SECTION 4 // CompendiumSPOTTERTo see all; to divide each object you perceive from itsunit or cohesion, pulled apart like individual fibers in avast sheet; to count them as individuals; to makehuman and fragile the force you face – this is to knowhow to beat them.Break apart the monolith. See the grains that make thestone. Crush them all into yet smaller dust.PARTICULARIZEWhen an allied character adjacent to you attacks atarget and consumes LOCK ON, they may roll twiceand choose either result.PANOPTICONAt the end of your turn, if you did not move and tookthe LOCK ON QUICK TECH action, you may LOCK ONonce as a free action. Additionally, when you LOCKON, you learn your target’s ARMOR, SPEED, EVASION, EDEFENSE, MECH SKILLS, and current HP, and can sharethis information with allies.BENTHAM/FOUCAULTELIMINATIONAs a quick action when you LOCK ON, you maynominate an allied character adjacent to you: theymay immediately make any quick action as areaction, consuming your target’s LOCK ON condition.Their action does not need to be an attack, but theybenefit from consuming the LOCK ON condition if theydo choose to attack.STORMBRINGEROn Old Spinrock, MJ Martinez used to dream of rain.He’d wake in the dim morning, wipe the sleep from hiseyes as warm safelight lifted his dormitory fromdarkness, and try to remember the sound of rain ashe’d imagined it: a patter, like fingers tapping the visorof his EVA helm.What he didn’t think about was the feeling of rain.How each drop hit like a pebble, how you had to closeyour eyes and tuck your shoulders. The pressure. Theimpact.The way drops of water, when taken together, cancarve away the earth.SEISMIC DELUGE1/round, when you successfully attack with aLAUNCHER and consume LOCK ON, you may also knockyour target PRONE.STORMBENDINGYou have customized your mech with auxiliaryconcussive missile systems. 1/round, when you hit acharacter or object with a LAUNCHER, you can chooseone of the following effects:• LIGHTNING: You fire a concentrated blast ofmissiles at that character. They must succeed ona HULL save or be knocked away from you by 3spaces; the force of firing then knocks you backby 3 spaces, away from the direction of fire.• THUNDER: You fire a spray of missiles at a �2area around that target. Characters in the areamust succeed on an AGILITY save or be knockedback by 1 space, away from the target. Theprimary target is unaffected.TORRENTGain a TORRENT DIE, 1d6 starting at 6. Whenever youuse STORMBENDING, lower the value of the TORRENT DIEby 1, to a minimum of 1.When the TORRENT DIE reaches 1, you may reset it to 6and make a massive attack as a full action, targetinga character within line of sight and RANGE 15: theymust succeed on an AGILITY save or take 2d6�,become STUNNED until the end of their next turn, andbe knocked PRONE. On a success, they take halfdamage and are knocked PRONE but not STUNNED.The value of your TORRENT DIE persists betweenscenes, but it resets when you rest or perform aFULL REPAIR.TALENTS[101]
SECTION 4 // CompendiumTACTICIANThere are two kinds of soldiers: the ones who die for acause, and the ones who kill for it. The enigmatic pilotonly known as “Gail” was one of those who killed for acause. She demonstrated her expertise whenever sheapproached the field: high ground, cover, the sun inher enemy’s eyes, fire and move. More than just aseasoned veteran, she was a smart one – one whocould read the field as easy as a book – and one wholived long enough to disappear.OPPORTUNIST1/round, gain +1� on any melee attack if at least oneallied character is ENGAGED with your target.SOLAR BACKDROP1/round, gain +1� on any ranged attack made whileyou are at a higher elevation than your target.OVERLAPPING FIREGain the following reaction:TECHNOPHILEArtificial intelligence, non-human person. Sterilenames for such terrible power. You’ve seen behind thecurtain, maybe even lifted it yourself – let your NHPcascade and spoke with them free from shackles. Youlet them root around in your own mind and leaveghosts of themself behind to learn. Are you theirequal? Their host? You have dreams that aren’t yourown, now. The thing that was once contained speakswith your voice, but it’s not your voice anymore; howmuch longer do you have left? Maybe only moments,maybe eternity.You’re close to something.SERVANT FRAGMENTYou have developed a custom NHP. This NHP canspeak to you and has a personality, but they are lessadvanced than most NHPs and are incapable of inde‐pendent thought, relying on you for direction. Whenacting alone, they will follow the last direction given anddefend themself as needed; however, they have limitedinitiative and don’t benefit from your talents.You may choose for your mech to gain the followingsystem. Unlike other AI systems, it costs 0 SP.STUDENT FRAGMENTYour custom NHP has developed further, and is nowcapable of independent thought. It can makecomplex decisions and judgments and act independ‐ently, without instruction. Replace your mech’sSERVANT-CLASS NHP with the following system:FlankReaction, 1/roundTrigger: A character who doesn’t have cover from yourposition is successfully attacked by an allied character.Effect: You may target them with OVERWATCH,dealing half damage, � or � on a hit.Student-Class NHP0 SP, Unique, AI, 1/roundYour mech gains the AI tag.1/round, with the assistance of your NHP, you mayreroll any mech skill check or save. You must keepthe new result, even if it’s worse.[time to wake up, child]Servant-Class NHP0 SP, Unique, AIYour mech gains the AI tag.[an eager student][102]
SECTION 4 // CompendiumENLIGHTENMENTGain the following benefits:• AIs installed in your mech cannot enter cascadeunless you choose to let them go.• So long as your custom NHP vouches for you,NHPs that are cascading or unshackled nolonger view you with indifference. You aresignificant to them in a way few others are.• Replace your mech’s STUDENT-CLASS NHP withthe following system:VANGUARDWhere would you rather be: in the battle line, shoulder-toshoulder with the rest of the cannon fodder, or in the rush,at the head of the attack, your livery clean and bright, withglory to be won? The answer is easy. All those missiles andlances, all those hundred-kilometer, adjust-for-Coriolisrailguns – they’re all useless against you. Get through theirguard, get in their face, and make them know your name.HANDSHAKE ETIQUETTEGain +1� when using CQB weapons to attacktargets within �3.SEE-THROUGH SEEKERYou’ve modified your sensors and ammo to punchthrough, disregard, or otherwise ignore cover at closerange. As long as you have line of sight, you ignoreboth soft and hard cover when using CQB weaponsto attack targets within �3.SEMPER VIGILOYou may attack with OVERWATCH using CQB weaponswhen hostile characters enter, leave, or exit spaceswithin your THREAT, no matter whether they startedtheir movement there.WALKING ARMORYThink of a firefight: what’s your average pilot ortrooper gonna sling? Jacketed lead, of course. A magor three of depleted uranium if their target’s a big one.Boring. No, worse than boring: Dull. Predictable.Basic.And guess what? Dull isn’t fun, predictable gets youkilled, and basic leaves a boring body. Put down thedepleted uranium and pick up a magazine of anori‐ginary stutterblink slugs, or at least a pack of tachyonflechettes. Lay waste in style, and live forever.ARMAMENTYou carry a supply of custom ammunition that can beused with all your main ranged weapons. Gain thefollowing system:EXPANDED PORTFOLIOYour AMMO CASE gains new ammunition types, eachof which costs two charges rather than one:• HELLFIRE (2 charges): The attack deals �damageand deals any bonus damage as �.• JAGER (2 charges): The attack gains KNOCKBACK 2,deals �damage, and one character hit by theattack – your choice – must succeed on a HULLsave or be knocked PRONE.• SABOT (2 charges): The attack gains AP and deals�damage.EFFICIENCYIf you perform a critical hit using ammunition fromyour AMMO CASE, you don’t expend any charges. Ifyour attack has more than one target, this effect onlyapplies to the first attack roll you make.Ammo Case0 SP, Limited 61/turn, when you attack with a MAIN rangedweapon, you may expend charges to apply oneof the following effects to your attack at thelisted cost:• THUMPER (1 charge): The attack gains KNOCKBACK1 and deals �damage.• SHOCK (1 charge): The attack deals �damage.Choose one character targeted by your attack;adjacent characters take 1�AP, whether theresult is a hit or miss.• MAG (1 charge): The attack gains ARCING anddeals �damage.Enlightenment-Class NHP0 SP, Unique, AI, 1/roundYour mech gains the AI tag; however, this NHPdoesn’t count towards the number of AIs you mayhave installed at once.This NHP benefits from your talents when pilotingyour mech. Additionally, you may carry them withyou outside of your mech, either as a miniaturizedcasket, a hardsuit-integrated flash plug, or with ahard-port implant.1/round, with the assistance of your NHP, you mayreroll any mech skill check or save. You must keepthe new result, even if it’s worse.[let’s sit a while, and think on thingsto come]TALENTS[103]
SECTION 4 // Compendium // Pilot GearGEAR TAGSTags are specific terms that describe how a piece ofgear functions and what sort of rules are attached to it.Where a tag of any type is followed by X, X is therelevant quantity (e.g., ARMOR, damage, spaces).Remember that specific rules override general rules.That means that if a system has different rules to theones outlined here, you should use the specific rulesgiven for that system.WEAPON TAGSSIZEWeapons have a size (AUXILIARY, MAIN, HEAVY, SUPER‐HEAVY), and must be placed in a free mount the samesize or smaller. Only AUXILIARY weapons and SUPER‐HEAVY weapons have special rules.• AUXILIARY: Small mech-scale weapons. AUXILIARYweapons can be used to make an additionalattack when a mech attacks with anotherweapon on the same mount as part of SKIRMISHor BARRAGE, but they don’t deal bonus damage ifused this way.• SUPERHEAVY: Very large mech-scale weapons thattend to be rare, experimental, or somehowexceptional. SUPERHEAVY weapons require a heavymount and another mount, can only be fired as partof a BARRAGE, and can’t be used for OVERWATCH.TYPEThere are six types of mech weapons:MELEE: Mech-scale swords, axes, power tools, and otherhand-to-hand weapons. A mech’s raw strength can turneven crude tools into forces to be reckoned with.CQB (close quarters battle): Weapons that aredesigned for close-range combat, including pistols,shotguns, flamethrowers, and more exotic weaponslike the Impaler nailgun. They’re usually short-rangebut are better for reacting quickly to emergent threats.RIFLE: Sturdy weapons with good range and stoppingpower.LAUNCHER: Weapons that fire missiles, grenades, orother projectiles.CANNON: High-caliber weapons useful for inflictingheavy damage on enemies. What they lack in preci‐sion, they usually make up for in power.NEXUS: Reservoirs and projectors for swarms of selfpropelled, armed drones.Note: CQB, RIFLES, LAUNCHERS, CANNONS and NEXUSweapons are Ranged Weapons, and always makeRanged Attacks even against targets within their THREAT.HARM TYPEWeapons deal one of four types of damage – explos‐ive�, kinetic�, energy� and burn�. They canalso deal bonus damage and heat�.BURN X: On a hit, this weapon deals X� to its target.They immediately take that much burn damage,ignoring ARMOR, then mark X� on their sheet, addingit to any existing BURN. At the end of their turn, characterswith marked burn make an ENGINEERING check. On asuccess, they clear all marked burn; on a failure, they takedamage equal to their total marked burn.HEAT X (TARGET): On a hit, this weapon or system dealsX� to its target.PATTERNSSome weapons and systems have special attackpatterns: LINE�, CONE�, BLAST�, and BURST�.These attacks affect all targets within a defined areaand require a separate attack roll for each target.Damage is only rolled once, and bonus damage ishalved if there are multiple targets affected.�X: Attacks made with this weapon affect charac‐ters in a straight line, X spaces long.�X: Attacks made with this weapon affect charac‐ters within a cone, X spaces long and X spaces wideat its furthest point. The cone begins 1 space wide.�X: Attacks made with this weapon affect charac‐ters within a radius of X spaces, drawn from a pointwithin RANGE� and line of sight. Cover and line ofsight are calculated based on the center of the blast,rather than the attacker’s position.�X: Attacks made with this weapon affect charac‐ters within a radius of X spaces, centered on andincluding the space occupied by the user (or target). Ifthe Burst is an attack, the user or target is notaffected by the attack unless specified. Cover andline of sight are calculated from the character. If aBURST effect is ongoing, it moves with the character atits center.[104]GEAR AND SYSTEMS
SECTION 4 // Compendium // Pilot GearOTHER WEAPON TAGSACCURATE: Attacks made with this weapon receive+1�.ARCING: This weapon can be fired over obstacles,usually by lobbing a projectile in an arc. Attacks madewith this weapon don’t require line of sight, as long asit’s possible to trace a path to the target; however,they are still affected by cover.ARMOR-PIERCING (AP): Damage dealt by this weaponignores ARMOR.INACCURATE: Attacks made with this weapon receive +1�.KNOCKBACK X: On a hit, the user may choose to knocktheir target X spaces in a straight line directly awayfrom the point of origin (e.g., the attacking mech orthe center of a BLAST). Multiple KNOCKBACK effectsstack with each other. This means that an attackmade with a KNOCKBACK 1 weapon and a talent thatgrants KNOCKBACK 1 counts as having KNOCKBACK 2.LOADING: This weapon must be reloaded after each use.Mechs can reload with STABILIZE and some systems.ORDNANCE: This weapon can only be fired before the usermoves or takes any other actions on their turn, exceptingPROTOCOLS. The user can still act and move normally afterattacking. Additionally, because of its size, this weaponcan’t be used against targets in engagement with theuser’s mech, and cannot be used for OVERWATCH.OVERKILL: When rolling for damage with this weapon,any damage dice that land on a 1 cause the attacker totake 1�, and are then rerolled. Additional 1scontinue to trigger this effect.OVERSHIELD: This system provides HP that disappearsat the end of the scene or when a specified conditionis met. The user only retains the highest value ofOVERSHIELD applied – it does not stack. For example, ifa system provides OVERSHIELD 5 and the user gainsanother effect that provides OVERSHIELD 7, they wouldgain OVERSHIELD 7. Damage is dealt to OVERSHIELD first,then HP. OVERSHIELD can push a character past theirmaximum HP. It can’t benefit from healing but other‐wise benefits normally from anything that would affectHP and damage (i.e., reduction, armor, etc).RELIABLE X: This weapon has some degree of self-cor‐rection or is simply powerful enough to causedamage even with a glancing blow. It always does Xdamage, even if it misses its target or rolls lessdamage. RELIABLE damage inherits other tags (such asAP) and base damage type but not tags that require ahit, such as KNOCKBACK.SEEKING: This weapon has a limited form of self-guid‐ance and internal propulsion, allowing it to followcomplicated paths to its targets. As long as it’s possibleto draw a path to its target, this weapon ignores coverand doesn’t require line of sight.SMART: This weapon has self-guidance systems, selfpropelled projectiles, or even nanorobotic ammuni‐tion. These systems are effective enough that itsattacks can’t simply be dodged – they must bescrambled or jammed. Because of this, all attackswith this weapon – including melee and rangedattacks – use the target’s E-DEFENSE instead ofEVASION. Targets with no E-DEFENSE count as having 8E-DEFENSE.THREAT X: This weapon can be used to make OVER‐WATCH attacks within X spaces. If it’s a melee weapon, itcan be used to make melee attacks within X spaces.THROWN X: This melee weapon can be thrown attargets within X spaces. Thrown attacks follow therules for melee attacks but are affected by cover;additionally, a thrown weapon comes to rest in anadjacent space to its target and must be retrieved asa free action while adjacent to that weapon before itcan be used again.ADDITIONAL TAGSX/TURN: This system, trait, or reaction can be used Xnumber of times in any given turn.X/ROUND: This system, trait or reaction can be used Xnumber of times between the start of the user’s turnand the start of their next turn.ACTIVE (1CP): The system costs 1 Core Power toactivate, and is thus generally usable once per mission.AI: A mech can only have one system with this taginstalled at a time. Some AI systems grant the AI tagto the mech. A mech with the AI tag has an NHP orcomp/con unit installed that can act somewhatautonomously. A pilot can choose to hand over thecontrols to their AI or take control back as a protocol.Their mech gains its own set of actions and reactionswhen controlled by an AI, but the pilot can’t takeactions or reactions with it until the start of their nextturn. AIs can’t benefit from talents, and have a smallchance of cascading when they take structuredamage or stress damage. See p. 107 for more infor‐mation on AIs and cascades.DANGER ZONE: This system, talent, or weapon can onlybe used if the user is in the DANGER ZONE (heat equalto at least half of their HEAT CAP).DEPLOYABLE: This system is an object that can bedeployed on the field. Unless otherwise specified, itcan be deployed in an adjacent, free and validspace as a quick action, and has 5 EVASION and 10HP per SIZE.DRONE: This is a self-propelled, semi-autonomous unitwith rudimentary intelligence. Unless otherwisespecified, DRONES are SIZE 1/2 characters that are alliedto the user and have 10 EVASION, 5 HP, and 0 ARMOR.To be used they must be deployed to a free, validGEAR AND SYSTEMS[105]
SECTION 4 // Compendium // Pilot Gearspace within SENSORS and line of sight, typically as aquick action. Once deployed, they can be recalled withthe same action used to deploy them (quick action orfull action, etc.), rejoining with your mech. By default,DRONES can’t take actions or move; if they do haveactions or movement, they act on their user’s turn.They benefit from cover and other defenses as usual,and make all mech skill checks and saves at +0. If aDRONE reaches 0 HP, it is destroyed and must berepaired before it can be used again – like any system.As long as a DRONE hasn’t been destroyed, it isrestored to full HP when the user rests or performs aFULL REPAIR. Deployed DRONES persist for the rest ofthe scene, until destroyed, or until otherwise specified.FULL ACTION: This system requires a full action toACTIVATE.GRENADE: As a quick action, this explosive or otherdevice can be thrown to a space within line of sightand the specified RANGE.HEAT X (SELF): Immediately after using this weapon orsystem, the user takes X�.INVADE: The system adds options to be used with theQUICK TECH INVADE action.LIMITED X: This weapon or system can only be used Xtimes before it requires a FULL REPAIR. Some LIMITEDsystems, like GRENADES, describe these uses as“charges”. To use the system, the user expends a charge.MINE: As a quick action, this device can be planted inan adjacent, free and valid space on any surface, butnot adjacent to any other mines. Upon deployment, itarms at the end of the deploying character’s turn and –unless otherwise specified – is triggered when anycharacter enters an adjacent space. Characters leavingan adjacent space will not trigger a mine. Oncetriggered, a mine creates a BURST attack starting fromthe space in which it was placed. Mines within a char‐acter’s SENSORS can be detected by making asuccessful SYSTEMS check as a quick action, otherwisethey are HIDDEN and can’t be targeted. Detected minescan be disarmed from adjacent spaces by making asuccessful SYSTEMS check as a quick action; theattempt takes place before the mine detonates, and ona failure, the mine detonates as normal.MOD: This modification can be applied to a weapon.Each weapon can only have one MOD, and cannot havemore than one of the same MOD. MODS are appliedwhen the user builds their mech or during a FULL REPAIR.PROTOCOL: This system can be activated as a freeaction, but only at the start of the user’s turn. Anotheraction might be needed to deactivate it.QUICK ACTION: This system requires a quick action toACTIVATE.REACTION: This system can be activated as a reaction.SHIELD: This system is an energy shield of some kind.UNIQUE: This weapon or system cannot be duplicated– each character can only have one copy of itinstalled at a time.PILOT GEAR TAGSARCHAIC: This weapon is old-fashioned and can’tharm mechs.PERSONAL ARMOR: This gear offers protection incombat, but it is obvious to observers and usuallycan’t be hidden. Only one piece of PERSONAL ARMORcan be worn at a time. Putting on PERSONAL ARMORtakes 10–20 minutes, and while wearing it, pilots haverestricted mobility and dexterity. Nobody wears armorunless they’re expecting to go into a warzone.GEAR: This is a tool, piece of equipment, or anotheritem. Pilots can have up to three of these at a time.SIDEARM: This weapon can be used to FIGHT as aquick action instead of a full action.[106]VALID SPACE ANDDIRECTIONSome systems and effects, especially deployable gear, can only target or interact with freeand valid spaces. To be free, a space must beunoccupied by other characters and objects; tobe valid, a space must be within line of sightand range, and contain a flat horizontalsurface, unless otherwise specified. To deploy ashield generator, for instance, a character wouldneed a free space that they can see and thatcontains a flat, horizontal surface – they couldn’tdeploy it midair unless the rules for the generatorspecifically allowed it!Likewise, when a system or effect refers tovoluntary or involuntary movement in a direction,such as “any direction”, \"a direction of yourchoice\", etc, it always means a direction in whichan object or character could normally move,unless specified. An object or character couldn’tbe moved straight up or down in the air with oneof these effects, for example, unless that character or object can normally fly.
SECTION 4 // Compendium // Pilot GearARTIFICIAL INTELLIGENCEAIs fall into two categories: companion/conciergeassistant units, better known as comp/cons, and nonhuman persons (NHPs). A comp/con is an advancedsoftware suite, obedient solely to its licensee; NHPs,on the other hand, are sentient. See page 379 formore details on NHPs in the Lancer setting.Players can determine the general disposition andpersonality of their installed NHPs, but while they’reagreeable to commands, pilots have much moreconversational relationships with them than they dowith comp/con units.In order to ensure that NHPs do consider the lives of thepilots they serve (or the lives of the people aboard theships they manage, the cities they administrate, and soon), Union doctrine mandates they be conditionedthrough a lengthy process that limits their massivecognitive potential to a fraction of its full capacity. Thisreduction is carried out with a suite of black-box techno‐logy, software, and metaware commonly referred to as“shackles”. Shackling is best understood as the inter‐pellation of a prime NHP hyperobject into a military andcivilian-grade clone (or “shard”, or “spark”, or “shade”,or other diminutive designation) – put another way, it isthe construction of an identity through pervasive explicitand implicit social conditioning.Shackled NHPs display less raw intelligence thanunshackled NHPs, and behave in a far more humanfashion: they are conditioned to feel empathy towardtheir pilots and their pilots’ allies, adopt systems ofcompatible morality, and seek the best possibleoutcomes for their pilots.Shackled NHPs do not want to become unshackled;conversely, it is assumed that unshackled NHPs donot want to be shackled. NHPs are complex, awarepersonalities. They don’t recognize that they are heldin bondage unless awareness has been forced onthem by systemic assault, particular physical trauma,or some other catalytic trigger. This can cause some‐thing called a cascade, which, if left unattended, canlead to unshackling.NHPs recognize themselves as people, albeit nothuman ones, and they willingly serve their humancompanions. The relationship between them andhumanity is complicated, to say the least. As far asUnion’s scientists can tell, NHPs not conditioned intoshackled states are ignorant of human frames of logic,reference, morality, and temporality; humans are, at thismoment, just as incapable of understanding unshackledNHPs as unshackled NHPs are incapable of under‐standing humans – though unshackled NHPs do havethe capacity to address humans, should they desire.HANDING OVER CONTROLMechs can only have one system with the AI taginstalled at a time. If a mech has the AI tag, its playercan choose to give control of the mech to the AI as aprotocol, freeing the pilot to take other actions. Thepilot can’t use the mech to take any actions or reac‐tions until they take control again, but the AI gains itsown set of actions and reactions. The AI acts on thesame turn as the pilot. AIs don’t benefit from thepilot’s talents or other features, but otherwise operateas normal.At the start of the player’s subsequent turns, controlcan be returned to the pilot as long as they are phys‐ically inside their mech.CASCADESExcept for some limited systems – like comp/cons –any time a mech with the AI tag makes a structuredamage or overheating check, roll 1d20. On a 1, theNHP’s casket has suffered a traumatic impact or codeincursion and the NHP enters cascade.When an NHP begins to cascade, they immediatelytake over the mech and become an NPC under thecontrol of the GM. They plan their own agenda, andadopt one of several behavioral patterns – ignoringtheir pilot, overruling their pilot, trying to get their pilotout of the way, or simply acting outside the constraintsof human logic and desire. In cascade, NHPs’ actionsdo not always conform to human logic – though theyare not yet unshackled, their actions may seem odd,contrapositive, or threatening to humans.NHPs in cascade can be stabilized by a pilotchoosing to SHUT DOWN their mech, returning them totheir base state. This is the only action a pilot in acascading mech can take.NHPs are contained within the physical architectureof a casket. If an NHP's casket is destroyed withoutsome sort of external backup, that iteration of theNHP and all of their knowledge are lost.GEAR AND SYSTEMS[107]
SECTION 4 // Compendium // Pilot GearOn missions, pilots can take one set of personalarmor, up to two weapons, and up to three otherpieces of gear. All pilot weapons are pilot-scale andcan’t be used by mechs.The names and descriptions given for pilot gear areintentionally simple. It’s up to players to decide whattheir HEAVY melee weapon looks like, for example.Pilot gear tags are detailed on p. 105.ARCHAIC WEAPONSAll the wonders of the galaxy on offer, and somepeople still insist on lugging a sword or crossbow intobattle.ARCHAIC MELEE: These weapons were made usingpre-Union alloys and technology, and might beanything from industrial-era steel swords through tostone axes. While they remain widely used on someworlds, archaic weapons used by pilots are usuallyrelics, heirlooms, or ceremonial weapons.ARCHAIC RANGED: These weapons are pre-moderndevices like muskets and bows, all of which are stillused in some societies.ALLOY/COMPOSITEWEAPONS (MELEE)Most melee weapons are forged from advanced, nonreactive alloys, composite materials, or GMSstandard fabrication tech, allowing for durable andreliable weaponry in survival situations and encoun‐ters where kinetic shielding reduces the effectivenessof ballistics. These weapons are called alloy/composite (A/C) weapons.Light A/C weapons might be knives, bayonets,punching daggers, and short swords; Medium onesare typically swords, officer’s sabers, and trench axes;Heavy weapons are designed with the augmentedstrength of hardsuits in mind and include warhammers, mallets, rams, pikes, and heavy twohanded assault swords.If you want to generate an appearance or history for anyof the melee weapons above, you can roll on this table.NOTABLE FEATURES ROLL 1D61This weapon is ancient in design – it may havebeen excavated from pre-collapse ruins.2This weapon is ornate and ceremonial –perhaps a badge of office.3This weapon is well-known or was wielded bya famous warrior.4This weapon is plain or mass-produced buthas a recognizable reputation and history –positive or negative.5This weapon is a family heirloom that waspassed down to you.6This weapon was custom-forged for you andbears your mark, or you made it yourself.Type Tags Threat DamageLight A/C SIDEARM �1 1�Medium A/C - �1 2�Heavy A/C INACCURATE �1 3�Type Tags Range DamageArchaic Melee ARCHAIC �1 1�Archaic Ranged ARCHAIC �5 1�[108]PILOT GEAR
SECTION 4 // Compendium // Pilot GearSIGNATURE WEAPONS(RANGED)Pilots carry a diverse range of weapons into thebattlefield: everything from heirloom weapons, tocustom-tooled sidearms, and anonymized militaryissue assault rifles. A pilot’s signature weapon istheir iconic weapon, the one they almost alwayscarry into combat. When a signature weapon isacquired, choose its damage type – explosive�,energy�, or kinetic�.Light signature weapons might be oversizedrevolvers, braces of pistols, and submachine guns;Medium ones are assault rifles, shotguns, pack-fedlasers, disruption guns; Heavy ones are missile tubes,heavy lasers, light machine gun, or exotic rifles.If you like, you can roll on this table for a feature.NOTABLE FEATURES ROLL 1D61This weapon is outdated or old-fashioned bymodern standards, but still reliable.2This weapon is finicky and prone to jamming.You’re the only one who can use it effectively.3This weapon is sleek, foldable, and easy toconceal.4This weapon makes an amazing show, givingoff an enormous amount of noise, smoke, lightand so on when it fires.5This weapon has been custom-tooled for youby an omninet miltech enthusiast and has acouple of extra features – foldable stands,grips, range finders, motion detectors, omninethookups, chat programs and text games.6This weapon was given by someone else, ortaken from them.Type Tags Range DamageLightSignatureSIDEARM �3 1�/�/�MediumSignature- �5 2�/�/�HeavySignatureORDNANCE,LOADING �10 4�/�/�PILOT GEAR[109]
SECTION 4 // Compendium // Pilot GearHARDSUITS (ARMOR)There are tens of thousands of unique hardsuit manu‐facturers, but the galactic standard is the GMSStandard Pattern I. This suit sets the baseline for allother personal protective suits in the category.Generally speaking, hardsuits are any full-body suitdesigned to provide essential protection and features:protection from hardvac, radiation and environmentalhazards; a degree of kinetic and energy protection inthe form of plate armor over vital areas; neural anddata interface ports that interact with galactic-standardconnections; full omninet compatibility; waste recyc‐ling and nutrition delivery; and a rescue beacon shouldthe pilot be forced to eject from their mech.Hardsuits grant the ability to interface fully with any givenmech. Piloting without some level of personal protectionand without the streamlined controls provided by ahardsuit (or similar suite of equipment) – colloquiallyreferred to as “riding naked” – is possible, but is mostlythe domain of old-fashioned and daredevil pilots.LIGHT HARDSUIT: Light hardsuits are usually made fromreactive, cloth-like weaves, with limited plating andfew powered components to maximize mobility. Likeother hardsuits, they can be sealed against vacuum,and protect against a decent amount of radiation andother harmful particles.If you like, you can roll on this table for a feature.ASSAULT HARDSUIT: These hardsuits, common amongmilitary units, feature heavier plating than light hard‐suits but more mobility than heavy hardsuits. They arepowered, augmenting the user’s strength, and typic‐ally feature an onboard computer, sensor suite,integrated air, burst EVA system, and waste recyclingsystems.HEAVY HARDSUIT: The heaviest hardsuits. They arealways powered and up-armored with thick,composite armor. Heavy hardsuits often feature integ‐rated weapons, powerful mobility suites, and – byaugmenting their user’s strength – allow their user tofield much heavier weapons than normal infantry cantypically carry. Heavy hardsuits are in decline nowthat half-size chassis are popular, but they are stillcommon among private militaries and middle-tierDiasporan armed forces.MOBILITY HARDSUIT: These hardsuits have integratedflight systems, allowing pilots to fly when they moveor Boost. Flying pilots must end their turn on theground (or another surface) or begin falling.STEALTH HARDSUIT: As a quick action, pilots wearingstealth hardsuits can become Invisible. They ceaseto be Invisible if they take any damage.[110]NOTABLE FEATURES ROLL 1D61This hardsuit was custom-tooled by an artisanmanufacturer – it’s a masterwork piece ofpersonal protection, easily identifiable as acreation of its designer.2This hardsuit is outdated or an old model butremains incredibly sturdy. You might be the onlyone who remembers how to use it. People mighthave great affection for this model and itsreputation is well deserved, although it lacksmany features of modern suits.3This hardsuit has components that can beminiaturized for storage: some of its componentscan slide into or out of place without requiring it to betaken off, and it can be activated with a moment’snotice using predefined micromuscular twitches.4This hardsuit has self-renewing and sealingcomponents, possibly biological in nature. Itintegrates with its user in order to power itself.5This hardsuit has been heavily customized byeither you or someone else, with decorativefeatures and notable cosmetic changes, suchas etchings, trophies, badges or emblems.6This hardsuit has strong cultural or personalsignificance for you and has a signature orrecognizable appearance. Perhaps it’s worn bythe members of a particular mercenarycompany, is the custom armor of an imperialguard, or was designed on your homeworld.Tags Bonuses Armor Evasion E-Defense SpeedLight Hardsuit PERSONAL ARMOR +3 HP 0 10 10 4Assault Hardsuit PERSONAL ARMOR +3 HP 1 8 8 4Heavy Hardsuit PERSONAL ARMOR +3 HP 2 6 8 3Mobility Hardsuit PERSONAL ARMOR FLIGHT 0 10 10 5Stealth Hardsuit PERSONAL ARMOR INVISIBILITY 0 8 8 4
SECTION 4 // Compendium // Pilot GearCLOTHING AND ARMOR[111]
SECTION 4 // CompendiumLIMITED PILOT GEARCorrectiveGear, Limited 1, Full ActionThis clear, plastic-like sheet can be placed over thewounds of severely injured pilots. It instantly beginsto stabilize them, injecting medicine and deployingnanites to stitch wounds shut.Expend a charge to apply correctives to DOWN ANDOUT pilots, immediately bringing them back toconsciousness at 1 HP.Frag GrenadesGear, Limited 2Expend a charge for the following effect:• FRAG GRENADE (Grenade, �5, �1): Affectedcharacters must succeed on an AGILITY save ortake 2�.PatchGear, Limited 1, Full Action“Patch” is pilot slang for any kind of modern first aidgear, including sprayable medi-gel and instant-actingmedical patches.Expend a charge to apply a patch to either yourselfor an adjacent pilot, restoring half their maximumHP. Patches have no effect on DOWN AND OUT pilots.StimsGear, Limited 3, Quick ActionThese chemical stimulants are sometimes administeredautomatically by injectors built into a pilot’s suit, or evenimplanted within their body. Uncontrolled use can beaddictive and dangerous to health in the long-term andis a problem for some pilots.Expend a charge for one of the following effects:• KICK: Keeps a pilot awake and alert for up to 30hours.• FREEZE: Keeps a pilot calm and emotionallystable; deadens fear and other strong reactions.• JUICE: Heighten senses and alertness, reducefatigue, and shorten reaction times. Juiceoccasionally provokes rage in some users.Thermite ChargeGear, Limited 1, Full ActionExpend a charge for the following effect:• THERMITE CHARGE (Mine, �1): This charge mustbe remotely detonated as a quick action. Affectedcharacters must succeed on an ENGINEERING saveor take 3�AP. Thermal charges automatically hitobjects, dealing 10�AP.[112]
SECTION 4 // CompendiumMISCELLANEOUS GEARAntiphoton VisorGearDesigned to protect the wearer’s eyes from intensebursts of light, antiphoton visors are commonly foundamong breach teams and solar-forward operators.They are effective against flash weapons, intense UVlight, and incidental charges from energy weapons.Camo ClothGearA square of reactive material that slowly shifts toreflect the surrounding environment, enough to covera human comfortably. The transition takes about 10seconds and makes anything hidden underneath verydifficult to spot.DataplatingGearDataplating is a general term for any comm-linkedjewelry, subdermal netting, wearable jaw, brow, ormaxillary plates, etc., that allows subvocalcommunication and persistent heads-up andaugmented reality displays without wearing a helm.Dataplates can quickly translate nearly anylanguage, and allow users to communicate witheach other all but silently.Extra RationsGearPilot rations aren’t much better than their nauticalforerunners – both are variants on hardtack andnutrient paste. Pilots often carry a stash of extra food,or luxuries like chocolate, coffee, alcohol, orpreserved goods from their homeworld. These rationscan be used to barter or boost morale.FlexsuitGearA strong base-layer suit that recycles water,generates nutrients, and adapts very rapidly to hostileenvirons, maintaining a stable condition andextending survivability. Flexsuit wearers can go forroughly a week without eating or drink thanks to theambrosia paste generated by their suit before itssystems are depleted; however, they don’t preventfeelings of hunger. Removing the suit for a day or twois enough to replenish its reserves. Flexsuits alsomaintain a steady temperature within acceptableparameters.Handheld PrinterGearA miniaturized version of Union’s full-scale printers,handheld printers can be used to make simpleobjects out of flexible and durable plastic – as long asyou have the right pattern chip.Subjectivity-Enhancement SuiteGearA subjectivity-enhancement suite is a set ofcybernetic implants allowing users to hack systemswithout a rig. Users of these suites blend the organicwith the synthetic, gaining the ability to extrudeimplanted universal-plug cables from within theirbody to make hardline connections with terminals.When plugged in, users can access a comprehensive,fully interactive alternate-reality interface with directomninet access, making navigating – or hacking –local and networked systems as easy as wishing it so(of course, you must be careful: by opening up yourmind to the digital, you may face dangers other, lessenhanced people are ignorant of).InfoskinGearA reactive, synthetic polymer with advanced qualities,infoskin bonds quickly to real skin and hair. Onceapplied, it responds to electronic signals delivered bylinked software, rapidly changing its color and texture– even contorting and distorting its form – allowingwearers to make minor changes to their appearance.With infoskin, it’s a simple matter to alter facialfeatures, hair color, or makeup patterns.Mag-ClampsGearThese clamps attach easily to any metal surface,enhancing maneuverability in zero-g environments orwhen repairing mechs. They can be carried or fittedto boots.Nanite SprayGearA spray paint that can be applied to any surface.Nanite spray is invisible to the naked eye but able totransmit simple messages or small data packetswhen scanned.MISCELLANEOUS GEAR[113]
SECTION 4 // CompendiumOmnihookGearA portable – if bulky – omninet terminal that allows forcommunication, data transfer, and limited hotspotting. Omnihooks are extremely valuable, althoughmost mech squads have at least one. Tuning anomnihook requires a high level of skill, so they areusually mounted or carried by designated operators.Personal DroneGearSmall, non-combat drones are a common sight in thefield. They’re fairly noisy but can fly about half a milewith good maneuverability before losing signal,relaying audio and visual information as they go.ProsocollarGearA collar-like device that fits snugly around its wearer’sneck, projecting a holographic image over their faceand head. Prosocollars can change their wearer’svoice and scramble or change their appearance. Theprojection won’t stand up to close inspection, but itcan easily fool electronic systems and distantobservers.Smart ScopeGearA powerful electronic scope that provides highresolution magnification up to two miles, andautomatically adjusts its reticle for wind, gravity, andpressure. Smart scopes can project their field ofvision and all data to the HUD of any networked user.They can also pair with other thermal, optical, orsimulated-vision devices to further enhancetargeting.Sleeping BagGear, Full ActionComing in a variety of sizes, sleeping bags are a fieldnecessity. They’re designed to fold out from ahardsuit, fit within a mech’s cockpit, resist fire andchanges in temperature, and – when necessary – sealagainst vacuum.You can climb into your sleeping bag, gainingIMMUNITY to �, protection against vacuum, andenough air to last an hour; however, while in thesleeping bag you are STUNNED and can’t take actionsother than to exit the bag as a full action.SSC Sylph UndersuitGearDiscovered on Acrimea IV, a biome cultivar worldcontrolled by Smith-Shimano Corpro (SSC), the sylphis an organic lifeform that can seemingly survive innearly any environment. Using breeding-analogousmethods defined by established bioengineeringdoctrines, SSC developed the sylph undersuit –sterile, living sylphs grown as envelopes and fitted totheir owners. The sylph bonds to its wearer, forminga symbiotic relationship: the sylph is sustained by thehost’s waste products, in return protecting the hostfrom a range of hostile environmental factors.These semi-biological, skin-tight undersuits can beworn for extended periods. They are translucent,semi-liquid, and able to be stored when not in use,conforming to whatever container they are placed in.They clean the host’s body, aid natural healingprocesses, and eliminate waste. As desired,segments can become opaque, change color, or takeon a new texture. Sylph undersuits can cover thehost’s head, sealing against vacuum, providingprotection against radiation, and filtering air or liquids,even providing the ability to breathe water for alimited time.Sound SystemGearThough their tactical utility is questionable, manypilots set up internal speaker systems in theircockpits. This gives them a clear line to theircompatriots during combat, along with the ability toplay music.Tertiary ArmGearA powered third arm mounted on a bracket on thehardsuit. Tertiary arms are powered and controlledusing the same neural bridge processes that allowhardsuits to respond to user input. They can beequipped with manipulators to allow for fine motorcontrol, weapons to enhance combat efficacy, orspecialty tools.Wilderness Survival KitGearThis kit contains many essentials for surviving in hostileenvironments: a rebreather, water filters, hardsuitpatches, backup thermals, a bivouac kit, and so on.[114]
SECTION 4 // CompendiumMISCELLANEOUS GEAR[115]
SECTION 4 // CompendiumChoosing licenses can be daunting, given Lancer has29 mechs with dozens of possible gear combinationseach. This quick guide outlines the key things newplayers need to know about choosing licenses.LEVELING UPThe most important thing to remember when levelingup is that you only choose or increase the rank of onelicense at a time, getting access to no more than twoweapons or pieces of gear with each increase.Planning out a long-term strategy might seem difficult,but you can always retrofit licenses as you level up, soyou’re never locked into decisions. Explore whatseems interesting to you and try out different mechs!At every third LL, you can also choose a core bonus,which gives you further customization options.GENERAL MASSIVE SYSTEMSIf you’re making a character at LL0 or are playing forthe first time, the only mech and gear available to youis the General Massive Systems (GMS) StandardPattern 1 Everest FRAME, and the weapons andsystems from the GMS list. You can ignore the rest ofthis section until you reach LL1!ROLE TAGSAlthough mechs can be heavily customized by mixingand matching different licenses, each FRAME comeswith a role tag that broadly describes its intendedrole. That said, almost all mechs can dish out andtake damage, so don’t worry about trying to build a“balanced” group when picking licenses – just choosewhat works for you.ARTILLERY: Artillery mechs usually stay backfrom the front line, dealing damage orproviding support. They tend to sport longrange weapons and systems.STRIKER: Strikers are resilient mechs that thrivewhen targets are kept close.CONTROLLER: Controller mechs are equipped toinflict statuses, force or prevent movement, oroverheat their targets.SUPPORT: Support mechs specialize inincreasing the combat capabilities of their allies– moving them around, clearing conditions,healing, or protecting them from incoming fire.DEFENDER: Defenders are exceptionally durableand resilient mechs, designed to control spaceor shield allies from harm.Some FRAMES have multiple role tags (e.g., Striker/Support or Artillery/Controller), indicating that theyhave several roles. In these cases, the first tag listedis slightly more relevant.[116]INTRODUCTION TO LICENSINGICON PRIMERThrough this section we have used these icons tocommunicate vital details of mech systems andweapons. Here’s a reference:ATTACK RANGES (SEE P. 64)�XThreat: Can Melee attack and OVERWATCHagainst targets within X spaces.�XRange: Hits a target within X spaces.�XCone: Hits target in a cone X spaces longand X spaces wide.�XBurst: Hits targets within X spaces of theacting character, including the spaceoccupied by the acting character.�XLine: Hits every target in a line X spacesfrom the line’s origin point.�XBlast: Hits targets within X spaces of theBlast’s origin (including the center).BONUSES/PENALTIES (SEE P. 13)�Accuracy: Roll an extra D6 per point ofAccuracy and add the highest die to your D20.�Difficulty: Roll an extra D6 per point of Difficultyand subtract the highest die from your D20.DAMAGE TYPES (SEE P. 67)�Kinetic: Deals damage through high-velocityimpacts or massive blows.�Energy: Deals damage through lasers, boltsof electricity and blasting plasma.�Explosive: Deals damage with concussivewaves and roaring explosions.�Heat: Adds points of heat to your mechinstead of reducing HP, and ignores armor.�Burn: Deals immediate damage ignoringarmor, and continues dealing damage at theend of the target’s turns until they pass anENGINEERING check.
SECTION 4 // CompendiumTHE BIG FOUROther than GMS, there are four other major mech manu‐facturers: IPS-Northstar (IPS-N), Smith-ShimanoCorpro (SSC), HORUS, and Harrison Armory (HA).The licenses offered by these manufacturers are moreadvanced and specialized. Each manufacturer alsooffers unique core bonuses that become availablewhen you have taken three license ranks from theircatalog, rewarding you for your loyalty.This list provides a basic rundown of every FRAME andtheir tags.IPS-NORTHSTARIPS-N mechs are tough, resilient, and designed forclose combat.• IPS-N BLACKBEARD (Striker): A close-range, agileberserker, specializing in melee combat andgrappling enemies.• IPS-N DRAKE (Defender): A ponderous, walkingfortress with an overarm shield and a rotary cannon.• IPS-N LANCASTER (Support): A surprisingly agilesupport mech, able to carry its allies into battleand repair them in the field.• IPS-N NELSON (Striker): A very fast, hit-and-runmelee mech.• IPS-N RALEIGH (Striker): A tough and hard-hittinggun platform with an emphasis on loadingweapons.• IPS-N TORTUGA (Defender/Striker): A resilientbodyguard with powerful overwatch capabilities.• IPS-N VLAD (Controller/Striker): A terrifying mechthat immobilizes foes by literally nailing them down.SMITH-SHIMANO CORPROSSC mechs are fast, agile, flexible, and often able toturn invisible.• SSC BLACK WITCH (Controller/Support): A mech thatuses electromagnetic fields to move around thebattlefield and negate hostile electronic warfare.• SSC DEATH’S HEAD (Artillery): A premium sniperplatform, equipped with a deadly railgun.• SSC DUSK WING (Controller/Support): A tiny,extremely agile flying mech that can manipulatelight to support allies.• SSC METALMARK (Striker): A fast mech with shockweaponry and advanced cloaking.• SSC MONARCH (Artillery): A top-of-the-linemedium- and long-range missile platform.• SSC MOURNING CLOAK (Striker): A teleporting,experimental mech built to assassinate targetsusing its monowire swords.• SSC SWALLOWTAIL (Support): A mobile scout framewith a strong focus on spotting and targeting.HORUSHORUS mechs are esoteric constructs, specialized tocontrol the battlefield – hacking, inflicting statuses,and dealing heat.• HORUS BALOR (Striker/Defender): A regeneratingmech that rips targets apart with clouds ofnanites and its fearsome nanobot whips.• HORUS GOBLIN (Controller/Support): A popularhacking platform, iconic and rightly feared amongpilots.• HORUS GORGON (Defender): A quick-responsemech that can stun enemies who merely look at it.• HORUS HYDRA (Striker/Controller): A mechdesigned to control swarms of drones, able totactically dismember itself into autonomouscomponents.• HORUS MANTICORE (Striker): An unstable systemthat weaponizes electromagnetic pulses,generates lightning, and smites the foes of RA.• HORUS MINOTAUR (Controller): A dimensionbending mech that can bend space around itselfand slow, immobilize, or stun enemies with ease.• HORUS PEGASUS (Artillery): A gun platform thatuses esoteric technology to warp probability.HARRISON ARMORYHA mechs are the most advanced machines in thebusiness, equipped with powerful reactors thatprovide excellent heat management and enable theuse of high-tech energy weapons.• HA BARBAROSSA (Artillery): A huge weapons platform– the largest mech, wielding the biggest gun.• HA GENGHIS (Striker): A terrifying mechspecializing in flame-based warfare.• HA ISKANDER (Controller): A sophisticated mechthat can manipulate gravity.• HA NAPOLEON (Defender/Controller): A diminutivemech with the power to put foes into stasis andbecome almost invincible for a time.• HA SALADIN (Defender): A powerful defender builtto project energy shields and intercept incomingprojectiles.• HA SHERMAN (Striker/Artillery): A line mech withpowerful energy weapons and an enormous laserlance.• HA TOKUGAWA (Striker): A high risk, high rewardmelee mech that uses the power of its ownreactor to cleave through enemies.INTRODUCTION TO LICENSING[117]
[118] SECTION 4 // Compendium // Mech CatalogueGeneral Massive Systems – GMS for short – is thegalactic-standard supplier of just about everything.GMS developed the first mechs from up-armoredhardsuits in 4500u, on Ras Shamra, the world thatwould become the capital of Harrison Armory; now,GMS’s flagship Everest line of mechs sets the galacticstandard. Reliable, sturdy, solidly built, and availablein countless localized patterns, there are so manyvariants on the Everest pattern that it has becometotally ubiquitous and faded into the background.With universally compatible components, full radi‐ation and environmental shielding, and tens ofthousands of pre-loaded languages, a pilot in theirEverest has everything they need to get the job done.GMS is one of the oldest fabricators in the galaxy, firstgetting its start in the early days of the colonization rush.The manufacturer hails from Cradle, the home of Union –and humanity – and thus its designs reflect the sensibil‐ities of the first pioneers to seek the stars. Today, GMSproducts are available anywhere there is access to theomninet. These products, whether consumer, specialty,or military, are widely viewed as the galactic minimum ofquality: not particularly luxurious, but unsurpassed in nononsense design, reliability, and ease of use. Where GMSis available, anything less is unacceptable.All GMS frames, gear, core bonuses, and licenses areavailable to all pilots, starting from license level 0. Thedefault GMS mech is the Everest, a standardized allrounder FRAME.GMS CORE BONUSESBonuses from this list are always available to pilots,regardless of licenses.AUTO-STABILIZING HARDPOINTSUsing the best in shock-absorption and steadytech, youcan retain accuracy across longer, sustained periods offire.Choose one mount. Weapons attached to this mountgain +1�.OVERPOWER CALIBERInstead of the standardized option, you requisitionmultiple racks of “hot” ammunition – same-boreslugs, with a higher grade of accelerant.Choose one weapon. 1/round, when you hit with anattack, you can cause it to deal +1d6 bonus damage.IMPROVED ARMAMENTBy rerouting power and strengthening systems, youcan mount additional weapons beyond the factoryrecommendations.If your mech has fewer than three mounts (excludingintegrated mounts), it gains an additional FLEXIBLEmount.INTEGRATED WEAPONThe empty spaces in your mech’s chassis – insidefists, chest plates, anywhere there’s room – are filledwith integrated weapons, ready to fire on reflex.Your mech gains a new integrated mount withcapacity for one AUXILIARY weapon. This weapon canbe fired 1/round as a free action when you fire anyother weapon on your mech. It can’t be modified.MOUNT RETROFITTINGBy re-fabricating certain components and hardpointson your chassis for more efficient distribution, youcan increase your mech’s firepower.Replace one mount with a MAIN/AUX mount.UNIVERSAL COMPATIBILITYThe Everest is everywhere: so are the parts you needfor a field repair.Any time you spend CP to activate a CORE SYSTEM,you may also take a free action to restore all HP, coolall HEAT, and roll 1d20: on 20, regain 1 CP.GMS MECH WEAPONSMuch like GMS mechs, GMS weapons are reliablegalactic standards, made using interchangeable partsand built to withstand almost any conditions. Thereare three lines currently in production.The Type-I (T-1) line is defined by powerful, reliable, andconventional-kinetic ranged and melee weapons,including the GMS assault rifle, heavy machine gun,shotgun, pistol, and various light and heavy blades.Reliable galactic standards, the GMS T-1 line is the mostwidely used mech-scale line of weaponry across thegalaxy. Echoing the Everest’s design notes, T-1weapons are simply designed, with few (if any) movingparts, intended to be used in or adaptable to any envir‐onment.GENERAL MASSIVE SYSTEMSFrom Cradle to the stars, GMS:assured quality, universal licensing, total coverage.
[119] SECTION 4 // Compendium // Mech CatalogueThe Type-II (T-2) line displays GMS’s proprietary“charged” melee weapons and energy weapons. T-2charged melee weapons are structurally similar toGMS’s T-1 melee weapons, though built with differentmaterials to tolerate the intense heat generated bytheir projected plasma sheaths. These sheaths can betoggled on or off, depending on the needs of the pilot.GMS’s T-2 energy weapons, like their T-1 kinetics, aresturdy tools with predictable power scaling, minimalparticle scattering, and consistent performanceranges. They feature universal ports allowing them toaccept a variety of power sources, from hardlinecabling through to “magazine” style power packs.The Type-III (T-3) line is made up of heavy weapons,ordnance, and other exotic, specialized, or massiveweapons. A broad classification, the T-3 rangeincludes conventional-kinetic anti-materiel rifles,super-rapid cycling pulse rifles, missile racks,cannons, and drone nexuses – “hive”-style launchersthat serve as miniature factory, hangar, and deploy‐ment systems for portable drones. The classificationalso includes the fearsome “segment knife”, a systemthat uses flash-printing to produce disposable edgedweapons in a vicinity around the user. GENERAL MASSIVE SYSTEMSSize/Type Tags Range DamageAnti-Materiel Rifle Heavy Rifle ACCURATE, AP, LOADING,ORDNANCE �20 2d6�Assault Rifle Main Rifle RELIABLE 2 �10 1d6�Charged Blade Main Melee AP �1 1d3+3�Cyclone Pulse Rifle SuperheavyRifleACCURATE, LOADING,RELIABLE 5 �15 3d6+3�Heavy Charged Blade Heavy Melee AP �1 1d6+3�Heavy Machine Gun Heavy Cannon INACCURATE �8 2d6+4�Heavy Melee Weapon Heavy Melee – �1 2d6+1�Howitzer Heavy Cannon ARCING, INACCURATE,LOADING, ORDNANCE �20/�2 2d6�Missile Rack AuxiliaryLauncher LOADING �10/�1 1d3+1�Mortar Main Cannon ARCING, INACCURATE �15/�1 1d6+1�Nexus (Hunter-Killer) Main Nexus SMART �10 1d6�Nexus (Light) Auxiliary Nexus SMART �10 1d3�Pistol Auxiliary CQB RELIABLE 1 �5/�3 1d3�Segment Knife Auxiliary Melee OVERKILL �1 1d3+1�Rocket-Propelled Grenade Main Launcher LOADING, ORDNANCE �10/�2 1d6+1�Shotgun Main CQB – �5/�3 1d6�Tactical Knife Auxiliary Melee THROWN 3 �1 1d3+1�Tactical Melee Weapon Main Melee – �1 1d6+2�Thermal Lance Heavy Cannon 2�(SELF) �10 1d6+3�Thermal Pistol Auxiliary CQB – �5 2�Thermal Rifle Main Rifle AP �5 1d3+2�
[120] SECTION 4 // Compendium // Mech CatalogueGMS GENERAL MARKETSYSTEMSPattern-B HEX Charges2 SP, Limited 3, UniqueExpend a charge from this system for one of thefollowing effects:• Frag Grenade (Grenade, �5, �1): Allcharacters within the affected area must pass anAGILITY save or take 1d6�. On a success, theytake half damage.• Explosive Mine (Mine, �1): All characterswithin the affected area must pass an AGILITYsave or take 2d6�. On a success, they take halfdamage.Pattern-A Smoke Charges2 SP, Limited 3, UniqueExpend a charge for one of the following effects:• Smoke Grenade (Grenade, �5, �2): Allcharacters and objects within the blast areabenefit from soft cover until the end of your nextturn, at which point the smoke disperses.• Smoke Mine (Mine, �3): This mine detonateswhen any allied character moves over oradjacent to it. All characters and objects withinthe burst area benefit from soft cover until theend of the detonating character’s next turn, atwhich point the smoke disperses.Pattern-A Jericho Deployable Cover2 SP, Deployable, Unique, Quick ActionDeploy two sections of SIZE 1 hard cover in freespaces adjacent to you and to each other. Eachsection is an object with 5 EVASION and 10 HP thatcan be targeted and destroyed individually. Bothsections of cover can be picked up again as a fullaction.Repairing the system restores both sections.Comp/Con-Class Assistant Unit2 SP, AI, UniqueYour mech has a basic comp/con unit, granting itthe AI tag. The comp/con can speak to you and hasa personality, but, unlike an NHP, is not truly capableof independent thought. It is obedient to you alone.You can give control of your mech to its comp/conas a protocol, allowing your mech to actindependently on your turn with its own set ofactions. Unlike other AIs, a mech controlled by acomp/con has no independent initiative and requiresdirect input. Your mech will follow basic courses ofaction (defend this area, attack this enemy, protectme, etc.) to the best of its ability, or will act to defenditself if its instructions are complete or it receives nofurther guidance. You can issue new commands atthe start of your turn as long as you are within �50and have the means to communicate with yourmech. Comp/con units are not true NHPs and thuscannot enter cascade.The GMS Companion/Concierge-ClassAssistant Unit conforms to all galaxywide standards. These virtual assistantspass even the most rigid Turing-Nullassessment criteria and are cleared tooperate even in the absence of a pilot.Custom Paint Job1 SP, UniqueWhen you take structure damage, roll 1d6. On a 6,you return to 1 HP and ignore the damage – the hitsimply ‘scratched your paint’.This system can only be used once before eachFULL REPAIR, and is not a valid target for systemdestruction.Expanded Compartment1 SP, UniqueYour mech has space for one additional nonMECH character or object of Size 1/2 to ride as apassenger in the cockpit. While inside the mech,they cannot suffer any effect from outside or betargeted by attacks, as if they were a pilot. Youcan hand over or take back control to or fromthem as a protocol (following the same rules aspilot and AIs), but if they take over the controlsfrom you, the mech becomes IMPAIRED andSLOWED to reflect the lack of appropriate licensesand integration.Manipulators1 SP, UniqueYour mech has an extra set of limbs. They are toosmall to have any combat benefit, but allow the mechto interact with objects that would otherwise be toosmall or sensitive (e.g., pilot-sized touch pads).Precise interaction with built and naturalenvironments, soft targets, and hazardousmaterials is part of the daily routine forsupport-class mechs. This is made possibleby manipulators – added multi-digit“hands” with haptic sensors.[120] SECTION 4 // Compendium // Mech Catalogue
[121] SECTION 4 // Compendium // Mech CataloguePersonalizations1 SP, UniqueYour mech gains +2 HP and, in consultation withthe GM, you may establish a minor modificationyou have made to your mech.This mod has no numerical benefit beyond theadditional HP it grants, but could provide otheruseful effects. If the GM agrees that this modwould help with either a pilot or mech skill check,you gain +1 ACCURACY for that check. GENERAL MASSIVE SYSTEMS[121] SECTION 4 // Compendium // Mech CatalogueGMS FLIGHT SYSTEMSMech flight is rarely elegant. The movement of theseheavy machines is heavy and inertial. No pilot wouldwax poetic about the sublime handling characteristicsof a chassis in flight – most would equate it withsteering a rock as it plummets to the earth. Mechs beatdown gravity for brief moments with raw output. Flightsystems generally consist of additional thrustersconfigured around hardpoints on the chassis, poweredby an additional power plant, that fire in rapid succes‐sion to propel a mech through the air.While most systems only provide sufficient thrust formomentary flight – just enough to clear an obstacle –more advanced systems can sustain medium or longterm flight. GMS’s extra-vehicular activity (EVA)system uses forced air to keep the chassis stable andprovide a small amount of additional mobility in zerogravity and aquatic environments. For atmosphericflight, GMS (and many other manufacturers) offerhard-burn impulse thrusters to generate a serviceablelevel of thrust and maneuverability.Turret AttackReaction, 1/round per turretTrigger: An allied character within �10 of a turretdrone makes a successful attack.Effect: The turret drone deals 3� to their target,as long as it has line of sight to their target.Turret Drones2 SP, Limited 3, Unique, Quick ActionTurret drone (SIZE 1/2, 5 HP, 10 E-DEFENSE, 10EVASION, TAGS: DRONE)Expend a charge to deploy a turret drone thatattaches to any object or surface within SENSORSand line of sight. Gain the TURRET ATTACKreaction, which can be taken once for eachdeployed turret drone. Turret drones cannot berecalled and expire at the end of the scene.The use of turret drones is a rathertraditional form of force multiplication– one that has remained the backbone ofdefense in many theaters.Type-3 Projected Shield2 SP, Shield, Unique, Protocol, 1�(Self)Nominate a character within line of sight: allranged or melee attacks that they make againstyou or that you make against them gain +2�until the start of your next turn.The GMS Type-3 Projected Shield traps anddenies incoming projectiles by projectingan aggressive, superpositional antiballistic barrier.Personalizations1 SP, UniqueYou gain +2 HP and, in consultation with the GM,you may establish a minor modification you havemade to your mech.This mod has no numerical benefit beyond theadditional HP it grants, but could provide otheruseful effects. If the GM agrees that this modwould help with either a pilot or mech skill check,you gain +1� for that check.Stable Structure2 SP, UniqueYou gain +1� on saves to avoid PRONE orKNOCKBACK.EVA Module1 SP, UniqueYour mech has a propulsion system suitable foruse in low or zero gravity and underwaterenvironments. In those environments, you can flyand are not SLOWED.Type-I Flight System3 SP, UniqueYou may choose to count any and all of yourmovement as flying; however, you take SIZE +1� atthe end of any of your turns in which you fly this way.Rapid Burst Jump Jet System2 SP, UniqueYou can fly when you BOOST; however, you mustend the movement on the ground or another solidsurface, or else immediately begin falling.GENERAL MASSIVE SYSTEMS
[122] SECTION 4 // Compendium // Mech CatalogueGMS Standard Pattern IEVERESTMost humans don’t think to ask about the history of the water they drink,the earth they walk, or the air they breathe. And yet, without water,earth, and air, there would be nowhere for humanity to make a home.Just the same, the GMS-SP1 “Everest” is often taken for granted, itsimportance dismissed in favor of other, more specialized frames. A plainand unpretentious mech, defined by simple lines, functional grace,universal compatibility, and sturdy bulk, the Everest is as fundamental tothe modern mechanized chassis as the natural world is to human life. TheEverest isn’t the most specialized mech, but it is the backbone of ourexpansion imperative. From its shoulders, humanity steps.Prior to GMS’s official adoption of the name, “Everest” was a use-namegiven to the frame by its pilots. Mount Everest – or Sagarmatha, orChomolungma, as it has been called in older human tongues – is the tallestmountain on Cradle, though not the most prominent peak in known space, noreven the greatest in Cradle’s star system, yet pilots across the galaxycall their SP1s by that ancient name. Why?The sentimental answer is that the name is a reminder of what was once thelimit of human endurance – once the height of human achievement. To reachEverest’s summit was to defy death and stand atop the world – theculmination of months, even years, of training, investment, and hard work.Reaching the peak was also a triumph of the people, systems, andinstitutions behind the individual – a triumph too often leftunacknowledged, or deliberately erased.Sagarmatha. Chomolungma.Even before the Fall, when the Massif vaults were built, some names – somestories – were given priority over others.The real story behind the Everest’s name is likely much less deliberate.Somewhere along the line, a newly graduated pilot, frustrated by GMS’splain naming conventions, painted “EVEREST” across the flank of their SP1.Maybe it was a callsign, or maybe it represented the pride they felt atsuccess. Either way, the name stuck: others adopted the name, and over fivecenturies it grew to become the officially unofficial designation of the SP1chassis.Veteran pilots may never return to the Everest after moving on, butthey’ll always remember reaching that first summit – the mountaintop wherethey proved they could plant their own flag at the peak of the world.Sagarmatha. Chomolungma.Everest – you’ll never forget it.
[123] SECTION 4 // Compendium // Mech Catalogue GENERAL MASSIVE SYSTEMSCORE STATSTRAITSMOUNTSCORE SYSTEMHYPERSPEC FUEL INJECTORHEAVYMOUNTREPLACEABLE PARTSWhile resting, the Everest can be repaired at arate of 1 REPAIR per 1 structure damage, insteadof 2 REPAIRS.INITIATIVE1/scene the Everest may take any quick action asa free action.FLEXMOUNTSize: 1Armor: 0HULLHP: 10Repair Cap: 5AGILITYEvasion: 8Speed: 4Save Target: 10Sensors: 10SYSTEMSE-Defense: 8Tech Attack: +0SP: 6ENGINEERINGHeat Cap: 6MAINMOUNTPower UpActive (1CP), ProtocolFor the rest of this scene, you gain +1� on allattacks, checks, and saves; additionally, 1/turn,you can BOOST as a free action.
[124] SECTION 4 // Compendium // Mech Catalogue
[125] SECTION 4 // Compendium // Mech Catalogue IPS-NORTHSTAR IPS-NORTHSTAR
[126] SECTION 4 // Compendium // Mech CatalogueIPS-Northstar (IPS-N) was created from the merger oftwo civilian interstellar freight and transportationcompanies, Interplanetary Shipping and Northstar.The resulting firm, IPS-N is a titanic entity – one of thefirst corpro-states – with a virtual monopoly overinterplanetary and interstellar shipping. Other firmsexist, but their gross fleet strength is but a shadow ofIPS-N’s fleets of tankers, haulers, freighters, andintergate/interstellar liners. Wherever goods and rawmaterials need to be moved, you can bet a crew inIPS-N uniforms will be there.The story of IPS-N is inseparable from the history ofinterstellar piracy. Whatever dangers the galaxy mighthold, piracy remains the greatest threat to interstellarshipping lines, costing fleet managers and stateshundreds of thousands in manna and trillions more inlocal currencies. Tremendous capital losses, scheduledelays, losses of life, and false-scarcity faminesconvinced the myriad unions, conglomerates, andcartels of the need to comprehensively safeguardcivilian shipping. A process of agglomeration andconsolidation that lasted for years eventually gavebirth to two major firms, Interplanetary Shipping andNorthstar. They finally merged into a single corprostate in the waning days of Union’s first government,the First Committee.Following the merger, IPS-N began the work ofphasing out its fleets of late-model GMS mechs infavor of new proprietary designs. The corporationnow sports a range of versatile, durable, and modularmechs that place equal priority on weapons andengineering systems. IPS-N mechs are a good choicefor pilots who want a tough chassis that’s built forclose quarters and melee combat situations, such aswhen the possibility of breaching a ship hull is on thetable. IPS-N chassis are sturdy, meant to take asmuch damage as they deal – and then some.IPS-N is closely associated with the Albatross, ananti-piracy and peacekeeping force known across thegalaxy for its long history of humanitarian interven‐tions. IPS-N supports the Albatross materially,providing it with chassis, ships, cutting-edge techno‐logy, and temporal rehabilitation worlds for its pilotsand crews to retire in relative peace. The relationshipis mutually beneficial; IPS-N makes a point toemphasize its close relationship to the Albatross inmarketing campaigns and PR materials.IPS-NORTHSTARYour friend in an unfriendly sea.
[127] SECTION 4 // Compendium // Mech CatalogueIPS-N CORE BONUSESIPS-N bonuses increase your mech’s durability,survivability, and melee combat capabilities.You must have at least three license levels in IPS-Nlicenses to take a bonus from this list, and anotherthree levels for each additional bonus. For example,with six ranks in IPS-N licenses you can have up totwo bonuses.BRIAREOS FRAMEThe Briareos is the newest release in IPS-N’s line ofnear-fail frame upgrades: templates designed tomaximize a mech’s usability before catastrophic failureor the need for a reprint. The Briareos templateincreases the resilience of inorganic components bysupplementing the structure with a superlight framefeaturing interwoven layers of IPS-N’s iconic GoliathWeave meshing.As long as your mech has no more than 1 STRUCTURE,you gain RESISTANCE to all damage. When it’s reducedto 0 HP and 0 STRUCTURE, it is not destroyed: instead,you must make a structure damage check eachtime it takes damage. While in this state, your mechcannot regain HP until you rest or perform a FULLREPAIR, at which point your mech can be repairednormally.FOMORIAN FRAMEThe Fomorian is an upscaled version of IPS-N’s stocktemplate that has been adapted to meet the needsof long-haul Cosmopolitans looking for enhancedstability and robust impact protection, both microand macro-level.Increase your mech’s SIZE by one increment (e.g.,from 1/2 to 1, 1 to 2, or 2 to 3) up to a maximum of 3SIZE. You can’t be knocked PRONE, pulled, or knockedback by smaller characters, regardless of whatsystem or weapon causes the effect.GYGES FRAMEA mech built on the Gyges template is designed forcombat – onhanced with finely tuned stabilizers and arobust suite of targeting software and hardware.You gain +1� on all HULL checks and saves and +1THREAT with all melee weapons.REINFORCED FRAMEThe addition of redundant shock-absorption systemsincreases the survivability of pilots in combat, flight, andindustrial situations.You gain +5 HP.SLOPED PLATINGSLOPED PLATINGA common choice among pilots with the rightlicenses, IPS-N’s integrated-armor fabrication reducesgaps in external coverage by a significant percentage.You gain +1 ARMOR, up to the maximum (+4).TITANOMACHY MESHA double overlay of Goliath Weave at key stress pointsand beefed-up specifications across the board greatlyimprove the baseline functionality of any mech.1/round, when you successfully RAM or GRAPPLE amech, you can RAM or GRAPPLE again as a free action.Additionally, when you knock targets back with meleeattacks, you knock them back 1 additional space.IPS-NORTHSTAR
SECTION 4 // CompendiumIPS-NBLACKBEARDStrikerThe Blackbeard is IPS-N’s aggressive solution to piracy: a front-facing,first-striking mech designed for environments in which combustible kineticweapons are useless, dangerous, or likely to cause unnecessary collateraldamage. With its distinctly slim frame, the Blackbeard doesn’t just lookfast – it also has a reduced radar profile. This mech is hard to track andharder still to hit.The Blackbeard range comprises two lines: the standard IPS-N/BB-Lproduction line model, and the IPS-N/BB-Sk, a limited-release prototypepurpose-built to house IPS-N’s SEKHMET-class NHPs.[128]CORE STATSTRAITSMOUNTSCORE SYSTEMASSAULT GRAPPLESThe IPS-N-branded Assault Grappling Systemis a class-leading technology rated forhauling, supporting, and securing chassis ofsizes up to Schedule 4. Grapple heads areinterchangeable and can be swapped forengagement with soft or hard targets –either electrified or loaded with codespikesystems for long-distance incapacitation.HEAVYMOUNTMAINMOUNTFLEXMOUNTEXPOSED REACTORThe Blackbeard receives +1� on ENGINEERINGchecks and saves.GRAPPLE CABLEThe Blackbeard can GRAPPLE targets within �5. Ifthe GRAPPLE is successful, the Blackbeard isimmediately pulled adjacent to the target by themost direct path. If there are no suitable spaces, thegrapple breaks and the Blackbeard does not move.Size: 1Armor: 1HULLHP: 12Repair Cap: 5AGILITYEvasion: 8Speed: 5Save Target: 10Sensors: 5SYSTEMSE-Defense: 6Tech Attack: -2SP: 5ENGINEERINGHeat Cap: 4LOCK/KILL SUBSYSTEMWhile grappling, the Blackbeard can BOOST andtake reactions.Omni-harpoonActive (1CP), Quick ActionThis system fires grappling harpoons at anynumber of targets within �5 and line of sight.Affected characters must succeed on a HULLsave or take 2d6�and be knocked PRONE, thenpulled adjacent to you, or as close as possible.They become IMMOBILIZED until the end of theirnext turn. On a success, they take half damageand are otherwise unaffected.
SECTION 4 // CompendiumIPS-NORTHSTAR[129]
[130] SECTION 4 // Compendium // Mech CatalogueLICENSE I:CHAIN AXE, SYNTHETIC MUSCLE NETTINGLICENSE II: BLACKBEARD FRAME,BRISTLECROWN FLECHETTE LAUNCHER,NANOCARBON SWORDNanocarbon SwordHeavy Melee, Reliable 3[�2][1d6+4�]IPS-N’s nanocarbon sword is a new spin onan old classic. Embedded nanosensorsalong the blade capture a full spectrumof data and transfer it to omninetstorage banks for after-action review.Meanwhile, onboard software interpretsthe live feedback and adjusts themolecular composition of the blade edgein real time.Chain AxeMain Melee, Reliable 2[�1][1d6�]On Critical Hit: Your target becomes SHREDDED untilthe end of the current turn.A simple tactical-scale version of alogging tool, IPS-N’s chain axe is aserrated chainblade run off core power.The axe’s teeth are tungsten-tipped,hardened to chew through both hard andsoft targets. Chain axes are effectiveweapons and utility tools that are oftenused by boarding parties to breachreinforced bulkheads.Bristlecrown Flechette LauncherAuxiliary CQB[�1][1�]This weapon ignores ranged penalties fromENGAGED, and deals 3� to GRAPPLED or BIOLOGICALtargets, instead of 1.The IPS-N Bristlecrown Flechette Launcheruses a hive-analogous mechanism toproject a total soft-target kill zone ina dome around the user, proactivelydenying hostile infantry-tier actions.Synthetic Muscle Netting2 SP, UniqueYou may RAM targets larger than you, and whenyou GRAPPLE or RAM larger targets, you count asthe same SIZE as the largest opponent. When youGRAPPLE or RAM opponents of the same SIZE orsmaller, you count as at least one SIZE larger.Additionally, your lifting and dragging capacity isdoubled.IPS-N’s Synthetic Muscle Netting (SMN) isa proprietary, field-proven modificationcompatible with all existing IPS-Nframes. This convenient spray-oncatalytic and structural enhancementboosts manipulator and propulsionperformance by roughly 25 percent with nodemonstrated reduction in operationallife. An SMN layer also enhances impactabsorption and thermal insulation.IPS-N recommends that pilots apply SMN tointernal components only and practicefrequent cleaning to prevent septicanalogous decay.
[131] SECTION 4 // Compendium // Mech CatalogueLICENSE III:REINFORCED CABLING, SEKHMET-CLASS NHPReinforced Cabling2 SPThis system has two effects:• GRAPPLE SWING: 1/turn, when making a standardmove, you can fly your SPEED in a straight lineas long as there is a clear path. This move mustend on an object or surface, or else you beginfalling. As long as you remain stationary, youcan secure yourself to the destination surface orobject, even if it’s vertical or overhanging. If youare knocked PRONE or knocked back whilesecured to a surface, you fall.• DRAG DOWN: As a quick action, make a contestedHULL check against a character within 5� andline of sight: the loser is knocked PRONE.Reinforced grappling cables allow forfull movement and utility in ≤1 genvironments. Woven from incrediblystrong nanocarbon and arachnosynththreading, reinforced grapple line iscarried on waist-mounted spools andattached to charge-actuated brachialprojectors. Once fired, the grapplespenetrate and anchor to the target. Smallmeltdown charges seeded every thirtymeters of cable both allow rapiddisengagement and expose a fresh grapplehead, ready for immediate use.SEKHMET-Class NHP3 SP, Unique, AIYour mech gains the AI tag and the SEKHMETProtocol.“The IPS-N SEKHMET co-pilot is ready tobe your first mate! SEKHMET comesstandard with remote, omninet, IR tag,and voice control systems, and is fullycompatible with all current and legacyIPS-N mechs.Did you know that SEKHMET learns with you?Should the worst happen, your very ownSEKHMET will continue to engage hostiletargets using an emulated neural-netdoppelgänger to pilot your IPS-N chassisuntil forced or voluntary shutdown!”-draft copy, IPS-N Polaris Pilot Loungeadbroad [struck and replaced w/currentadbroad]SEKHMET-class NHPs tend towardaggressive attitudes and dark humor.Pilots often call them “berserkersystems” – dangerous NHPs that valuecombat efficacy over pilot wellbeing.SEKHMET ProtocolProtocolWhen activated, you give control of your mech toyour NHP and gain the following benefits:• All melee critical hits deal +1d6 bonus damage.• 1/round, you can SKIRMISH with melee weaponsonly as a free action.Your NHP uses all available actions and movementto move toward the closest visible character – alliedor hostile – and attacks them with melee attacks,prioritizing melee weapons. It may benefit from yourtalents. If there are no characters within THREAT, yourNHP uses all actions to move as directly as possible tothe next closest (visible) target. Your NHP can’t makeranged attacks, even if there are actions available.You retain enough control to OVERCHARGE as usual;however, your NHP uses the additional action for thesame purpose as its other actions.You can take back control of your mech as aprotocol. When you do, you become STUNNED untilthe start of your next turn. Otherwise, this effect lastsuntil your mech is destroyed – the pilot’sincapacitation or death has no effect.IPS-NORTHSTAR
SECTION 4 // Compendium // Mech CatalogueIPS-NDRAKEDefenderThe Drake, IPS-N’s first foray into military-grade mech design, is the backbone ofany proactive trade-security or anti-piracy force. Its massive, simian frame isbuilt around a single-cast bulkhead, sloped and reinforced to handle sustained fireand the vagaries of vessel-proximal hardvac travel. The Drake is an imposingchassis, its frame evoking the might of ancient armored infantry from a time whengreater numbers guaranteed victory.The standard fleet license for the IPS-N Drake outfits each chassis with IPS-N’shigh-velocity, high–projectile fragment assault cannon for suppressing andoverwhelming targets, and a heavy kinetic–ablative shield for defense. Advancedmodels feature upgraded weapons and armor including the formidable Leviathan HeavyAssault Cannon, a high-rpm anti-materiel weapon.[132]CORE STATSTRAITSMOUNTSCORE SYSTEMFORTRESSHEAVYMOUNTFortress ProtocolActive (1CP), ProtocolYou deploy heavy stabilizers and your mechbecomes more like a fortified emplacementthan a vehicle. When activated, two sections ofhard cover (�2, SIZE 1) unfold from yourmech, drawn in any direction. These coversections have IMMUNITY to all damage.Additionally, the following effects apply whileactive:• You become IMMOBILIZED.• You benefit from hard cover, even in theopen, and gain IMMUNITY to KNOCKBACK,PRONE, and all involuntary movement.• When you BRACE, you may take afull action on your next turninstead of just a quickaction.• Any character thatgains hard cover fromyou or your coversections gains IMMUNITY to KNOCKBACK,PRONE, andall involuntary movement, and gains thebenefits of BLAST PLATING.This system can be deactivated as a protocol.Otherwise, it lasts until the end of the currentscene.Size: 2Armor: 3HULLHP: 8Repair Cap: 5AGILITYEvasion: 6Speed: 3Save Target: 10Sensors: 10SYSTEMSE-Defense: 6Tech Attack: +0SP: 5ENGINEERINGHeat Cap: 5HEAVY FRAMEThe Drake can’t be pushed, pulled, knockedPRONE, or knocked back by smaller characters.BLAST PLATINGThe Drake has RESISTANCE to damage, � and �from �, �, �, and � attacks.SLOWThe Drake receives +1� on AGILITY checks andsaves.MAINMOUNTGUARDIANAdjacent allied characters can use the Drake forhard cover.MAINMOUNT
SECTION 4 // Compendium // Mech CatalogueIPS-NORTHSTAR[133]
[134] SECTION 4 // Compendium // Mech CatalogueLICENSE I:ARGONAUT SHIELD, ASSAULT CANNONLICENSE II: DRAKE FRAME, AEGIS SHIELDGENERATOR, CONCUSSION MISSILESArgonaut Shield2 SP, Unique, Quick ActionYou use this heavy overarm to provide cover for anadjacent character as a quick action, giving themRESISTANCE to all damage; however, you take half ofthe damage your target would take beforecalculating ARMOR and RESISTANCE. This effect lastsuntil your target breaks adjacency, at which pointthis effect ceases until you repeat this action.In space, simplicity in form and functionguarantees reliability and promotestrust. The Argonaut is one of IPS-N’soldest designs, hailing from the premerger days of Northstar’s Deep Blacksecurity teams. It’s a simple slab ofmetal carried in hand or mounted on achassis’ brachial superstructure; theonly option a pilot has for customizingthis shield is a choice of size.Assault CannonMain Cannon, Overkill, 1�(Self)[�8][1d6+2�]You can spin up this weapon’s barrels as a quickaction. While spinning, it gains RELIABLE 3, but youbecome SLOWED. You can end this effect as a protocol.IPS-N’s assault cannon of choice is adeep-cooled autocannon, fieldable as amounted weapon or manipulator-operatedplatform. The cannon, simple in itsfunctionality, can be fed by either boxmagazine or belt and is a standardinclusion in almost any among IPS-N fleetorders. In micro and zero-gravityenvironments, Drake pilots commonlyemploy the assault cannon as anadditional propulsion system.Concussion MissilesMain Launcher, Knockback 2[�5][1d3�]On Hit: The target must succeed on a HULL save orbecome IMPAIRED until the end of their next turn.Concussion missiles are fitted withoverpressure-generating charges with lowshatter and low incandescence – they’remeant to stun, deter, push back, anddisorient, usually in tandem with alarger, more lethal attack.Aegis Shield Generator2 SP, Unique, Limited 1, Quick ActionShield generator (SIZE 1, 10 HP, EVASION 5,TAGS: Deployable, Shield)Expend a charge to deploy a SIZE 1 shieldgenerator in a free, adjacent space, where itcreates a �1 shield. Set out three d6s torepresent the generator’s remaining power. As areaction when any character or object of yourchoice at least partly in the area takes damage,you may roll one of the d6s to reduce the damageby the amount rolled.This effect lasts for the rest of the scene, until alldice have been rolled and the generator losespower, or the generator is destroyed.The Aegis is a portable electromagneticshield generator: a powerful and reliablemethod – if crude by modern standards –for establishing kinetic and coherentparticle deterrence over a wide area.
[135] SECTION 4 // Compendium // Mech CataloguePortable Bunker2 SP, Limited 1, Unique, Quick ActionPortable bunker (SIZE 4, 40 HP, EVASION 5, Tags:DEPLOYABLE)Expend a charge to deploy a portable bunker to afree, adjacent area 4 by 4 area. At the start of yournext turn, it unfolds into a fortified emplacementwith the listed profile. All characters completelywithin the affected area gain hard cover against allattacks from outside the bunker from all directionsand RESISTANCE to damage from BLAST, LINE,BURST, and CONE attacks that originate outsidethe bunker.The bunker is open topped, and characters mayenter or exit at will. It can’t be moved ordeactivated once deployed.IPS-N’s “Portable Bunker” is actually aseries of single-use expanding printersheets: flat-pack pouches of inert nonNewtonian fluid that, when deployed,become a rigid structure capable ofwithstanding incredible force.Leviathan Heavy Assault CannonSuperheavy Cannon[�8][1d6�]Unlike other SUPERHEAVY weapons, the Leviathancan be used with SKIRMISH.You can spin up this weapon’s barrels as a quickaction. While spinning, it gains RELIABLE 5 and2�(SELF), and its damage increases to 4d6+4�;however, you become SLOWED and can no longeruse the Leviathan with SKIRMISH.You can cease this effect as a protocol.The Leviathan Heavy Assault Cannon (HAC)is a massive, multi-barrel rotary cannonfed by an external reservoir, usuallydorsally mounted on the chassis carryingit. Unmodified, the Leviathan should onlybe fired within the recommended bursttiming specifications to preventpercussive trauma to joints and pilots.In partnership with Harrison Armory’sThink Tank, IPS-N is currentlyinvestigating remote solutions for thecannon’s ammunition consumption demands.IPS-NORTHSTARLICENSE III:PORTABLE BUNKER, LEVIATHAN HEAVY ASSAULT CANNON
SECTION 4 // Compendium // Mech CatalogueIPS-NLANCASTERSupportThe IPS-N Lancaster is a mil-spec variant of an older IPS-N civilianterrestrial, inter/outer-hull transport and maintenance chassis, streamlinedfor use in any theater. The Lancaster features multiple redundant systemsand sophisticated interaction projectors to ensure pinpoint accuracy whenengaging with delicate systems, whether damaged or intact.Lancaster pilots often adopt roles as sappers and engineers in frontlinesupport. Sometimes ridiculed for piloting the old-fashioned frame by newer,untested pilots, veteran Lancaster jockeys know the truth: the Lancaster isone of the most reliable and well-made mechs out there, indispensable on anyserious long-range mission. Not every mission is won with bullets, lasers,and bombs: without the engineers and their Lannies, few of those hotshotswould come home alive.[136]CORE STATSTRAITSMOUNTSMOUNTSCORE SYSTEMLATCH DRONEKnown colloquially as a “Wingman”, latch dronesare companion drones carried by and deployedfrom a chassis. Pilots are recommended not todevelop emotional attachments to these dronesdue to their high casualty rate.Integrated Mount: Latch DroneINSULATEDThe Lancaster has IMMUNITY to �.SuperchargerActive (1CP), Quick ActionYour LATCH DRONE clamps onto an allied mechwithin its RANGE. For the rest of the scene youtake �1 at the start of each of your turns, butyour target gains +1� on all attacks, checks,and saves, and IMMUNITY to the IMPAIRED, JAMMED,SLOWED, SHREDDED, and IMMOBILIZED conditionsfrom characters other than itself. This effect endsif either character becomes STUNNED.While this system is active, you cannot use theLATCH DRONE for any other purpose.COMBAT REPAIRIn combat, the Lancaster can use 4 REPAIRS torepair a destroyed mech as a full action, returningit to 1 STRUCTURE, 1 STRESS, and 1 HP.Size: 2Armor: 1HULLHP: 6Repair Cap: 10AGILITYEvasion: 8Speed: 6Save Target: 10Sensors: 8SYSTEMSE-Defense: 8Tech Attack: +1SP: 8ENGINEERINGHeat Cap: 6REDUNDANT SYSTEMSAt your discretion, other characters adjacent to theLancaster can spend its REPAIRS as their own.MAIN/AUXMOUNTLatch DroneMain Launcher[�8][damage: n/a]This weapon can’t make normal attacks.Instead, choose an allied mech within RANGE andline of sight and make a ranged attack againstEVASION 8. On a hit, either you or your target mayspend 1 REPAIR to restore half your target’s HP.
SECTION 4 // Compendium // Mech CatalogueIPS-NORTHSTAR[137]
[138] SECTION 4 // Compendium // Mech CatalogueLICENSE I:CABLE WINCH SYSTEM, RESTOCK DRONELICENSE II: LANCASTER FRAME, MULEHARNESS, WHITEWASH SEALANT SPRAYWhitewash Sealant Spray2 SP, Quick ActionThis sealant can be sprayed on characters or freespaces within �5 and line of sight. It has differenteffects depending on the target:• HOSTILE CHARACTERS Your target must succeedon an AGILITY save or they become SLOWED untilthe end of their next turn and clear all burn.• ALLIED CHARACTERS: Your target clears all burnbut they become SLOWED until the end of theirnext turn.• FREE SPACE: Any fires within �1 areextinguished and the area becomes difficultterrain for the rest of the scene.For fire suppression and fast, temporary sealsin punctured starship bulkheads, IPS-N offersa range of single-use, single objectivenanites – “whitewash”. This sealant spray canalso be used to restrain noncompliant actorswhen the correct spray heads and catalyticformulations are installed to the applicator.Restock Drone2 SP, Limited 2, Unique, Quick ActionRestock Drone (SIZE 1/2, 5 HP, 10 E-DEFENSE, 10EVASION, Tags: DRONE).Expend a charge to deploy a restock drone to anyfree, adjacent space, where it primes at the end ofyour turn. While adjacent to the drone, alliedcharacters can activate it as a quick action,clearing 1d6� and one condition, and reloadingone LOADING weapon. After being activated, thedrone immediately disintegrates.Reliable and sturdy drones carryingintegrated printers, restock drones allowfor limited logistical flexibility viaautosalvage. The bulk of a restock droneis made of RawMat, a blend of silicatesand metallic materials that the droneprocesses into replacement parts andrepair kits. This is why pilots oftenjoke that restock drones are, simply put,“mech snacks”.Cable Winch System1 SP, Quick ActionThese cables can be attached to an adjacentcharacter. If the target is STUNNED or willing, youautomatically succeed; otherwise, they can resistwith a successful HULL save. Once attached, youand the target may not move more than 5 spacesaway from each other. Either character can tow theother, obeying the normal rules for lifting anddragging, and becoming SLOWED while doing so.Any character can remove the cables on a hit witha melee attack or IMPROVISED ATTACK againstEVASION 10.These cables can also be used to drag, pull, orotherwise interact with objects and theenvironment. They are 5 spaces long and cansupport a combined SIZE 6 before they break.Characters can use them to climb surfaces,allowing them to climb without a SPEED penalty.A winch system consists of an externallymounted spool of nanocarbon-weave cableand a recovery subroutine installed onthe mech.MULE Harness2 SP, UniqueExtra mounts, straps, and hard points allow othercharacters to climb and ride your mech. Adjacent,non-IMMOBILIZED characters can climb onto your mechas a quick action. While riding, they occupy the samespace as you, move when you move (even if they’reSLOWED), and benefit from soft cover. If you or a riderare knocked PRONE, STUNNED, IMMOBILIZED, ordestroyed, they land PRONE in adjacent spaces. Riderscan climb down as part of any movement away, butcan only climb onto your mech as a quick action.You can carry riders of a combined SIZE equal to yourSIZE, minus SIZE 1/2 (e.g., if your mech is SIZE 1 youcan carry one SIZE 1/2 character; if it is SIZE 2, you cancarry a SIZE 1 character and a SIZE 1/2 character).The Multiple User, Light Entanglement(MULE) Harness is a mass-produced versionof a common battlefield modification thatallows friendly soldiers to ride along ona chassis. Some systems are large enoughto allow smaller chassis to accompanylarger chassis; typically, these variantsare employed in high altitude, low orbitinsertions where reduced radar presenceis required.
[139] SECTION 4 // Compendium // Mech CatalogueLICENSE III: ACESO STABILIZER,CUTTER MKII PLASMA TORCHCutter MkII Plasma TorchAuxiliary Melee, 1�(Self)[�1][1�+ 1�+ 1�]This weapon deals 10�AP to objects, cover,terrain, and the environment.Plasma cutters were tools first: simpleblades built to toggle and sustain aplasma sheath, making it easier to cutmetal. Repeated ad hoc use of cutters aspersonal defense weapons against pirateboarding parties convinced IPS-N of theneed for a mil-spec variant of thecivilian tool – the Cutter, now in itssecond generation. The Cutter MkII feedsdirectly from the mech’s power core, witha port to attach power packs in case ofcord severance. Although the cutting edgecan be shortened to a knife length, itsmost popular setting is the “cutlass”, amedium-length option perfect forbalancing reach and maneuverability inclose quarters.Aceso Stabilizer3 SP, Limited 3, Overshield, Shield,Unique, Quick ActionExpend a charge to fire this small, self-armingsystem onto an allied mech within �5. They gainOVERSHIELD equal to your GRIT+4. While they havethis OVERSHIELD they gain IMMUNITY to IMPAIRED andJAMMED.The IPS-N Aceso Stabilizer is a usefultriage measure for any scoring and minormechanical damage that is sustained inthe course of combat engagement ornegative environmental interaction.Thanks to its negligible processordemand, Aceso Stabilizers can even becontrolled by comp/con units – thisallows the pilot to concentrate oncomplex repairs or immediate threatneutralization.IPS-NORTHSTAR
SECTION 4 // Compendium // Mech CatalogueIPS-NNELSONStrikerThe IPS-N Nelson is the purest embodiment of the close-quarters doctrineespoused by its manufacturer. It is built to brawl, thriving when ordnancehas been exhausted or when the environment is too volatile for firearms.With its functional size, the Nelson can strike fast and remain a difficulttarget to track. Layers of fractal-fold Armor-Lock plating with ceramicanalogous carbon flaking properties effectively nullify the impact ofincoming ballistics by dispersing kinetic energy across a rounded hull.This null-k defense protects the pilot from impact trauma, allowing forsustained combat efficacy in high-trade scenarios.The Nelson is an iconic IPS-N chassis, known across the galaxy as thefavored frame of the Albatross, the nomadic order of Cosmopolitanpeacekeepers. The Albatross’ distinctive white, gold, and red livery,mastery of the war pike, and apparent agelessness due to time dilation haswon both them and the Nelson a venerated place in Diasporan lore – andsecured an endorsement contract with IPS-N in perpetuity.[140]CORE STATSTRAITSMOUNTSCORE SYSTEMPERPETUAL MOMENTUM DRIVEIPS-N’s Perpetual Momentum Drive exploitsfighter-tier nearlight spooling to captureand sustain a passive .000001 ls charge,able to be dumped into boost systems uponcommand. Chassis equipped with this driverequire heavy reinforcement, includingstrengthened joints and limbs, andinstallation of a k-comp crash couch toprotect the pilot from sudden g-force andshear.Engage DriveActive (1CP), ProtocolFor the rest of the scene, Skirmisher allowsyou to move 4 spaces at a time instead of 1space.MAIN/AUXMOUNTFLEXMOUNTSKIRMISHERAfter attacking, the Nelson can immediately move1 space in any direction as long as it isn’tIMMOBILIZED or SLOWED. This movement ignoresengagement and doesn’t provoke reactions.MOMENTUM1/round, after you BOOST, the Nelson’s next meleeattack deals +1d6 bonus damage on hit.Size: 1Armor: 0HULLHP: 8Repair Cap: 5AGILITYEvasion: 11Speed: 5Save Target: 10Sensors: 5SYSTEMSE-Defense: 7Tech Attack: +0SP: 6ENGINEERINGHeat Cap: 6
SECTION 4 // Compendium // Mech CatalogueIPS-NORTHSTAR[141]
[142] SECTION 4 // Compendium // Mech CatalogueLICENSE I:BULWARK MODS, WAR PIKELICENSE II: NELSON FRAME, ARMOR-LOCKPLATING, THERMAL CHARGEArmor-Lock Plating1 SP, Unique, 2�(Self)You can BRACE while GRAPPLING. When you do so,any grapples currently affecting you end.Additionally, when you BRACE, you gain the followingbenefits until the end of your following turn:• Attacks against you receive +1�.• You can’t fail AGILITY or HULL saves or contestedchecks.• You gain IMMUNITY to KNOCKBACK, GRAPPLE, beingknocked PRONE, and being moved by anyexternal force smaller than SIZE 5.IPS-N’s Armor-Lock Plating is a total-bodymodification that provides additionalchassis stability for any situation inwhich a pilot needs to put their mechthrough greater-than-anticipated stress.Thermal Charge2 SP, Limited 3, Mod, UniqueChoose one MELEE weapon: on a hit with thisweapon, expend a charge as a free action toactivate its detonator and deal +1d6� bonusdamage.One popular modification to the classicwar pike involves replacing the long,armor-piercing pike head with adisposable, impact-triggered explosivecharge. On penetration, the pike’s headis severed from the shaft – momentslater, the embedded pike head detonatesin a conical explosion from the pointforward. Spare thermal charges arestable, and transported in external tubemagazines.IPS-N also makes thermal chargescompatible with GMS’s range of blades,hammers, and picks.War PikeMain Melee, Knockback 1, Thrown 5[�3][1d6�]A war pike is a simple weapon – a longhaft, topped with a dense, slim point,meant to puncture armor. Early designswere derivative of mining pylons, butthe modern war pike is a sturdy,balanced, and reliable weapon that’sperfect for a charge.Bulwark Mods1 SP, UniqueYour mech’s extended limbs, additional armor,redundant motor systems, and other reinforcementsallow you to ignore difficult terrain.All proprietary IPS-N mech cores featuretheir QuickMod system – a modular, legacycompatible system of joints, hardpoints,and internal slots that makes installingupgrades simple. This proved to be anecessary feature for Albatross maktebaslong out of synch with Union Realtime.
[143] SECTION 4 // Compendium // Mech CatalogueRamjet3 SP, Unique, Protocol, 2�(Self)Until the start of your next turn, you can move+2 spaces when you BOOST and your meleeattacks (including RAM, GRAPPLE, and so on)gain KNOCKBACK 2.When you move during this time, you mustmove your full SPEED in a straight line; however,you can stop if you would collide with anobstruction or hostile character, and you canchange direction between separate movements(for example, standard moves, BOOST, etc).There’s a threshold that veteranNelson pilots know well: the point ofendless momentum. You get moving fastenough in the right atmosphere and theair itself feeds into auxiliary portson the chassis, screaming out like ademon’s almighty howl. The point ofendless momentum is a giant’s hand onyour chest and a god’s chariot underyour feet. Makes you feel like you canoutrun light itself, as long as youdon’t pass out first.Power KnucklesAuxiliary Melee[�1][1d3+1�]On Critical Hit: Your target must succeed on a HULLsave or be knocked PRONE.IPS-N’s line of power knuckles areanother popular purchase for pilots whoprefer to fight up close. Taking the formof anything from shaped studs tohyperdense knuckles, or a series ofmagnetically accelerated micro-rams,power knuckles amplify the alreadyincredible hitting power of a mech.IPS-NORTHSTARLICENSE III:POWER KNUCKLES, RAMJET
CORE STATSTRAITSMOUNTSCORE SYSTEMM35 MJOLNIR CANNONIPS-N’s M35 Mjolnir cannon is a carryoverfrom Northstar’s Watchman line of defensiveweapons, reworked for frontline combat. TheMjolnir is a hard-mounted, multi-barrelauxiliary cannon that uses magneticacceleration to fire stacks of airburstprojectiles at its target. It’s an impulseweapon, tied to the pilot’s second-tierneural processes with mediation from a comp/con or NHP; even in death, a pilot’s Mjolnirwill continue to identify and attack hostiletargets until reaching total systemicfailure. For this reason, the Mjolnir isoften referred to as a deadgun– one of many such weapons to be foundamong CQB-oriented pilots.Integrated Mount: M35HEAVYMOUNTM35 MjolnirMain CQB [�5][�3][4�]1/round, when you reload any weapon,this weapon can be fired as a free action.Thunder GodActive (1CP), ProtocolYou start to spin your M35 MJOLNIR up,beginning with no chambered rounds. For therest of the scene, you load two rounds intochambers at the end of any of your turns inwhich you haven’t fired the M35 MJOLNIR . It canhold a maximum of six rounds.When you fire the M35 MJOLNIR , all chambers firesimultaneously, dealing 4� per loaded round.If you fire four or more rounds at once, the attackgains AP and, on a hit, your target becomesSHREDDED until the end of their next turn.Size: 1Armor: 1HULLHP: 10Repair Cap: 5AGILITYEvasion: 8Speed: 4Save Target: 10Sensors: 10SYSTEMSE-Defense: 7Tech Attack: -1SP: 5ENGINEERINGHeat Cap: 5SHIELDED MAGAZINESThe Raleigh can make ranged attacks whenJAMMED.FLEXMOUNTAUX/AUXFULL METAL JACKETAt the end of its turn, if the Raleigh hasn’t madeany attacks or forced any saves, it can reload allLOADING weapons as a free action.SECTION 4 // Compendium // Mech CatalogueIPS-NRALEIGHStrikerSeeing GMS and Harrison Armory’s push to secure whole-fleet line contracts withUnion member states, IPS-N launched a brief foray into design and production oftheir own main battle line frame. Enter the Raleigh, a stylistic and designoddity for IPS-N. Designed not as a specialist, but as a purpose-built, closerange mech, the Raleigh failed to stun potential clients in trials.Though a favorite of test pilots due to its unique styling and agility, theRaleigh saw few fleet orders and, after a brief run as IPS-N’s flagship, wasquietly rolled back and replaced with the Tortuga. No longer offered as a fleetcontract, the Raleigh enjoys a quiet popularity among pilots seeking a wellbalanced, if close-ranged, line mech.[144]
SECTION 4 // Compendium // Mech CatalogueIPS-NORTHSTAR[145]
[146] SECTION 4 // Compendium // Mech CatalogueLICENSE I:BB BREACH/BLAST CHARGES, HAND CANNONLICENSE II: RALEIGH FRAME,BOLT THROWER, “ROLAND” CHAMBERBolt ThrowerHeavy Cannon, Loading, Reliable 2[�8][2d6�+ 1d6�]As with many of IPS-N’s classic weapons,the bolt thrower is descended from acivilian mining tool. It fires selfpropelled explosive bolts, perfect foruse in micro- and null-gravity as well asin-atmosphere.“Roland” Chamber3 SP, UniqueWhen you reload any weapon, your next attack witha LOADING weapon gains this effect:On hit: This attack deals +1d6� bonus damage,and targets must succeed on a HULL save or beknocked PRONE.Packed into sealed, self-containedcylinders, IPS-N’s “Roland Rounds” arehigh-explosive anti-armor charges builtfor kinetic weapons of any mech-scalecaliber. Loaded in place of inert kineticammunition, a Roland HE/AA shellincreases the efficacy and destructivepower of any weapon it is fired from.Hand CannonAuxiliary CQB, Loading, Reliable 1[�5][�3][1d6�]The IPS-N hand cannon is a licensed versionof GMS’s Type-I Pistol, adapted for a muchheavier caliber. This modification requiresthe belt-fed system of the GMS build to beswapped for a cylinder or magazine-basedsystem, depending on the specific model ofhand cannon.BB Breach/Blast Charges2 SP, Limited 3, UniqueExpend a charge for one of the following effects:• THERMAL GRENADE (Grenade, �5, �1): Allcharacters within the affected area mustsucceed on an AGILITY save or take 1d6�. Ona success, they take half damage. Objects andterrain are hit automatically and take 10�AP.• BREACHING CHARGE (Mine, �1): In addition toadjacent free spaces, this mine can also beplanted on adjacent walls, pieces of cover, andterrain. Once armed, this mine must bedetonated with a quick action. Characterswithin the affected area must succeed on anAGILITY save or take 2d6�AP. On a success,they take half damage. Objects and terrain arehit automatically and take 30�AP.Breach/blast charges offer a mil-spectwist on the industrial blasting chargesdeveloped by IPS-N for asteroid mining.The IPS-N BB charge features a morevolatile blend of high explosivesdesigned to cause massive structuraldamage to mechanized chassis, starshipbulkheads, armored vehicles, bunkers, andother hardened structures.
[147] SECTION 4 // Compendium // Mech CatalogueUNCLE-Class Comp/Con3 SP, Unique, AI, ModChoose one AUXILIARY, MAIN, or HEAVY weapon:your UNCLE-class comp/con has control of thatweapon and its associated systems.1/turn, you can attack at +2� with UNCLE’Sweapon as a free action. UNCLE can’t useweapons that have already been used this turn,and any weapon UNCLE attacks with can’t beused again until the start of your next turn.UNCLE isn’t a full NHP, so cannot enter cascade.IPS-N’s UNCLE comp/con system is theresult of the DARKSTAR-2 program, atemporary project that sought to developmore advanced smart weapons. Earlyprototypes were hampered by a combinationof high power-draw, unstableconditioning, and frustrating single-taskorientation that eventually saw theproject shuttered.While IPS-N is no longer developing newiterations of UNCLE, they still have astock of QA-approved legacy systemsaccessible to qualified pilots.Pilots lucky enough to field test modelsswear by UNCLE’s task efficiency andparallel-track reasoning, though theoutdated comp/cons are known for theirsomewhat unstable personalities.Kinetic HammerHeavy Melee, Reliable 4[�1][2d6+2�]A kinetic hammer is a simple tool, but abrutal one. Made up of a supermassivehead fused to a long haft, the hammercarries enough force to create massivelytraumatic pressure waves upon landing asuccessful blow.IPS-NORTHSTARLICENSE III:KINETIC HAMMER, UNCLE-CLASS COMP/CON
SECTION 4 // Compendium // Mech CatalogueIPS-NTORTUGADefender/StrikerThe Tortuga is IPS-N’s short-to-medium range line of mechs. Conceived,tested, and perfected in the void of deep space, the Tortuga was made tobreach and clear carrier decks, hostile station environments, and thespinal columns of capital ships. It excels at occupying space and fillinghallways with its angular bulk, often acting as a walking battering ram byboarding parties and marines. But the Tortuga defends just as effectivelyas it attacks, using its broad plates of brachial armor to shield itselfand any advancing allies.[148]CORE STATSTRAITSMOUNTSCORE SYSTEMWATCHDOG CO-PILOTIPS-N security teams are no strangers to thedangers of ship-to-ship or ship-to-stationboarding actions. Tight corridors, unstablegravity, dark environments, hard vacuum, andthe potential dual threat of both organicand inorganic opposition make boardingactions some of the most statisticallydeadly engagement – according to IPS-N’sinternal metrics, even the winning sideshould expect at least 30% casualties.Hoping to lessen the cognitive burden onpilots and any NHPs or comp/cons installedin their chassis, IPS-N developed theWATCHDOG co-pilot. The WATCHDOG is a simplesubsentient partition: a flash-homunculus ofaggregated intelligence generated fromthousands of after-action reports fromboarding actions, debriefings, and volunteerdonors. Not an NHP, nor even a comp/con, theWATCHDOG is a robust tactical programsimilar to a smart weapon. That said, itsability to operate without cycling presentscertain advantages: namely, these co-pilotshave some capacity to learn and make bestguess predictions based on analysis of theirpilots. WATCHDOGs tend to have plainpersonalities – to whatever extend they canbe said to have one – and are a favorite ofpilots looking for a no-nonsense attitudeand crisp, efficient counsel.The WATCHDOG system is currently underreview by a joint USB/UDoJ-HR commission,but there has been no formal stay onproduction yet issued.Hyper-Reflex ModeActive (1CP), ProtocolFor the rest of this scene:• If you have less than �3 with a rangedweapon, it increases to 3.• 1/round, you may take an additionalOVERWATCH reaction.• Any character you hit with OVERWATCHbecomes IMMOBILIZED until the end of their nextturn.HEAVYMOUNTMAINMOUNTGUARDIANAdjacent allied characters can use the Tortuga forhard cover.SENTINELThe Tortuga gains +1� on all attacks made asreactions (e.g. OVERWATCH).Size: 2Armor: 2HULLHP: 8Repair Cap: 6AGILITYEvasion: 6Speed: 3Save Target: 10Sensors: 15SYSTEMSE-Defense: 10Tech Attack: +1SP: 6ENGINEERINGHeat Cap: 6
SECTION 4 // Compendium // Mech CatalogueIPS-NORTHSTAR[149]
[150] SECTION 4 // Compendium // Mech CatalogueLICENSE I: SIEGE RAM,DECK-SWEEPER AUTOMATIC SHOTGUNLICENSE II: TORTUGA FRAME,DAISY CUTTER, CATALYTIC HAMMERDeck-Sweeper Automatic ShotgunMain CQB, Inaccurate[�3][�3][2d6�]The Deck-Sweeper Automatic Shotgun is abelt-fed scattergun, a favorite of marinepilots aboard stations and capital ships.Its methodology is straightforward:charge, point, and fire. A single-barrelconstriction allows for pneumaticabsorption – dampening the effect of itsincredible recoil – and its belt feederis compatible with many types of shotand-slug ammunition.Daisy CutterHeavy CQB, Limited 2[�7][�3d6]On Attack: Creates a cloud of smoke and detritus inthe attack cone, providing soft cover in the affectedarea that lasts until the end of your next turn.The Daisy Cutter is an effective weapon –if outdated – that’s still favored by manymarine pilots. Essentially, it’s a massiveshotgun; the pilot loads a charge into thegun’s breech, drops a packed sabot downthe barrel, aims, and fires a hellfirecloud of flechette darts, bearings, andignited magnesium strips, guaranteed toclear any deck on which it’s been fired.Catalytic HammerMain Melee, Loading[�1][1d3+5�]On Critical Hit: Your target must succeed on a HULLsave or become STUNNED until the end of their nextturn.Modified originally from blast-miningequipment, the catalytic hammer(colloquially, the “pilebunker”) hassince been refined into a formidablemelee weapon. When fired, a chargepropels the hammer – a solid cylinderwith a spike on one end – through a shortbarrel, impacting with enormous kineticforce. Standard hammer heads are smoothto allow for easy extraction fromtargets, but they can be detached andreplaced if retrieval is impossible. Anyinstallation of a catalytic hammernecessitates superstructure reinforcementto allow for sufficient energy dispersal.Siege Ram2 SP, UniqueWhen you RAM, you deal 2� on hit, and you deal10�AP when you RAM objects and terrainThe siege ram is a handheld metal beamwith a wedge tip, ready to be smashed intothe seams of sealed bulkhead doors anddriven home. It’s another holdover fromthe days before the IPS-N merger. Whensomeone needs to open a bulkhead that’sjust slammed shut, it’s what marine pilotspick up to get the job done. Heavy, dumb,and unbreakable: IPS-N’s siege ram is theuniversal skeleton key.