modulate its
   Repair Cap: 4              Tech Attack: +1          output in kind, allowing for the
AGILITY                       SP: 7                    close-range lockout and impediment of
   Evasion: 10             ENGINEERING                 various enemy systems at a moment's notice.
   Speed: 4                   Heat Cap: 5              It can supercharge its capacitors and
                                                       unlock processing limiters to amplify this
TRAITS                                                 effect, diverting extreme amounts of
REVERBERATOR ECMS                                      resonating energy into its limbs and
1/round, when you target an allied character as        weapons to inflict massive trauma.
part of a quick or full action, you gain a Leitmotif
mark if you do not already have one. You may            Improvisation
consume this mark to grant one of your successful       1/round on a successful melee attack, choose one
melee attacks +1d6 bonus damage, or as a                of the following:
reaction to gain Resistance to damage from a                 ● Your target gains Lock On. If they already
hostile attack after damage is determined.                       have Lock On, the condition becomes
                                                                 empowered; consuming this empowered
CONSTRUCTIVE INTERFERENCE                                        Lock On allows the attacker to treat the
1/scene, you may Bolster an allied character as a                weapon as Smart and/or Seeking.
free action. If you do, you gain a Leitmotif mark,           ● Your target becomes Impaired until the
even if you already have one.                                    end of their next turn. If they are already
                                                                 Impaired, they instead must pass an
                                                                 Engineering save or become Shredded
                                                                 until the end of their next turn.
                                                             ● An allied character in Sensors and line of
MOUNTS                                                           sight may clear Prone, or be pushed 2
MAIN/AUX            FLEX                                         spaces in any direction.
MOUNT               MOUNT
                                                        These effects do not trigger Reverberator ECMs.
                                                        Encore
                                                        Active (1CP), Protocol
                                                        For the rest of the scene, whenever you gain a
                                                        Leitmotif mark, choose up to two allied characters
                                                        within Sensors; they also gain Leitmotif marks
                                                        and may spend them in the same way you can.
                                                        Allied characters cannot have more than one
                                                        Leitmotif mark at a time.
                                                                                                               23
24
LICENSE I:
VOLTA SHORTBLADE, DYNAMIC AMPLIFICATION PROCESSOR
                                                                                             25
LICENSE II:                                             LICENSE III:
MACULINEON FRAME, CR-66 SHOTGUN,                        FERMATA SYSTEMS ENHANCER, TRITONE
SIDEWINDER MOD                                          SCRAMBLER CHARGES
                                                                                                            26
                    HORUS
                  CHTHONIAN
                                Controller
                                                                              27
CORE STATS                                                CORE SYSTEM
Size: 3                      Save Target: 12              TERROR THRALLS
Armor: 0                     Sensors: 5                   “AT THE END OF TIME, WHEN THE INHERITORS OF
HULL                         SYSTEMS                      CREATION HAVE LONG SINCE TURNED TO DUST,
   HP: 12                       E-Defense: 12             THE MEASURE OF THEIR MIGHT AND INGENUITY
   Repair Cap: 4                Tech Attack: +1           LAID LOW AND RENDERED LESS THAN FORGOTTEN
AGILITY                         SP: 8                     BY CRUSHING EONS, WHO WILL RECORD THE ARC
   Evasion: 6                ENGINEERING                  OF THEIR DREAMS? SLAKE YOUR FLICKERING
   Speed: 3                     Heat Cap: 6               HOPES UPON THE KNOWLEDGE WHICH ALL THINGS
                                                          DARE NOT LINGER: THE HOURGLASS SHATTERS.
TRAITS                                                    THE QUILL DECAYS. THE SWORD DISINTEGRATES.
HEAVY FRAME                                               ASH HAS NO MEMORY. CAST ME NOT AS THE
The Chthonian can’t be pushed, pulled, knocked            RUINER; I AM THE PROGENITOR OF NOTHINGNESS,
back, or knocked Prone by smaller characters.
                                                          AND ALL KINGDOMS WILL SHARE IN MY EMBRACE
PRIMORDIAL FEAR
                                                          IN THE RAPTURE OF THE DYING AGE, UNMADE AT
1/round, when you successfully attack or force a          THE THRESHOLD OF OBLIVION.
save against a hostile character with no other            GAZE UPON THE CONVERGENCE.”
hostile characters adjacent to them, you may
teleport 2 spaces towards them and that character          Create Thrall
chooses: either they fall Prone, or they only have         1/round as a quick action, you may mark a hostile
line of sight to adjacent spaces until the end of their    character within Range 50 as a Terror Thrall,
next turn.                                                 ignoring line of sight. Your attacks and effects
                                                           against Terror Thralls do not require line of sight
                                                           and ignore cover, and you may use them as a point
                                                           of origin for your attacks, abilities, and effects
MOUNTS                                                     against other targets, with line of sight, Range,
MAIN/AUX                                                   Threat, and Sensors traced from their location
MOUNT                                                      (this does not confer adjacency or Engagement for
                                                           effects that require it). All other hostile characters
                                                           are Impaired while within Range 2 of a Terror
                                                           Thrall.
                                                           Growing Madness
                                                           Active (1CP), Protocol
                                                           For the rest of the scene, you control the standard
                                                           movement of your Terror Thrall. Additionally,
                                                           Primordial Fear can be triggered an unlimited
                                                           number of times per round.
                                                                                                                    28
29
                                                           LICENSE II:
LICENSE I:
                                                           CHTHONIAN FRAME, SEGMENTED FLEXOR
MIND SPIKE NEXUS, PARANOIA ENGINE
                                                           EXTRUSION, PARASITE DRONES
Mind Spike Nexus                                           Segmented Flexor Extrusion
Auxiliary Nexus, Smart
                                                           Main Melee, Knockback 2
[Range 5] [1d3 Kinetic]
                                                           [Threat 3] [1d6 Kinetic]
This weapon treats characters under the effects
                                                           On your turn, Knockback from this weapon may
of Slowed, Impaired, Immobilized, Jammed, or
                                                           be applied in any direction.
Stunned as Shredded.
                                                           “FEAR NOT THE SURETY OF MY TOUCH. I AM
“YOUR IGNORANCE IS YOUR GREATEST FOLLY,
                                                           THE FERRYMAN OF THE PATH WHICH ALL
AND IS YOUR GREATEST BLESSING. YOU GRASP
                                                           THINGS TRAVEL. EVEN IF YOU WALK ALONE, I
FEEBLY TO BRIDGE THE DIVIDE; THINK YE
                                                           WILL BE YOUR GUIDE.”
NOT THAT THE SHORES SHOULD NEVER MEET?
STUMBLE NO LONGER; THE MAW YAWNS BEFORE
YOU. TURN YE NOT AWAY FROM IT.”                            Parasite Drones
                                                           2 SP, Drone, Quick Action, Limited 3,
                                                           Unique
Paranoia Engine
                                                           Parasite Drone (Size ½, 5 HP, 10 E-Defense, 10
2 SP, Quick Tech, Invade, Unique                           Evasion)
Gain the following options for Invade:                     Expend a charge as a quick action to force a
MALEFICATION: Until the end of their next turn,            hostile character within Sensors to make an
when your target would take any action other than          Engineering save; on a failure, they are seized
standard movement, Improvised Attack,                      by a Parasite Drone, which attaches to the target
Boost, Ram, Grapple, Skirmish, or Barrage,                 and shares their space(s). As long as the drone is
they must first pass a Systems save. On a                  attached, you control that character's standard
failure, the action automatically fails and the cost       movement, and the drone and the affected
of the action (Quick, Full, etc.) is lost.                 character mirror each other's movement
ISOLATION: Your target takes +1 Difficulty on              (including involuntary movement). The drone
attacks, checks, and saves until they take a quick         cannot be recalled or redeployed while attached.
action to remove this effect. This is the only way         
to remove this effect, and this quick action               Affected hostile characters and their adjacent
cannot be taken while any characters allied to             allies may end the effect by destroying the drone
them are within Range 5 of them.                           with a successful Engineering save as a quick
                                                           action.
“THE SANDS OF ETERNITY WHIP AND DISTURB                    “MAKE YE ATTEMPTS ON MY FORM? HASTEN
THE UNCHOSEN PATH. GAZE TO YOUR FLANK,                     NOT; ALL THINGS REACH THE TERMINUS, FOR
AND SEE THE ABANDONMENT OF YOUR                            THERE IS NO CHOICE BUT TO SEEK IT. OR
COMPANIONS. GAZE TO THE DUST AT YOUR                       PERHAPS YOU DEIGN TO WITNESS INFINITY
FEET, AND SEE ONLY THE FOOTSTEPS OF THE                    UNRAVELED?”
EXILE. KNOW NOW, AS SURELY AS ALL THINGS
END AND AS SURELY AS THE PATH STRETCHES
ETERNAL, THE EVANESCENCE OF                            
BROTHERHOOD.”
                                                                                                            30
LICENSE III:
SPIRE OF THE OBSIDIAN DREAM, NYARLATHOTEP-CLASS NHP
                                                                                                           31
                     HORUS
                    SHRIEKER
                           Artillery/Controller
                                                                              32
CORE STATS                                              CORE SYSTEM
Size: 1                     Save Target: 11             BRANDING OF THE FLAGELLANT
Armor: 2                    Sensors: 15                 Hypothesized to be a byproduct of its
HULL                        SYSTEMS                     unstable reactor, the Shrieker’s iconic
   HP: 6                       E-Defense: 8             howl is terrifically intensified as the
   Repair Cap: 5               Tech Attack: +1          frame sustains and absorbs high-frequency
AGILITY                        SP: 6                    thermal energy. It is even capable of
   Evasion: 10              ENGINEERING                 inducing instability into the fusion
   Speed: 4                    Heat Cap: 6              process on its own to expedite and magnify
                                                        these changes; this instability is then
TRAITS                                                  violently expelled as bursts of
CONTROLLED BURN                                         electromagnetic energy that arc wildly off
When you lose Structure as the result of Burn           of its targets.
damage, or lose reactor Stress as a result of heat
generated by your Overkill effects, you may forgo        Brand
rolling any structure or stress damage checks and        Protocol
become Impaired until the end of your next turn          You may take any amount of Burn (up to an
instead.                                                 amount equal to your max HP), ignoring its
                                                         immediate damage but increasing your marked
When the Shrieker loses Structure or reactor             Burn as normal. You automatically fail checks to
Stress, it may inflict Burn equal to its current Burn    clear your burn and cannot clear burn affecting you
to characters of its choice within Range 3, divided      on any turn you Brand or Scathe.
among them in amounts of its choosing (including
unevenly). It may then clear all Burn.                   If you have at least 5 Burn, you may also cause
                                                         your successful weapon attacks to Scathe, arcing
CONVECTION                                               a bolt of energy to another character within Range
If a hostile character starts their turn adjacent to     3 of your target, dealing 2 AP Energy damage to
you, you may take 1 Heat (counting as triggering         that character. Successful tech attacks arc in the
Overkill) to make a tech attack against them as a        same way, dealing 2 Heat instead. You may only
reaction, inflicting 3 Heat on a success.                Scathe once per weapon or tech attack, and
                                                         cannot trigger it from melee or ranged attacks that
                                                         cannot deal bonus damage.
MOUNTS
FLEX                FLEX                                 Proclamation of Dread from the Wailing
MOUNT               MOUNT                                Weak
                                                         Active (1CP), Protocol
                                                         For the rest of the scene, when you Scathe a
                                                         character, you may Scathe another character
                                                         within Range 3 of them. You may repeat this
                                                         process indefinitely, though characters cannot be
                                                         targeted by Scathe more than once per weapon or
                                                         tech attack.
                                                                                                               33
34
LICENSE I:                                           LICENSE II:
OVERKILLER LIGHT CANNON, QE                          SHRIEKER FRAME, THOUSAND-STEPS
DISSUASION INJECTION                                 UPGRADE SUITE, BALEFUL GAZE OF APEP
                                                                                                        35
LICENSE III:
TWICE-OFFERED HAND, HOT//HND_SHK
                                                     Cold Handshake
                                                     Quick Tech
                                                     You may exchange your current heat with that of
                                                     an adjacent hostile character whose current heat is
                                                     greater than your own.
                                                     Hot Handshake
                                                     Full Tech
                                                     You may exchange your current heat with that of
                                                     an adjacent hostile character whose current heat
                                                     is less than your own.
                                                                                                     36
                        HA
                      AQUINAS
                                  Support
                                                                              37
CORE STATS                                                Synthesize
 Size: 1                     Save Target: 11              Free Action, 1/Scene
 Armor: 1                    Sensors: 10                  Before activating a Grenade or deploying a Mine,
 HULL                        SYSTEMS                      you may brew and deploy an exotic compound.
    HP: 8                       E-Defense: 8              Combine the effects of two of your Grenades or
                                                          two of your Mines into a new Grenade or Mine
    Repair Cap: 3               Tech Attack: +1
                                                          (respectively), consuming a Limited charge from
 AGILITY                        SP: 7                     both systems, and then activate/deploy it. If you
    Evasion: 7               ENGINEERING                  created a Grenade, it has (Range 5, Blast 2). If
    Speed: 4                    Heat Cap: 7               you created a Mine, it follows normal Mine rules
                                                          and detonates in a Burst 2 area upon being
TRAITS                                                    triggered.
 CONTROL GROUP
 When using a Grenade, you may exclude any                You choose what Mech Skill this compound targets
 number of characters from the area of effect. If their   upon combination, and any damage dealt is halved
 affected area would include an allied character          on a successful save. Combined effects that can
 (before any exclusion effects), your grenades also       only affect one character cannot target more than
 gain +5 Range.                                           one character in the finished compound, and any
                                                          secondary activation requirements (such as a
 VARIABLE INTRODUCTION                                    quick action being required to detonate) apply to
 While you are adjacent to an allied character, either    the new compound as well.
 you or that allied character may take a quick
 action to clear a condition that was not caused by       Wellspring
 themselves from that allied character.                   Active (1 CP), Quick Action
                                                          You deploy a tremendous font of energy, a
                                                          Wellspring humming with whitewash nanites, into
MOUNTS                                                    an adjacent space. The Wellspring is a
 FLEX                 MAIN                                permanently Hovering Size 2 object that lasts for
 MOUNT                MOUNT                               the rest of the scene, is immune to all damage
                                                          and effects, and counts as hard cover. You may
                                                          move the Wellspring 3 spaces in any direction
                                                          (including upwards) as a protocol.
CORE SYSTEM                                               The Wellspring has four charges (which cannot be
PHILOSOPHER’S STONE                                       increased by any means); you and allied characters
The strange crystal employed by the Aquinas               can consume a charge while adjacent to the
adheres to few, if any, chemical or                       Wellspring as a free action to regain half of their
physical laws. By some measure, the energy                maximum HP. If they have more than half their
from the crystal can be utilized to finely                maximum HP when they consume this charge, they
restructure both organic and inorganic                    may gain the remaining difference as Overshield.
                                                          Characters may consume a charge even if they
matter at a molecular level; the Armory has
                                                          couldn’t normally take free actions (such as if they
designed the Aquinas to manipulate this                   had taken the Brace reaction or were Stunned).
energy to create stable samples of new
chemical compounds as well as to regenerate
matter from thin air.
                                                                                                              38
39
LICENSE I:
DIALOGUE NEXUS, POWDER-COATING RESTORATIVES
                                                                                                  40
LICENSE II:
AQUINAS FRAME, MRTC SHAPER CANNON, MINMAX COLDCORE MIXTURE
                                                                                                        41
LICENSE III:
BLOODBOIL REACTOR STIMULANTS, TRANSMUTATION CHARGES
                                                                                                             42
                            HA
                          FUJITA
                            Controller/Support
                                                                             43
CORE STATS                                            CORE SYSTEM
Size: 2                    Save Target: 11            “ANVIL CRAWLER” ATMOSPHERIC
Armor: 2                   Sensors: 10
                                                      SEEDER
HULL                       SYSTEMS
                                                      Developed and refined at the end of the
   HP: 6                      E-Defense: 9
                                                      previous century, "Anvil Crawler" systems
   Repair Cap: 4              Tech Attack: +0
                                                      utilize a combination of electric charges
AGILITY                       SP: 7
                                                      and infrared laser pulses to rapidly charge
   Evasion: 8              ENGINEERING
                                                      and collate atmospheric particles,
   Speed: 4                   Heat Cap: 8
                                                      drastically altering the local weather. Due
                                                      to the unpredictable convective nature of
TRAITS                                                these processes (as well as the power of
STRONG FOUNDATION
                                                      Anvil Crawler seeders in general), their
The Fujita ignores dangerous and difficult
terrain, climbs at normal speed, and any
                                                      use is typically restricted outside of
involuntary movement forced by it ignores difficult   events in which heavy precipitation and
terrain.                                              particulate storms are critical to the
                                                      success of some civic or military goal.
TAILWIND                                              While this is usually useful in
Any number of times per round, you may push an        extinguishing untenably large wildfires,
allied character starting their turn within Sensors   stymieing drought conditions, or
and line of sight one space in any direction as a
                                                      large-scale terraforming, repurposed Anvil
reaction. This movement does not prevent the use
of Ordnance weapons.
                                                      Crawlers are more than capable of wreaking
                                                      havoc in a combat zone.
                                                       Bolt from the Blue
MOUNTS                                                 Protocol
FLEX                HEAVY                              Destroy a wreck within Sensors. This does not
MOUNT               MOUNT                              require line of sight. Characters adjacent to the
                                                       wreck take 2 Energy.
                                                       Maelstrom
                                                       Active (1 CP), Protocol
                                                       For the rest of the scene, hostile characters who
                                                       are not in an area of soft cover or adjacent to an
                                                       object (or terrain) that grants them hard cover at
                                                       the start of their turn take 2 AP Kinetic and are
                                                       knocked 3 spaces in a direction of your choice.
                                                                                                            44
45
LICENSE I:
70K FROSTTHROWER, PRECISION HYDROELECTRIC CONDUIT
                                                                                               46
LICENSE II:
FUJITA FRAME, RAIJIN CG-DMR, WAVE-MOTION CORIOLIS GENERATOR
                                                                                                 47
LICENSE III:
HEAVY SLEET NEXUS, FUJIN-CLASS NHP
                                                     Tornado
                                                     Full Action
                                                     You create a Blast 1 tornado (which extends 50
                                                     spaces directly upwards) in free and valid spaces
                                                     centered on a point within Range 10 that lasts for
                                                     the rest of the scene, until you use this action
                                                     again, or until you dissipate the tornado as a
                                                     quick action. Ranged attacks made into, out of,
                                                     or through the tornado receive +1 Difficulty.
                                                                                                       48
The IPS-N DU KANG and HORUS SENESPADA are variant frames of the Long Rim supplement’s IPS-N
ZHENG and HORUS LICH, respectively. Thus, they can be taken as alternatives to those licenses when a
pilot reaches rank II of their license, functioning as usual but with slightly different traits and CORE
SYSTEMS. 
When a character reaches rank II in the relevant license, they can choose to either retain the standard
FRAME or swap to the variant version. The two are mutually exclusive. This means that someone who
takes the DU KANG/SENESPADA cannot use the standard ZHENG/LICH. Only the FRAME changes; all
other gear for the license remains the same, including the gear for rank II. 
Whenever a character increases their LL, they can swap out one variant FRAME for the base version, or
vice versa. They can do this multiple times for the same license if their LL keeps increasing. 
                                  IPS-N
                                 DU KANG
                                        Striker/Controller
                                     IPS-N Zheng Variant Frame
Go to any dive bar in the Long Rim, and you’ll see the influence of Xiong Xiaoli,
whether it’s the drinks carrying her name, or the stories told of her ingenuity and
tenacity. And how best to immortalize the tale of a legend of the Rim if not over
drinks with your comrades in arms? Such is the belief of a close-knit, tight-lipped
MSMC engineering collective wishing to raise a unique toast to their fallen friend; a
new, more personalized take on the Zheng in her honor.
The distribution of the Du Kang license and printing information has been achieved
primarily through physical, untraceable means. Discreetly modified Zheng printing
instructions feature additional and more precise information; “Verify that the
lubrication valve pressure and gyroscopic torque balancers do NOT meet the following
values, as this would result in an illegal Zheng variant unsanctioned by
IPS-Northstar.” IPS-Northstar has cracked down on the distribution of this license
whenever possible.
Utilizing a unique endoskeletal structure reliant on the regular application of
various sources of lubrication, coolant, and a reactor with an inbuilt injection
manifold, the Du Kang is a bizarre spectacle on the battlefield. The application of
these auxiliary solutions turns the Du Kang from a somewhat sluggish and
underwhelming close-quarters frame into a deceptively agile juggernaut. The creators
of the Du Kang leave a parting directive included with all instruction sets: “Please
pilot irresponsibly.”
                                                                                                           49
  
CORE SYSTEM
JIU-ZHONG BA XIAN INSTABILITY
GYRO
The superlatively rigid mechanical
architecture of the Du Kang comes with a
substantial caveat; regular application of
seemingly harmful fluids to the reactor and
lubrication of the endoskeletal structure
results in an anomalous increase in
stability, enabling the Du Kang to remain
fully motile when a balanced stance should
be impossible.
                                                                                                                 50
51
                        HORUS
                      SENESPADA
                                      Defender
                              HORUS Lich Variant Frame
The Senespada serves a specialized role in supplementing mercenary forces in the most
paramount and clandestine of the Voladores' asset reclamation operations. Reverse
engineered from the Lich pattern group, the forces required to keep the Senespada
temporally shackled are far greater than any structural integrity that can be
achieved practically. Speculative reports suggest that Senespada frames must be
"assembled" in the Firmament in order to reverse the effects of black-body radiation
before they can be stabilized for realspace.
Exhibiting unprecedented gravitic manipulative ability over spacetime, the Senespada
has been observed to stifle and even reverse its own flow of entropy, both causal and
acausal. Given enough time to manifest and focus, these abilities can even extend to
the environment, warping friend and foe alike. The gravity well surrounding the frame
is capable of being instantly magnified to such a degree that incoming attacks can be
"slingshotted" around the frame to provide for unpredictable angles of fire support.
                                                                                        52
CORE STATS                                            CORE SYSTEM
Size: 2                    Save Target: 11            ANHELO DE VACÍO
Armor: 0                   Sensors: 10                “What he sought was always something lying
HULL                       SYSTEMS                    ahead, and even if it was a matter of the
   HP: 12                     E-Defense: 9            past it was a past that changed gradually as
   Repair Cap: 4              Tech Attack: +1         he advanced on his journey, because the
AGILITY                       SP: 7                   traveler's past changes according to the
   Evasion: 7              ENGINEERING                route he has followed: not the immediate
   Speed: 4                   Heat Cap: 5             past, that is, to which each day that goes
                                                      by adds a day, but the more remote past.
TRAITS                                                Arriving at each new city, the traveler
THERMODYNAMIC IGNORANCE                               finds again a past of his that he did not
If an allied character and the Senespeda are          know he had: the foreignness of what you no
targeted by the same hostile attack or effect
                                                      longer are or no longer possess lies in wait
simultaneously, the Senespada becomes the only
valid target for the attack or effect instead.
                                                      for you in foreign, unpossessed places.”
                                                      — Italo Calvino, “Invisible Cities”
ENTROPIC ANOMALY
Whenever the Senespada takes non-Burn damage,
it may choose to gain Resistance to that damage.      Boltzmann Well
Mark the damage you resist in this way as your        Core Passive
Entropy. At the end of each of your turns, you take   Provoke: Roll a d6 Thermodynamics die, keeping
kinetic damage equal to your Entropy; this damage     the result. You may only keep one result at a time. If
cannot be reduced in any way. Then, clear all         you roll this die while you already have a marked
Entropy. As a full action, you may clear all          result, you must choose which result to keep.
Entropy. 1/scene, you may clear all Entropy as a
free action.                                          When another character within Sensors rolls a d6,
                                                      you may replace that roll with the result of the
EVENT HORIZON                                         Thermodynamics die after seeing it, consuming the
1/round when an allied character would make a         die in the process.
ranged weapon attack without the Blast, Burst,
Line, or Cone properties, you may warp local           Wormhole
spacetime as a reaction. As long as you are within     Active (1CP), Quick Action, Efficient
Range of the weapon being used, that character         Choose a character within Sensors. They
may draw line of sight, cover, and Range from your     disappear from the battlefield and reappear in a
position for the attack instead of their own.          different space within your Sensors. Then, choose
                                                       one: you gain (Grit+2) Overshield, or clear one
                                                       condition affecting you.
MOUNTS
MAIN/AUX            MAIN
MOUNT               MOUNT
                                                                                                           53
54