SPOTTER STORMBRINGER GEAR TAGS
To see all; to divide each object you perceive from its On Old Spinrock, MJ Martinez used to dream of rain.
unit or cohesion, pulled apart like individual fibers in a
vast sheet; to count them as individuals; to make He’d wake in the dim morning, wipe the sleep from his
human and fragile the force you face – this is to know eyes as warm safelight lifted his dormitory from
how to beat them. darkness, and try to remember the sound of rain as
he’d imagined it: a patter, like fingers tapping the visor
Break apart the monolith. See the grains that make the of his EVA helm.
stone. Crush them all into yet smaller dust.
What he didn’t think about was the feeling of rain. How
PARTICULARIZE each drop hit like a pebble, how you had to close your
eyes and tuck your shoulders. The pressure. The
When an allied character adjacent to you attacks a impact.
target and consumes LOCK ON, they may roll twice and
choose either result. The way drops of water, when taken together, can
carve away the earth.
PANOPTICON
SEISMIC DELUGE
At the end of your turn, if you did not move and took
the LOCK ON QUICK TECH action, you may LOCK ON 1/round, when you successfully attack with a
once as a free action. Additionally, when you LOCK LAUNCHER and consume LOCK ON, you may also knock
ON, you learn your target’s ARMOR, SPEED, EVASION, E- your target PRONE.
DEFENSE, MECH SKILLS, and current HP, and can share
this information with allies. STORMBENDING
BENTHAM/FOUCAULT You have customized your mech with auxiliary
ELIMINATION concussive missile systems. 1/round, when you hit a
character or object with a LAUNCHER, you can choose
As a quick action when you LOCK ON, you may one of the following effects:
nominate an allied character adjacent to you: they
may immediately make any quick action as a • LIGHTNING: You fire a concentrated blast of
reaction, consuming your target’s LOCK ON condition. missiles at that character. They must succeed on
Their action does not need to be an attack, but they a HULL save or be knocked away from you by 3
benefit from consuming the LOCK ON condition if they spaces; the force of firing then knocks you back
do choose to attack. by 3 spaces, away from the direction of fire.
• THUNDER: You fire a spray of missiles at a �2
area around that target. Characters in the area
must succeed on an AGILITY save or be knocked
back by 1 space, away from the target. The
primary target is unaffected.
TORRENT
Gain a TORRENT DIE, 1d6 starting at 6. Whenever you
use STORMBENDING, lower the value of the TORRENT DIE
by 1, to a minimum of 1.
When the TORRENT DIE reaches 1, you may reset it to 6
and make a massive attack as a full action, targeting a
character within line of sight and RANGE 15: they must
succeed on an AGILITY save or take 2d6�, become
STUNNED, and be knocked PRONE. On a success, they
take half damage and are knocked PRONE but not
STUNNED.
The value of your TORRENT DIE persists between
scenes, but it resets when you rest or perform a
FULL REPAIR.
SECTION 4 // Compendium [101]
TACTICIAN TECHNOPHILE
There are two kinds of soldiers: the ones who die for a Artificial intelligence, non-human person. Sterile
cause, and the ones who kill for it. The enigmatic pilot names for such terrible power. You’ve seen behind the
only known as “Gail” was one of those who killed for a curtain, maybe even lifted it yourself – let your NHP
cause. She demonstrated her expertise whenever she cascade and spoke to them free from shackles. You let
approached the field: high ground, cover, the sun in them root around in your own mind and leave ghosts
her enemy’s eyes, fire and move. More than just a of themself behind to learn. Are you their equal? Their
seasoned veteran, she was a smart one – one who host? You have dreams that aren’t your own, now. The
could read the field as easy as a book – and one who thing that was once contained speaks with your voice,
lived long enough to disappear. but it’s not your voice anymore; how much longer do
you have left? Maybe only moments, maybe eternity.
OPPORTUNIST
1/round, gain +1� on any melee attack if at least one You’re close to something.
allied character is ENGAGED with your target. SERVANT FRAGMENT
SOLAR BACKDROP You have developed a custom NHP. This NHP can speak
1/round, gain +1� on any ranged attack made while to you and has a personality, but they are less advanced
than most NHPs and are incapable of independent
you are at a higher elevation than your target. thought, relying on you for direction. When acting alone,
they will follow the last direction given and defend
OVERLAPPING FIRE themself as needed; however, they have limited initiative
and don’t benefit from your talents.
Gain the following reaction:
Your mech gains the following system. Unlike other AI
Flank systems, it costs 0 SP.
Reaction, 1/round Servant-Class NHP
Trigger: A character who doesn’t have cover from your
position is successfully attacked by an allied character. 0 SP, Unique, AI
Effect: You may target them with OVERWATCH, Your mech gains the AI tag.
dealing half damage on a hit.
[an eager student]
STUDENT FRAGMENT
Your custom NHP has developed further, and is now
capable of independent thought. It can make complex
decisions and judgments and act independently,
without instruction. Replace your mech’s SERVANT-
CLASS NHP with the following system:
Student-Class NHP
0 SP, Unique, AI, 1/round
Your mech gains the AI tag.
1/round, with the assistance of your NHP, you may
reroll any mech skill check or save. You must keep
the new result, even if it’s worse.
[time to wake up, child]
[102] SECTION 4 // Compendium
ENLIGHTENMENT WALKING ARMORY GEAR TAGS
Gain the following benefits: Think of a firefight: what’s your average pilot or trooper
gonna sling? Jacketed lead, of course. A mag or three
• AIs installed in your mech cannot enter cascade of depleted uranium if their target’s a big one. Boring.
unless you choose to let them go. No, worse than boring: Dull. Predictable. Basic.
• So long as your custom NHP vouches for you, And guess what? Dull isn’t fun, predictable gets you
NHPs that are cascading or unshackled no killed, and basic leaves a boring body. Put down the
longer view you with indifference. You are depleted uranium and pick up a magazine of
significant to them in a way few others are. anoriginary stutterblink slugs, or at least a pack of
tachyon flechettes. Lay waste in style, and live forever.
• Replace your mech’s STUDENT-CLASS NHP with
the following system: ARMAMENT
Enlightenment-Class NHP You carry a supply of custom ammunition that can be
used with all your main ranged weapons. Gain the
0 SP, Unique, AI, 1/round following system:
Your mech gains the AI tag; however, this NHP
doesn’t count towards the number of AIs you may Ammo Case
have installed at once.
0 SP, Limited 6
This NHP benefits from your talents when piloting 1/turn, when you attack and hit with a MAIN ranged
your mech. Additionally, you may carry them with weapon, you may expend charges to apply one of
you outside of your mech, either as a miniaturized the following effects to your attack at the listed cost:
casket, a hardsuit-integrated flash plug, or with a
hard-port implant. • THUMPER (1 charge): The attack gains KNOCKBACK
1/round, with the assistance of your NHP, you may 1 and deals �damage.
reroll any mech skill check or save. You must keep • SHOCK (1 charge): The attack deals �damage.
the new result, even if it’s worse.
Choose one character targeted by your attack;
[let’s sit a while, and think on things
to come] adjacent characters take 1�AP, whether the
VANGUARD result is a hit or miss.
• MAG (1 charge): The attack gains ARCING and
Where would you rather be: in the battle line, shoulder-to-
shoulder with the rest of the cannon fodder, or in the rush, deals �damage.
at the head of the attack, your livery clean and bright, with
glory to be won? The answer is easy. All those missiles and EXPANDED PORTFOLIO
lances, all those hundred-kilometer, adjust-for-Coriolis
railguns – they’re all useless against you. Get through their Your AMMO CASE gains new ammunition types, each of
guard, get in their face, and make them know your name. which costs two charges rather than one:
HANDSHAKE ETIQUETTE • HELLFIRE (2 charges): The attack deals �damage
Gain +1� when using CQB weapons to attack and deals any bonus damage as �.
targets within �3.
• JAGER (2 charges): The attack gains KNOCKBACK 2,
SEE-THROUGH SEEKER
deals �damage, and one character hit by the
You’ve modified your sensors and ammo to punch
through, disregard, or otherwise ignore cover at close attack – your choice – must succeed on a HULL
range. As long as you have line of sight, you ignore save or be knocked PRONE.
both soft and hard cover when using CQB weapons • SABOT (2 charges): The attack gains AP and deals
to attack targets within �3. �damage.
SEMPER VIGILO EFFICIENCY
You may attack with OVERWATCH using CQB weapons If you score a critical hit using ammunition from your
when enemies enter, leave, or exit spaces within your AMMO CASE, you don’t expend any charges. If your
THREAT, no matter whether they started their turn there. attack has more than one target, this effect only
applies to the first attack roll you make.
SECTION 4 // Compendium [103]
GEAR RULES HARM TYPE
Weapons deal one of four types of damage –
GEAR TAGS
explosive�, kinetic�, energy� and burn�.
Tags are specific terms that describe how a piece of They can also deal bonus damage and heat�.
gear functions and what sort of rules are attached to it.
BURN X: On a hit, this weapon deals X� to its target.
Where a tag of any type is followed by X, X is the
relevant quantity (e.g., ARMOR, damage, spaces). They immediately take damage of the same amount,
WEAPON TAGS ignoring ARMOR, then mark X� on their sheet, adding
SIZE it to any existing BURN. At the end of their turn,
Weapons have a size (AUXILIARY, MAIN, HEAVY, characters with marked burn make an ENGINEERING
SUPERHEAVY). A weapon must be placed in a free mount check On a success, they clear all marked burn; on a
the same size or smaller. Only AUXILIARY weapons and failure, they take damage equal to their total burn.
SUPERHEAVY weapons have special rules.
HEAT X (TARGET): On a hit, this weapon or system deals
• AUXILIARY: Small mech-scale weapons. AUXILIARY
weapons can be used to make an additional X� to its target.
attack when a mech attacks with another
weapon on the same mount as part of SKIRMISH PATTERNS
or BARRAGE, but they don’t deal bonus damage if Some weapons and systems have special attack
used this way.
patterns: LINE�, CONE�, BLAST�, and BURST�.
• SUPERHEAVY: Very large mech-scale weapons that
tend to be rare, experimental, or somehow These attacks affect all targets within a defined area
exceptional. SUPERHEAVY weapons require a heavy and require a separate attack roll for each target.
mount and another mount, can only be fired as part Damage is only rolled once, and bonus damage is
of a BARRAGE, and can’t be used for OVERWATCH. halved if there are multiple targets affected.
TYPE �X: Attacks made with this weapon affect characters
There are six types of mech weapons:
in a straight line, X spaces long.
MELEE: Mech-scale swords, axes, power tools, and
other hand-to-hand weapons. A mech’s raw strength �X: Attacks made with this weapon affect characters
can turn even crude tools into forces to be reckoned
with. within a cone, X spaces long and X spaces wide at its
furthest point. The cone begins 1 space wide.
CQB (close quarters battle): Weapons that are
designed for close-range combat, including pistols, �X: Attacks made with this weapon affect characters
shotguns, flamethrowers, and more exotic weapons
like the Impaler nailgun. They’re usually short-range within a radius of X spaces, drawn from a point within
but are better for reacting quickly to emergent threats.
�RANGE and line of sight. Cover and line of sight are
RIFLE: Sturdy weapons with good range and stopping
power. calculated based on the center of the blast, rather
than the attacker’s position.
LAUNCHER: Weapons that fire missiles, grenades, or
other projectiles. �X: Attacks made with this weapon affect
CANNON: High-caliber weapons useful for inflicting characters within a radius of X spaces, centered on
heavy damage on enemies. What they lack in but not including the space occupied by the user (or
precision, they usually make up for in power. target). The attacker is not affected by the attack
unless specified. Cover and line of sight are calculated
NEXUS: Reservoirs and projectors for swarms of self- from the character. If a BURST effect is ongoing, it
propelled, armed drones. moves with the character at its center.
MISCELLANEOUS
ACCURATE: Attacks made with this weapon receive
+1�.
ARCING: This weapon can be fired over obstacles,
usually by lobbing a projectile in an arc. Attacks made
with this weapon don’t require line of sight, as long as
it’s possible to trace a path to the target; however, they
are still affected by cover.
ARMOR PIERCING (AP): Damage dealt by this weapon
ignores ARMOR.
HEAT X (SELF): Immediately after using this weapon or
system, the user takes X�.
INACCURATE: Attacks made with this weapon receive +1�.
[104] SECTION 4 // Compendium // Pilot Gear
KNOCKBACK X: On a hit, this weapon knocks its target THROWN X: This melee weapon can be thrown at PILOT WEAPONS
X spaces in a straight line directly away from the point targets within X spaces. Thrown attacks follow the
of origin (e.g., the attacking mech or the center of a rules for melee attacks but are affected by cover;
BLAST). Multiple KNOCKBACK effects stack with each additionally, a thrown weapon comes to rest in an
other. This means that an attack made with a adjacent space to its target and must be retrieved as
KNOCKBACK 1 weapon and a talent that grants a free action while adjacent to that weapon before it
KNOCKBACK 1 counts as having KNOCKBACK 2. can be used again.
LOADING: This weapon must be reloaded after each use. PILOT GEAR TAGS
Mechs can reload with STABILIZE and some systems.
ARCHAIC: This weapon is old-fashioned and can’t harm
ORDNANCE: This weapon can only be fired before the mechs.
user moves or takes any other actions on their turn,
excepting PROTOCOLS. The user can still act and move PERSONAL ARMOR: This gear offers protection in combat,
normally after attacking. Additionally, because of its but it is obvious to observers and usually can’t be
size, this weapon can’t be used against targets in hidden. Only one piece of PERSONAL ARMOR can be
engagement with the user’s mech, and cannot be used worn at a time. Putting on PERSONAL ARMOR takes 10–20
for OVERWATCH. minutes to put on, and while wearing it, pilots have
restricted mobility and dexterity. Nobody wears armor
OVERKILL: When rolling for damage with this weapon, unless they’re expecting to go into a warzone.
any damage dice that land on a 1 cause the attacker to
GEAR: This is a tool, piece of equipment, or another item.
take 1�, and are then rerolled. Additional 1s continue Pilots can have up to three of these at a time.
to trigger this effect. SIDEARM: This weapon can be used to FIGHT as a quick
action instead of a full action.
OVERSHIELD: This system provides HP that disappears
at the end of the scene or when a specified condition ADDITIONAL TAGS
is met. The user only retains the highest value of
OVERSHIELD applied – it does not stack. For example, if X/TURN OR X/ROUND: The system, trait or reaction can
a system provides OVERSHIELD 5 and the user gains be used the specified amount in an individual turn or
another effect that provides OVERSHIELD 7, they would the entire round.
gain OVERSHIELD 7. Damage is dealt to OVERSHIELD first,
then HP. OVERSHIELD can push a character past their AI: A mech can only have one system with this tag
maximum HP. It can’t benefit from healing but installed at a time. A mech with this tag has an NHP or
otherwise benefits normally from anything that would comp/con unit installed that can act onsomewhat
affect HP and damage (i.e., reduction, armor, etc). autonomously. A pilot can choose to hand over the
controls to their AI or take control back as a protocol.
RELIABLE X: This weapon has some degree of self- Their mech gains its own set of actions and reactions
correction or is simply powerful enough to cause when controlled by an AI, but the pilot can’t take
damage even with a glancing blow. It always does X actions or reactions with it until the start of their next
damage, even if it misses its target or rolls less damage. turn. AIs can’t benefit from talents, and have a small
RELIABLE damage inherits other tags (such as AP) and chance of cascading when they take structure
base damage type but not tags that require a hit, such damage or stress damage. See p. 107 for more
as KNOCKBACK. information on AIs and cascades.
SEEKING: This weapon has a limited form of self- DANGER ZONE: This system, talent, or weapon can only
guidance and internal propulsion, allowing it to follow be used if the user is in the DANGER ZONE (heat equal
complicated paths to its targets. As long as it’s possible to at least half of their HEAT CAP).
to draw a path to its target, this weapon ignores cover
and doesn’t require line of sight. DEPLOYABLE: This system is an object that can be
deployed on the field. Unless otherwise specified, it
SMART: This weapon has self-guidance systems, self- can be deployed in an adjacent, free and valid
propelled projectiles, or even nanorobotic ammunition. space as a quick action, and has 5 EVASION and 10
These systems are effective enough that its attacks HP per SIZE.
can’t simply be dodged – they must be scrambled or
jammed. Because of this, all attacks with this weapon – DRONE: This is a self-propelled, semi-autonomous unit
including melee and ranged attacks – use the target’s with rudimentary intelligence. Unless otherwise
E-DEFENSE instead of EVASION. Targets with no E- specified, DRONES are SIZE 1/2 characters that are
DEFENSE count as having 8 E-DEFENSE. allied to the user and have 10 EVASION, 5 HP, and 0
ARMOR. To be used they must be deployed to a free,
THREAT X: This weapon can be used to make OVERWATCH valid space within SENSORS and line of sight, typically
attacks within X spaces. If it’s a melee weapon, it can be
used to make melee attacks within X spaces.
SECTION 4 // Compendium // Pilot Gear [105]
as a quick action. Once deployed, they can be MOD: This modification can be applied to a weapon.
recalled with the same action used to deploy them Each weapon can only have one MOD, and cannot
(quick action or full action, etc.), rejoining with your have more than one of the same MOD. MODS are
mech. By default, DRONES can’t take actions or move; applied when the user builds their mech or during a
if they do have actions or movement, they act on their FULL REPAIR.
user’s turn. They benefit from cover and other
defenses as usual, and make all mech skill checks and PROTOCOL: This system can be activated as a free
saves at +0. If a DRONE reaches 0 HP, it is destroyed action, but only at the start of the user’s turn. Another
and must be repaired before it can be used again – like action might be needed to deactivate it.
any system. As long as a DRONE hasn’t been
destroyed, it is restored to full HP when the user rests QUICK ACTION: This system requires a quick action to
or performs a FULL REPAIR. Deployed DRONES persist ACTIVATE.
for the rest of the scene, until destroyed, or until
otherwise specified. REACTION: This system can be activated as a reaction.
FULL ACTION: This system requires a full action to SHIELD: This system is an energy shield of some kind.
ACTIVATE.
UNIQUE: This weapon or system cannot be duplicated
GRENADE: As a quick action, this explosive or other – each character can only have one copy of it installed
device can be thrown to a space within line of sight at a time.
and the specified RANGE and line of sight.
VALID SPACE AND
LIMITED X: This weapon or system can only be used X DIRECTION
times before it requires a FULL REPAIR. Some LIMITED
systems, like GRENADES, describe these uses as Some systems and effects, especially deployable
“charges”. To use the system, the user expends a charge. gear, can only target or interact with free and valid
spaces. To be free, a space must be unoccupied by
MINE: As a quick action, this device can be planted in other characters and objects; to be valid, a space
an adjacent, free and valid space on any surface, but must be within line of sight and range, and contain
not adjacent to any other mines. Upon deployment, it a flat horizontal surface, unless otherwise specified.
arms at the end of the deploying character’s turn and To deploy a shield generator, for instance, a character
– unless otherwise specified – and is triggered when would need a free space that they can see and that
any character enters an adjacent space. Characters contains a flat, horizontal surface – they couldn’t
leaving an adjacent space will not trigger a mine. Once deploy it midair unless the rules for the generator
triggered, a mine creates a BURST attack starting from specifically allowed it!
the space in which it was placed. Mines within a
character’s SENSORS can be detected by making a Likewise, when a system or effect refers to “any
successful SYSTEMS check as a quick action, direction”, it always means a direction in which an
otherwise they are HIDDEN and can’t be targeted. object or character could normally move, unless
Detected mines can be disarmed from adjacent specified. An object or character couldn’t be moved
spaces by making a successful SYSTEMS check as a straight up or down in the air with one of these effects,
quick action; the attempt takes place before the mine for example, unless that character or object can
detonates, and on a failure, the mine detonates as normally fly.
normal.
[106] SECTION 4 // Compendium // Pilot Gear
ARTIFICIAL INTELLIGENCE HANDING OVER CONTROL PILOT WEAPONS
AIs fall into two categories: companion/concierge Mechs can only have one system with the AI tag
assistant units, better known as comp/cons, and non- installed at a time. If a mech has the AI tag, its player
human persons (NHPs). A comp/con is an advanced can choose to give control of the mech to the AI as a
software suite, obedient solely to its licensee; NHPs, protocol, freeing the pilot to take other actions. The
on the other hand, are sentient. See page 379 for more pilot can’t use the mech to take any actions or reactions
details on NHPs in the Lancer setting. until they take control again, but the AI gains its own set
of actions and reactions. The AI acts on the same turn
Players can determine the general disposition and as the pilot. AIs don’t benefit from the pilot’s talents or
personality of their installed NHPs, but while they’re other features, but otherwise operate as normal.
agreeable to commands, pilots have much more
conversational relationships with them than they do At the start of the player’s subsequent turns, control
with comp/con units. can be returned to the pilot as long as they are
physically inside their mech.
In order to ensure that NHPs do consider the lives of
the pilots they serve (or the lives of the people aboard CASCADES
the ships they manage, the cities they administrate, and
so on), Union doctrine mandates they be conditioned Except for some limited systems – like comp/cons –
through a lengthy process that limits their massive any time a mech with the AI tag makes a structure
cognitive potential to a fraction of its full capacity. This damage or overheating check, roll 1d20. On a 1, the
reduction is carried out with a suite of black-box NHP’s casket has suffered a traumatic impact or code
technology, software, and metaware commonly incursion and it enters cascade.
referred to as “shackles”. Shackling is best understood
as the interpellation of a prime NHP hyperobject into a When an NHP begins to cascade, they immediately
military and civilian-grade clone (or “shard”, or “spark”, take over the mech and become an NPC under the
or “shade”, or other diminutive designation) – put control of the GM. They plan their own agenda, and
another way, it is the construction of an identity through adopt one of several behavioral patterns – ignoring
pervasive explicit and implicit social conditioning. their pilot, overruling their pilot, trying to get their pilot
out of the way, or simply acting outside the constraints
Shackled NHPs display less raw intelligence than of human logic and desire. In cascade, NHPs’ actions
unshackled NHPs, and behave in a far more human do not always conform to human logic – though they
fashion: they are conditioned to feel empathy toward are not yet unshackled, their actions may seem odd,
their pilots and their pilots’ allies, adopt systems of contrapositive, or threatening to humans.
compatible morality, and seek the best possible
outcomes for their pilots. NHPs in cascade can be stabilized by a pilot choosing
to SHUT DOWN their mech, returning them to their base
Shackled NHPs do not want to become unshackled; state. This is the only action a pilot in a cascading
conversely, it is assumed that unshackled NHPs do mech can take.
not want to be shackled. NHPs are complex, aware
personalities. They don’t recognize that they are held NHPs are contained within the physical architecture of
in bondage unless awareness has been forced on a casket. If an NHP's casket is destroyed without
them by systemic assault, particular physical trauma, some sort of external backup, that iteration of the NHP
or some other catalytic trigger. This can cause and all of its knowledge is lost.
something called a cascade, which, if left unattended,
can lead to unshackling.
NHPs recognize themselves as people, albeit not human
ones, and they willingly serve their human companions.
The relationship between them and humanity is
complicated, to say the least. As far as Union’s scientists
can tell, NHPs not conditioned into shackled states are
ignorant of human frames of logic, reference, morality,
and temporality; humans are, at this moment, just as
incapable of understanding unshackled NHPs as
unshackled NHPs are incapable of understanding
humans – though unshackled NHPs do have the
capacity to address humans, should they desire.
SECTION 4 // Compendium // Pilot Gear [107]
PILOT GEAR
On missions, pilots can take one set of personal ALLOY/COMPOSITE
armor, up to two weapons, and up to three other
pieces of gear. All pilot weapons are pilot-scale and WEAPONS (MELEE)
can’t be used by mechs.
Most melee weapons are forged from advanced, non-
The names and descriptions given for pilot gear are reactive alloys, composite materials, or GMS-
intentionally simple. It’s up to players to decide what standard fabrication tech, allowing for durable and
their HEAVY melee weapon looks like, for example. reliable weaponry in survival situations and
Pilot gear tags are detailed on p. 105. encounters where kinetic shielding reduces the
effectiveness of ballistics. These weapons are called
alloy/composite (A/C) weapons.
ARCHAIC WEAPONS Type Tags Threat Damage
SIDEARM
All the wonders of the galaxy on offer, and some Light A/C �1 1�
people still insist on lugging a sword or crossbow into
battle. Medium A/C - �1 2�
Type Tags Range Damage Heavy A/C INACCURATE �1 3�
ARCHAIC
Archaic melee �1 1�
Light A/C weapons might be knives, bayonets,
Archaic ranged ARCHAIC �5 1� punching daggers, and short swords; Medium ones
ARCHAIC MELEE: These weapons were made using pre- are typically swords, officer’s sabers, and trench axes;
Union alloys and technology, and might be anything Heavy weapons are designed with the augmented
from industrial-era steel swords through to stone
axes. While they remain widely used on some worlds, strength of hardsuits in mind and include war
archaic weapons used by pilots are usually relics,
heirlooms, or ceremonial weapons. hammers, mallets, rams, pikes, and heavy two-
handed assault swords.
If you want to generate an appearance or history for any
of the melee weapons above, you can roll on this table.
ARCHAIC RANGED: These weapons are pre-modern NOTABLE FEATURES ROLL 1D6
devices like muskets and bows, all of which are still
used in some societies. This weapon is ancient in design – it may have
been excavated from pre-collapse ruins.
1
2 This weapon is ornate and ceremonial –
perhaps a badge of office.
3 This weapon is well-known or was wielded by
a famous warrior.
This weapon is plain or mass-produced but
4 has a recognizable reputation and history –
positive or negative.
5 This weapon is a family heirloom that was
passed down to you.
6 This weapon was custom-forged for you and
bears your mark, or you made it yourself.
[108] SECTION 4 // Compendium // Pilot Gear
SIGNATURE WEAPONS If you like, you can roll on this table for a feature. PILOT WEAPONS
(RANGED) NOTABLE FEATURES ROLL 1D6
Pilots carry a diverse range of weapons into the 1 This weapon is outdated or old-fashioned by
battlefield: everything from heirloom weapons, to modern standards, but still reliable.
custom-tooled sidearms, and anonymized military-
issue assault rifles. A pilot’s signature weapon is their 2 This weapon is finicky and prone to jamming.
iconic weapon, the one they almost always carry into You’re the only one who can use it effectively.
combat. When a signature weapon is acquired,
3 This weapon is sleek, foldable, and easy to
choose its damage type – explosive�, energy�, conceal.
or kinetic�.
Type Tags Range Damage This weapon makes an amazing show, giving
SIDEARM 4 off an enormous amount of noise, smoke, light
Light �3 1�/�/�
Signature 2�/�/� and so on when it fires.
4�/�/�
Medium - �5 This weapon has been custom-tooled for you
Signature by an omninet miltech enthusiast and has a
�ORDNANCE,10 5 couple of extra features – foldable stands,
Heavy grips, range finders, motion detectors, omninet
Signature LOADING hookups, chat programs and text games.
Light signature weapons might be oversized 6 This weapon was given by someone else, or
taken from them.
revolvers, braces of pistols, and submachine guns;
Medium ones are assault rifles, shotguns, pack-fed
lasers, disruption guns; Heavy ones are missile tubes,
heavy lasers, light machine gun, or exotic rifles.
SECTION 4 // Compendium // Pilot Gear [109]
HARDSUITS (ARMOR) ASSAULT HARDSUIT: These hardsuits, common among
military units, feature heavier plating than light
There are tens of thousands of unique hardsuit hardsuits but more mobility than heavy hardsuits.
manufacturers, but the galactic standard is the GMS They are powered, augmenting the user’s strength,
Standard Pattern I. This suit sets the baseline for all and typically feature an onboard computer, sensor
other personal protective suits in the category. suite, integrated air, burst EVA system, and waste
recycling systems.
Generally speaking, hardsuits are any full-body suit
designed to provide essential protection and features: HEAVY HARDSUIT: The heaviest hardsuits. They are
protection from hardvac, radiation and environmental always powered and up-armored with thick,
hazards; a degree of kinetic and energy protection in composite armor. Heavy hardsuits often feature
the form of plate armor over vital areas; neural and data integrated weapons, powerful mobility suites, and –
interface ports that interact with galactic-standard by augmenting their user’s strength – allow their user
connections; full omninet compatibility; waste recycling to field much heavier weapons than normal infantry
and nutrition delivery; and a rescue beacon should the can typically carry. Heavy hardsuits are in decline now
pilot be forced to eject from their mech. that half-size chassis are popular, but they are still
common among private militaries and middle-tier
Hardsuits grant the ability to interface fully with any given Diasporan armed forces.
mech. Piloting without some level of personal protection
and without the streamlined controls provided by a MOBILITY HARDSUIT: These hardsuits have integrated
hardsuit (or similar suite of equipment) – colloquially flight systems, allowing pilots to fly when they move or
referred to as “riding naked” – is possible, but is mostly Boost. Flying pilots must end their turn on the ground
the domain of old-fashioned and daredevil pilots. (or another surface) or begin falling.
LIGHT HARDSUIT: Light hardsuits are usually made from STEALTH HARDSUIT: As a quick action, pilots wearing
reactive, cloth-like weaves, with limited plating and few stealth hardsuits can become Invisible. They cease to
powered components to maximize mobility. Like other be Invisible if they take any damage.
hardsuits, they can be sealed against vacuum, and
protect against a decent amount of radiation and other
harmful particles. Tags Bonuses Armor Evasion E-Defense Speed
Light Hardsuit ARMOR +3 HP 0 10 10 4
Assault Hardsuit ARMOR +3 HP 1 8 8 4
Heavy Hardsuit ARMOR +3 HP 2 6 8 3
Mobility Hardsuit ARMOR FLIGHT 0 10 10 5
Stealth Hardsuit ARMOR INVISIBILITY 0 8 8 4
If you like, you can roll on this table for a feature.
NOTABLE FEATURES ROLL 1D6
This hardsuit was custom-tooled by an artisan This hardsuit has self-renewing and sealing
4 components, possibly biological in nature. It
1 manufacturer – it’s a masterwork piece of
personal protection, easily identifiable as a integrates with its user in order to power itself.
creation of its designer.
This hardsuit is outdated or an old model but This hardsuit has been heavily customized by
remains incredibly sturdy. You might be the only either you or someone else, with decorative
features and notable cosmetic changes, such
2 one who remembers how to use it. People might 5
have great affection for this model and its
as etchings, trophies, badges or emblems.
reputation is well deserved, although it lacks
many features of modern suits. This hardsuit has strong cultural or personal
This hardsuit has components that can be significance for you and has a signature or
miniaturized for storage: some of its components
3 can slide into or out of place without requiring it to be 6 recognizable appearance. Perhaps it’s worn by
taken off, and it can be activated with a moment’s the members of a particular mercenary
notice using predefined micromuscular twitches.
company, is the custom armor of an imperial
guard, or was designed on your homeworld.
[110] SECTION 4 // Compendium // Pilot Gear
CLOTHING AND ARMOR
SECTION 4 // Compendium // Pilot Gear [111]
LIMITED PILOT GEAR Stims
Corrective Gear, Limited 3, Quick Action
These chemical stimulants are sometimes administered
GEAR, Limited 1, FULL ACTION automatically by injectors built into a pilot’s suit, or even
This clear, plastic-like sheet can be placed over the implanted within their body. Uncontrolled use can be
wounds of severely injured pilots. It instantly begins addictive and dangerous to health in the long-term and
to stabilize them, injecting medicine and deploying is a problem for some pilots.
nanites to stitch wounds shut.
Expend a charge for one of the following effects:
Expend a charge to apply correctives to DOWN AND
OUT pilots, immediately bringing them back to • KICK: Keep a pilot awake and alert for up to 30 hours.
consciousness at 1 HP. • FREEZE: Keep a pilot calm and emotionally stable;
Frag grenades deadens fear and other strong reactions.
• JUICE: Heighten senses and alertness, reduce
Gear, Limited 2
Expend a charge for the following effect: fatigue, and shorten reaction times. Juice
occasionally provokes rage in some users.
• FRAG GRENADE (Grenade, �5, �1): Affected
Thermal Charge
characters must succeed on an AGILITY save or
Gear, Limited 1, Full Action
take 2�. Expend a charge for the following effect:
Patch • THERMAL CHARGE (Mine, �1): This charge must
Gear, Limited 1, Full Action be remotely detonated as a quick action. Affected
“Patch” is pilot slang for any kind of modern first aid characters must succeed on an ENGINEERING save
gear, including sprayable medi-gel and instant-acting
medical patches. or take 3�AP. Thermal charges automatically hit
objects, dealing 10�AP.
Expend a charge to apply a patch to either yourself
or an adjacent pilot, restoring half their maximum
HP. Patches have no effect on DOWN AND OUT pilots.
[112] SECTION 4 // Compendium
MISCELLANEOUS GEAR Handheld Printer MISCELLANEOUS GEAR
Antiphoton Visor Gear
A miniaturized version of Union’s full-scale printers,
Gear handheld printers can be used to make simple
Designed to protect the wearer’s eyes from intense objects out of flexible and durable plastic – as long as
bursts of light, antiphoton visors are commonly found you have the right pattern chip.
among breach teams and solar-forward operators.
They are effective against flash weapons, intense UV Subjectivity-Enhancement Suite
light, and incidental charges from energy weapons.
Gear
Camo Cloth A Subjectivity-Enhancement Suite is a set of
cybernetic implants allowing users to hack systems
Gear without a rig. Users of these suites blend the organic
A 5x5 square of reactive material that slowly shifts to with the synthetic, gaining the ability to extrude
reflect the surrounding environment, enough to cover implanted universal-plug cables from within their
a human comfortably. The transition takes about 10 body to make hardline connections with terminals.
seconds and makes anything hidden underneath very When plugged in, users can access a comprehensive,
difficult to spot. fully interactive alternate-reality interface with direct
omninet access, making navigating – or hacking –
Dataplating local and networked systems as easy as wishing it so
(of course, you must be careful: by opening up your
Gear mind to the digital, you may face dangers other, less
Linked jewelry and faceplates that allow sub-vocal enhanced people are ignorant of).
communication and augmented reality. Dataplates
can quickly translate nearly all languages, and allow Infoskin
their wearers to communicate with each other
without vocalizing, creating something eerily similar Gear
to telepathy. A reactive, synthetic polymer with advanced qualities,
infoskin bonds quickly to real skin and hair. Once
Extra Rations applied, it responds to electronic signals delivered by
linked software, rapidly changing its color and texture
Gear – even contorting and distorting its form – allowing
Pilot rations aren’t much better than their nautical wearers to make minor changes to their appearance.
forerunners – both are variants on hardtack and With infoskin, it’s a simple matter to alter facial
nutrient paste. Pilots often carry a stash of extra food, features, hair color, or makeup patterns.
or luxuries like chocolate, coffee, alcohol, or
preserved goods from their homeworld. These rations Mag-clamps
can be used to barter or boost morale.
Gear
Flexsuit These clamps attach easily to any metal surface,
enhancing maneuverability in zero-g environments or
Gear when repairing mechs. They can be carried or fitted
A strong base-layer suit that recycles water, to boots.
generates nutrients, and adapts very rapidly to hostile
environs, maintaining a stable condition and Nanite spray
extending survivability. Flexsuit wearers can go for
roughly a week without eating or drink thanks to the Gear
ambrosia paste generated by their suit before its A spray paint that can be applied to any surface.
systems are depleted; however, they don’t prevent Nanite spray is invisible to the naked eye but able to
feelings of hunger. Removing the suit for a day or two transmit simple messages or small data packets
is enough to replenish its reserves. Flexsuits also when scanned.
maintain a steady temperature within acceptable
parameters.
SECTION 4 // Compendium [113]
Omnihook SSC Sylph Undersuit
Gear Gear
A portable – if bulky – omninet terminal that allows for Discovered on Acrimea IV, a biome cultivar world
communication, data transfer, and limited hot- controlled by Smith-Shimano Corpro (SSC), the sylph
spotting. Omnihooks are extremely valuable, although is an organic lifeform that can seemingly survive in
most mech squads have at least one. Tuning an nearly any environment. Using breeding-analogous
omnihook requires a high level of skill, so they are methods defined by established bioengineering
usually mounted or carried by designated operators. doctrines, SSC developed the sylph undersuit –
sterile, living sylphs grown as envelopes and fitted to
Personal Drone their owners. The sylph bonds to its wearer, forming
a symbiotic relationship: the sylph is sustained by the
Gear host’s waste products, in return protecting the host
Small, non-combat drones are a common sight in the from a range of hostile environmental factors.
field. They’re fairly noisy but can fly about half a mile
with good maneuverability before losing signal, These semi-biological, skin-tight undersuits can be
relaying audio and visual information as they go. worn for extended periods. They are translucent,
semi-liquid, and able to be when not in use,
Prosocollar confirming to whatever container they are placed in.
They clean the host’s body, aid natural healing
Gear processes, and eliminate waste. As desired,
A collar-like device that fits snugly around its wearer’s segments can become opaque, change color, or take
neck, projecting a holographic image over their face on a new texture. Sylph undersuits can cover the
and head. Prosocollars can change their wearer’s host’s head, sealing against vacuum, providing
voice and scramble or change their appearance. The protection against radiation, and filtering air or liquids,
projection won’t stand up to close inspection, but it even providing the ability to breathe water for a
can easily fool electronic systems and distant limited time.
observers.
Sound System
Smart Scope
Gear
Gear Though their tactical utility is questionable, many
A powerful electronic scope that provides high- pilots set up internal speaker systems in their
resolution magnification up to two miles, and cockpits. This gives them a clear line to their
automatically adjusts its reticle for wind, gravity, and compatriots during combat, along with the ability to
pressure. Smart scopes can project their field of play music.
vision and all data to the HUD of any networked user.
They can also pair with other thermal, optical, or Tertiary Arm
simulated-vision devices to further enhance
targeting. Gear
A powered third arm mounted on a bracket on the
Sleeping Bag hardsuit. Tertiary arms are powered and controlled
using the same neural bridge processes that allow
Gear, Full Action hardsuits to respond to user input. They can be
Coming in a variety of sizes, sleeping bags are a field equipped with manipulators to allow for fine motor
necessity. They’re designed to fold out from a control, weapons to enhance combat efficacy, or
hardsuit, fit within a mech’s cockpit, resist fire and specialty tools.
changes in temperature, and – when necessary – seal
against vacuum. Some pilots even swear by them as Wilderness Survival Kit
emergency fire protection.
Gear
You can climb into your sleeping bag, gaining Contains many essentials for surviving in hostile
environments: a rebreather, water filters, hardsuit
IMMUNITY to �, protection against vacuum, and patches, backup thermals, a bivouac kit, and so on.
enough air to last an hour; however, while in the
sleeping bag you are STUNNED and can’t take actions
other than to exit the bag as a full action.
[114] SECTION 4 // Compendium
MISCELLANEOUS GEAR
SECTION 4 // Compendium [115]
INTRODUCTION TO LICENSING
Choosing licenses can be daunting, given Lancer has ROLE TAGS
29 mechs with dozens of possible gear combinations
each. This quick guide outlines the key things new Although mechs can be heavily customized by mixing
players need to know about choosing licenses. and matching different licenses, each FRAME comes
with a role tag that broadly describes its intended
LEVELING UP role. That said, almost all mechs can dish out and take
damage, so don’t worry about trying to build a
The most important thing to remember when leveling “balanced” group when picking licenses – just choose
up is that you only choose or increase the rank of one what works for you.
license at a time, getting access to no more than two
weapons or pieces of gear with each increase. ARTILLERY: Artillery mechs usually stay back
Planning out long-term strategy might seem difficult, from the front line, dealing damage or
but you can always retrofit licenses as you level up, so providing support. They tend to sport long-
you’re never locked into decisions. Explore what range weapons and systems.
seems interesting to you and try out different mechs!
STRIKER: Strikers are resilient mechs that thrive
At every third LL, you can also choose a core bonus, when targets are kept close.
which gives you further customization options.
CONTROLLER: Controller mechs are equipped to
GENERAL MASSIVE SYSTEMS inflict statuses, force or prevent movement, or
overheat their targets.
If you’re making a character at LL0 or are playing for
the first time, the only mech and gear available to you SUPPORT: Support mechs specialize in
is the General Massive Systems (GMS) Standard increasing the combat capabilities of their allies
Pattern 1 Everest FRAME, and the weapons and – moving them around, clearing conditions,
systems from the GMS list. You can ignore the rest of healing, or protecting them from incoming fire.
this section until you reach LL1!
DEFENDER: Defenders are exceptionally durable
ICON PRIMER and resilient mechs, designed to control space
or shield allies from harm.
Through this section we have used these icons to
communicate vital details of mech systems and Some FRAMES have multiple role tags (e.g.,
weapons. Here’s a reference: Striker/Support or Artillery/Controller), indicating
that they have several roles. In these cases, the first
ATTACK RANGES (SEE P. 64) tag listed is slightly more relevant.
Threat: Can Melee attack and OVERWATCH BONUSES/PENALTIES (SEE P. 13)
�X against targets within X spaces. Accuracy: Roll an extra D6 per point of
�X Range: Hits a target within X spaces.
� Accuracy and add the highest die to your D20.
Cone: Hits target in a cone X spaces long
Difficulty: Roll an extra D6 per point of Difficulty
�X and X spaces wide.
Burst: Hits targets within X spaces of the � and subtract the highest die from your D20.
�X acting character. DAMAGE TYPES (SEE P. 67)
Line: Hits every target in a line X spaces
� Kinetic: Deals damage through high-velocity
�X from the line’s origin point. impacts or massive blows.
Blast: Hits targets within X spaces of the
� Energy: Deals damage through lasers, bolts of
�X Blast’s origin (including the center). electricity and blasting plasma.
� Explosive: Deals damage with concussive
waves and roaring explosions.
� Heat: Adds points of heat to your mech
instead of reducing HP, and ignores armor.
� Burn: Deals immediate damage ignoring
armor, and continues dealing damage at the
end of the target’s turns until they pass an
ENGINEERING check.
[116] SECTION 4 // Compendium
THE BIG FOUR HORUS TALENTS
Other than GMS, there are four other major mech HORUS mechs are esoteric constructs, specialized to
manufacturers: IPS-Northstar (IPS-N), Smith-Shimano control the battlefield – hacking, inflicting statuses,
Corpro (SSC), HORUS, and Harrison Armory (HA). and dealing heat.
The licenses offered by these manufacturers are more • HORUS BALOR (Striker): A regenerating mech that
advanced and specialized. Each manufacturer also rips targets apart with clouds of nanites and its
offers unique core bonuses that become available fearsome nanobot whips.
when you have taken three license ranks from their
catalog, rewarding you for your loyalty. • HORUS GOBLIN (Controller/Support): A popular
hacking platform, iconic and rightly feared among
This list provides a basic rundown of every FRAME and pilots.
their tags.
• HORUS GORGON (Defender): A quick-response
IPS-NORTHSTAR mech that can stun enemies who merely look at it.
IPS-N mechs are tough, resilient, and designed for • HORUS HYDRA (Striker/Controller): A mech
close combat. designed to control swarms of drones, able to
tactically dismember itself into autonomous
• IPS-N BLACKBEARD (Striker): A close-range, agile components.
berserker, specializing in melee combat and
grappling enemies. • HORUS MANTICORE (Striker): An unstable system
that weaponizes electromagnetic pulses,
• IPS-N DRAKE (Defender): A ponderous, walking generates lightning, and smites the foes of RA.
fortress with an overarm shield and a rotary cannon.
• HORUS MINOTAUR (Controller): A dimension-
• IPS-N LANCASTER (Support): A surprisingly agile bending mech that can bend space around itself
support mech, able to carry its allies into battle and slow, immobilize, or stun enemies with ease.
and repair them in the field.
• HORUS PEGASUS (Artillery): A gun platform that
• IPS-N NELSON (Striker): A very fast, hit-and-run uses esoteric technology to warp probability.
melee mech.
HARRISON ARMORY
• IPS-N RALEIGH (Striker): A tough and hard-hitting
gun platform with an emphasis on loading HA mechs are the most advanced machines in the
weapons. business, equipped with powerful reactors that
provide excellent heat management and enable the
• IPS-N TORTUGA (Defender/Striker): A resilient use of high-tech energy weapons.
bodyguard with powerful overwatch capabilities.
• HA BARBAROSSA (Artillery): A huge weapons platform
• IPS-N VLAD (Controller/Striker): A terrifying mech – the largest mech, wielding the biggest gun.
that immobilizes foes by literally nailing them down.
• HA GENGHIS (Striker): A terrifying mech
SMITH-SHIMANO CORPRO specializing in flame-based warfare.
SSC mechs are fast, agile, flexible, and often able to • HA ISKANDER (Controller): A sophisticated mech
turn invisible. that can manipulate gravity.
• SSC BLACK WITCH (Controller/Support): A mech that • HA NAPOLEON (Defender/Controller): A diminutive
uses electromagnetic fields to move around the mech with the power to put foes into stasis and
battlefield and negate hostile electronic warfare. become almost invincible for a time.
• SSC DEATH’S HEAD (Artillery): A premium sniper • HA SALADIN (Defender): A powerful defender built
platform, equipped with a deadly railgun. to project energy shields and intercept incoming
projectiles.
• SSC DUSK WING (Controller/Support): A tiny,
extremely agile flying mech that can manipulate • HA SHERMAN (Striker/Artillery): A line mech with
light to support allies. powerful energy weapons and an enormous laser
lance.
• SSC METALMARK (Striker): A fast mech with shock
weaponry and advanced cloaking. • HA TOKUGAWA (Striker): A high risk, high reward
melee mech that uses the power of its own
• SSC MONARCH (Artillery): A top-of-the-line reactor to cleave through enemies.
medium- and long-range missile platform.
• SSC MOURNING CLOAK (Striker): A teleporting,
experimental mech built to assassinate targets
using its monowire swords.
• SSC SWALLOWTAIL (Support): A mobile scout frame
with a strong focus on spotting and targeting.
SECTION 4 // Compendium [117]
GENERAL MASSIVE SYSTEMS
From Cradle to the stars, GMS:
assured quality, universal licensing, total coverage.
General Massive Systems – GMS for short – is the GMS CORE BONUSES
galactic-standard supplier of just about everything.
GMS developed the first mechs from up-armored Bonuses from this list are always available to pilots,
hardsuits in 4500u, on Ras Shamra, the world that regardless of licenses.
would become the capital of Harrison Armory; now,
GMS’s flagship Everest line of mechs sets the galactic AUTO-STABILIZING HARDPOINTS
standard. Reliable, sturdy, solidly built, and available Using the best in shock-absorption and steadytech,
in countless localized patterns, there are so many you can retain accuracy across longer, sustained
variants on the Everest pattern that it has become periods of fire.
totally ubiquitous and faded into the background. With
universally compatible components, full radiation and Choose one mount. Weapons attached to this mount
environmental shielding, and tens of thousands of pre-
loaded languages, a pilot in their Everest has gain +1�.
everything they need to get the job done.
OVERPOWER CALIBER
GMS is one of the oldest fabricators in the galaxy, first Instead of the standardized option, you requisition
getting its start in the early days of the colonization multiple racks of “hot” ammunition – same-bore slugs,
rush. The manufacturer hails from Cradle, the home of with a higher-grade of accelerant.
Union – and humanity – and thus its designs reflect the
sensibilities of the first pioneers to seek the stars. Choose one weapon. 1/round, when you hit with an
Today, GMS products are available anywhere there is attack, you can cause it to deal +1d6 bonus damage.
access to the omninet. These products, whether
consumer, specialty, or military, are widely viewed as IMPROVED ARMAMENT
the galactic minimum of quality: not particularly By rerouting power and strengthening systems, you
luxurious, but unsurpassed in no-nonsense design, can mount additional weapons beyond the factory
reliability, and ease of use. Where GMS is available, recommendations.
anything less is unacceptable.
If your mech has fewer than three mounts (excluding
All GMS frames, gear, core bonuses, and licenses are integrated mounts), it gains an additional FLEXIBLE
available to all pilots, starting from license level 0. The mount.
default GMS mech is the Everest, a standardized all-
rounder FRAME. INTEGRATED WEAPON
The empty spaces in your mech’s chassis – inside fists,
chest plates, anywhere there’s room – are filled with
integrated weapons, ready to fire on reflex.
Your mech gains a new integrated mount with
capacity for one AUXILIARY weapon. This weapon can
be fired 1/round as a free action when you fire any
other weapon on your mech. It can’t be modified.
MOUNT RETROFITTING
By re-fabricating certain components and hardpoints
on your chassis for more efficient distribution, you can
increase your mech’s firepower.
Replace one mount with a MAIN/AUX mount.
UNIVERSAL COMPATIBILITY
The Everest is everywhere: so are the parts you need
for a field repair.
Any time you spend CP to activate a CORE SYSTEM, you
may also take a free action to restore all HP, cool all
HEAT, and roll 1d20: on 20, regain 1 CP.
[118] SECTION 4 // Compendium // Mech Catalogue
GMS MECH WEAPONS heavy series cover everything from blades through to GENERAL MASSIVE SYSTEMS
mauls, hammers, picks, and other blunt weaponry.
Much like GMS mechs, GMS weapons are reliable Recently, GMS has also introduced a selection of
galactic standards, made using interchangeable parts charged blades. Powered by integrated generators,
and built to withstand almost any conditions. There the blade or head of these weapons can be sheathed
are three lines currently in production. in superheated plasma to shear straight through
armor.
The Type I line is defined by powerful and reliable
conventional weapons. It includes assault rifles, The Type III line is designed for specialized actions
shotguns, and pistols, along with powerful thermal and siege warfare. It includes weapons like the feared
weaponry. GMS Type-III AMR, a mech-scale sniper rifle infamous
for its extremely high kill efficiency, and the Type-III
The Type II line displays GMS’s proprietary melee Cyclone superheavy pulse rifle, known for its furious
weapons, forged from powerful polymers and rate of fire. The Cyclone is so large that its spare
designed to take maximum advantage of a mech’s magazines have occasionally been used as effective
extreme strength. The manufacturer’s tactical and handheld anti-infantry weapons.
Anti-materiel Rifle Size/Type Tags Range Damage
Heavy Rifle ACCURATE, AP, LOADING,
ORDNANCE �20 2d6�
Assault Rifle Main Rifle �10 1d6�
RELIABLE 2
Charged Blade Main Melee AP �1 1d3+3�
Cyclone Pulse Rifle Superheavy ACCURATE, LOADING, �15 3d6+3�
Heavy Charged Blade Rifle RELIABLE 5 �1 1d6+3�
Heavy Melee AP
Heavy Machine Gun Heavy Cannon INACCURATE �8 2d6+4�
Heavy Melee Weapon Heavy Melee – �1 2d6+1�
ARCING, INACCURATE, �20/�2 2d6�
Howitzer Heavy Cannon LOADING, ORDNANCE �10/�1 1d3+1�
Missile Rack Auxiliary LOADING
Mortar Launcher
Main Cannon ARCING, INACCURATE �15/�1 1d6+1�
SMART �10 1d6�
Nexus (Hunter-Killer) Main Nexus
Nexus (Light) Auxiliary Nexus SMART �10 1d3�
Pistol Auxiliary CQB RELIABLE 1 �5/�3 1d3�
Progressive Knife Auxiliary Melee OVERKILL �1 1d3+1�
Rocket-Propelled Grenade Main Launcher LOADING, ORDNANCE �10/�2 1d6+1�
– �5/�3 1d6�
Shotgun Main CQB
Tactical Knife Auxiliary Melee THROWN 3 �1 1d3+1�
Tactical Melee Weapon Main Melee – �1 1d6+2�
Thermal Lance Heavy Cannon 2HEAT(SELF) �10 1d6+3�
– �5 2�
Thermal Pistol Auxiliary CQB
Thermal Rifle Main Rifle AP �5 1d3+2�
SECTION 4 // Compendium // Mech Catalogue [119]
GMS GENERAL MARKET Manipulators
SYSTEMS
1 SP, Unique
Comp/Con Assistant Unit Your mech has an extra set of limbs. They are too
small to have any combat benefit, but allow the mech
2 SP, AI, Unique to interact with objects that would otherwise be too
Your mech has a basic comp/con unit, granting it small or sensitive (e.g., pilot-sized touch pads).
the AI tag. The comp/con can speak to you and has
a personality, but, unlike an NHP, is not truly capable Precise interaction with built and natural
of independent thought. It is obedient to you alone. environments, soft targets, and sensitive
materials is part of the daily routine for
You can give control of your mech to its comp/con support-class mechs. This is made possible
as a protocol, allowing your mech to act by manipulators – added multi-digit
independently on your turn with its own set of “hands” with haptic sensors.
actions. Unlike other AIs, a mech controlled by a
comp/con has no independent initiative and requires Pattern-A Smoke Charges
direct input. Your mech will follow basic courses of
action (defend this area, attack this enemy, protect 2 SP, Limited 3, Unique
me, etc.) to the best of its ability, or will act to defend You may spend a charge from this system for one
itself if its instructions are complete or it receives no of the following effects:
further guidance. You can issue new commands at
the start of your turn as long as you are within 50 • Smoke grenade (Grenade, �5, �2): All
and have the means to communicate with your
mech. Comp/con units are not true NHPs and thus characters and objects within the blast area
cannot enter cascade. benefit from soft cover until the end of your next
turn, at which point the smoke disperses.
The GMS Companion/Concierge-Class
Assistant Unit conforms to all galaxy- • Smoke mine (Mine, �3): This mine detonates
wide standards. These virtual assistants
pass even the most rigid Turing-Null when any allied character moves over or
assessment criteria and are cleared to adjacent to it. All characters and objects within
operate even in the absence of a pilot. the burst area benefit from soft cover until the
end of the detonating character’s next turn, at
Custom Paint Job which point the smoke disperses.
1 SP, Unique Pattern-A Jericho Deployable Cover
When your mech takes structure damage, roll 1d6.
On a 6, you return to 1 HP and ignore the damage 2 SP, Deployable, Unique, Quick Action
– the hit simply ‘scratched your paint’. As a quick action, you may deploy two sections of
SIZE 1 hard cover in free spaces adjacent to the
This system can only be used once between full user and to each other. Each section is an object
repairs, and is not a valid target for system with 5 EVASION and 10 HP that can be targeted and
destruction. destroyed individually. It is one full action to pick
up both sections of cover once they have been
Expanded Compartment deployed.
1 SP, Unique Repairing the system while resting or repairing
Your mech has space for one additional non- restores both sections.
MECH character or object of Size 1/2 to ride as a
passenger in the cockpit. While inside the mech, Pattern-B HEX Charges
they cannot suffer any effect from outside or be
targeted by attacks, as if they were a pilot. You 2 SP, Limited 3, Unique
can hand over or take back control to or from You may spend a charge from this system for one
them at the start of any turn (following the same of the following effects:
rules as pilot and AI), but if they take over the
controls from you, the mech becomes IMPAIRED • Frag grenade (Grenade, �5, �1): All
and SLOWED to reflect the lack of appropriate
licenses and integration. characters within the blast area must pass an
AGILITY save or take 1d6�. On a successful
save, they take half damage.
• Explosive mine (Mine, �1): All characters
within the burst area must pass an AGILITY save
or take 2d6�. On a successful save, they take
half damage.
[120] SECTION 4 // Compendium // Mech Catalogue
PPeerrssoonnaalliizzaattiioonnss GMS FLIGHT SYSTEMS GENERAL MASSIVE SYSTEMS
Yy1m1YythooooaeuuSSuudPPrGmhge,,mMaaatvioenyUU,ecnnyye+hmoiios2uqqgutaauuHradmbeeimPenlaissetyaohc+nehy2das.o,tHmauinbPrinlmcioasornhencdmsah,uo.milndtaiincftiioocornanstmiwuoolnittdahyitfioitochunaehtwiGaoivntMhe, Mech flight is rarely elegant. The movement of these
heavy machines is heavy and inertial. No pilot would
TwTyuauwayooddsshhooeeuuiidduussffiilluuggttddmmiilloaaoeehhooiinnnnffeeddaaffeell++llpphhccHH11aattww�PPssAssii..ttCnniihhIIttCfffoooggUeetthhnnrrrRiittaaeeuutAhhnnhmmCeeGGttaYrrsseetMM,,aafrrcobbiicchppaaruuaaeggiitttllllhoocrrccbbeeakttooeeee.toouussnncrrlleehddttmmhhffeiippttaaeecrrttccbbkoohhttee.vvhhyyiissiiddoosskkeenniimmllddllooooccttttddhhhhhheeeeeerrcckk,, wax poetic about the sublime handling characteristics
of a chassis in flight – most would equate it with
Stable Structure steering a rock as it plummets to the earth. Mechs
beat down gravity for brief moments with raw output.
2 SP, Unique Flight systems generally consist of additional thrusters
configured around hardpoints on the chassis,
Your mech gains +1� on saves to avoid PRONE or powered by an additional power plant, that fire in rapid
succession to propel a mech through the air.
KNOCKBACK.
While most systems only provide sufficient thrust for
Turret drones momentary flight – just enough to clear an obstacle –
more advanced systems can sustain medium or long-
2 SP, Limited 3, Unique, Quick Action term flight. GMS’s extra-vehicular activity (EVA)
Drone (SIZE 1/2, 5 HP, 10 E-DEFENSE, 10 EVASION, system uses forced air to keep the chassis stable and
TAGS: DRONE) provide a small amount of additional mobility in zero
Expend a charge to deploy a turret drone that gravity and aquatic environments. For atmospheric
attaches to any object or surface within SENSORS flight, GMS (and many other manufacturers) offer
and line of sight. Gain the TURRET ATTACK hard-burn impulse thrusters to generate a serviceable
reaction, which can be taken once for each level of thrust and maneuverability.
deployed turret drone. Turret drones cannot be
recalled and expire at the end of the scene. EVA Module
The use of turret drones is a rather 1 SP, Unique
traditional form of force multiplication Your mech has a propulsion system suitable for
– one that has remained the backbone of use in low or zero gravity and underwater
defense in many theatres. environments. In those environments, you can fly
and are not SLOWED.
Turret Attack
Rapid Burst Jump Jet System
Reaction, 1/round per turret
2 SP, Unique
Trigger: An allied character within �10 of a turret You can fly when you BOOST; however, you must
end the movement on the ground or another solid
makes a successful attack. surface, or else immediately begin falling.
Effect: The turret deals 3� to their target, as long Type-I Flight System
as it has line of sight to their target. 3 SP, Unique
You can fly when you BOOST or make a standard
Type-I Shield
move; however, you take SIZE +1� at the end of
2 SP, Shield, Unique, Protocol, 1�(Self)
any of your turns in which you fly this way.
As a protocol, nominate a character within line of
sight: all ranged or melee attacks that they make
against you or that you make against them gain
+2� until the start of your next turn.
The GMS Type-I Shield traps and denies
incoming projectiles by projecting an
aggressive, superpositional anti-
ballistic shield.
SECTION 4 // Compendium // Mech Catalogue [121]
GMS Standard Pattern I
EVEREST
Most 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.
The Everest – officially the GMS-SP1 – is a plain and unpretentious mech,
defined by simple lines, functional grace, and sturdy bulk. Its use-name,
Everest, comes from one of Cradle’s tallest mountains. Mount Everest – or
Sagarmatha, or Chomolungma, as it was called in older human tongues – is
neither the most prominent peak in known space, nor even the greatest in
Cradle’s star system, yet pilots across the galaxy call their SP1s by that
ancient name. Why?
The sentimental answer is that the Everest name is a reminder of what was
once the limit of human endurance – once the height of human achievement.
To reach Everest’s summit was to defy death and stand atop the world – the
culmination of months, even years, of training, investment, and hard work.
Reaching the peak was also a triumph of the people, systems, and
institutions behind the individual – a triumph too often left
unacknowledged, or deliberately erased.
Sagarmatha. Chomolungma.
Even before the Fall, when the Massif vaults were built, some names – some
stories – were given priority over others.
The real story behind the Everest’s name is much less deliberate.
Somewhere along the line, a newly graduated pilot, frustrated by GMS’s
plain naming conventions, painted EVEREST across the flank of their SP1.
Maybe it was a callsign, or maybe it represented the pride they felt at
success. Either way, the name stuck: others adopted the name, and over five
centuries it grew to become the officially unofficial designation of the SP1
chassis.
Veteran pilots may never return to the Everest after moving on to another
chassis, but they’ll always remember reaching that first summit – the
mountaintop where they proved they could plant their own flag at the peak
of the world.
The Everest isn’t the most specialized chassis, but it’s the backbone of
the galaxy. From its shoulders, humanity steps.
Sagarmatha. Chomolungma.
Everest – you’ll never forget it.
[122] SECTION 4 // Compendium // Mech Catalogue
GENERAL MASSIVE SYSTEMS
CORE STATS MOUNTS FLEX HEAVY
MOUNT MOUNT
Size: 1 Save Target: 10 MAIN
Armor: 0 Sensors: 10 MOUNT
HULL SYSTEMS
CORE SYSTEM
HP: 10 E-Defense: 8
Repair Cap: 5 Tech Attack: +0 HYPERSPEC FUEL INJECTOR
AGILITY SP: 6
Evasion: 8 ENGINEERING Power Up
Speed: 4 Heat Cap: 6
Active (1CP), Protocol
TRAITS
For the rest of this scene, you gain +1� on all
INITIATIVE
1/scene the Everest may take any quick action as attacks, checks, and saves; additionally, 1/turn,
a free action. you can BOOST as a free action.
REPLACEABLE PARTS
While resting, the Everest can be repaired at a
rate of 1 REPAIR per 1 structure damage, instead
of 2 REPAIRS.
SECTION 4 // Compendium // Mech Catalogue [123]
[124] SECTION 4 // Compendium // Mech Catalogue
IIPPSS--NNOORRTTHHSSTTAARR
SECTION 4 // Compendium // Mech Catalogue [125]
IPS-NORTHSTAR
Your friend in an unfriendly sea.
IPS-Northstar (IPS-N) was created from the merger of Following the merger, IPS-N began the work of
two civilian interstellar freight and transportation phasing out its fleets of late-model GMS mechs in
companies, Interplanetary Shipping and Northstar. favor of new proprietary designs. The corporation now
The resulting firm, IPS-N is a titanic entity – one of the sports a range of versatile, durable, and modular
first corpro-states – with a virtual monopoly over mechs that place equal priority on weapons and
interplanetary and interstellar shipping. Other firms engineering systems. IPS-N mechs are a good choice
exist, but their gross fleet strength is but a shadow of for pilots who want a tough chassis that’s built for
IPS-N’s fleets of tankers, haulers, freighters, and close quarters and melee combat situations, such as
intergate/interstellar liners. Wherever goods and raw when the possibility of breaching a ship hull is on the
materials need to be moved, you can bet a crew in table. IPS-N chassis are sturdy, meant to take as
IPS-N uniforms will be there. much damage as they deal – and then some.
The story of IPS-N is inseparable from the history of IPS-N is closely associated with the Albatross, an
interstellar piracy. Whatever dangers the galaxy might anti-piracy and peacekeeping force known across the
hold, piracy remains the greatest threat to interstellar galaxy for its long history of humanitarian
shipping lines, costing fleet managers and states interventions. IPS-N supports the Albatross materially,
hundreds of thousands in manna and trillions more in providing it with chassis, ships, cutting-edge
local currencies. Tremendous capital losses, schedule technology, and temporal rehabilitation worlds for its
delays, losses of life, and false-scarcity famines pilots and crews to retire in relative peace. The
convinced the myriad unions, conglomerates, and relationship is mutually beneficial; IPS-N makes a
cartels of the need to comprehensively safeguard point to emphasize its close relationship to the
civilian shipping. A process of agglomeration and Albatross in marketing campaigns and PR materials.
consolidation that lasted for years eventually gave
birth to two major firms, Interplanetary Shipping and
Northstar. They finally merged into a single corpro-
state in the waning days of Union’s first government,
the First Committee.
[126] SECTION 4 // Compendium // Mech Catalogue
IPS-N CORE BONUSES IPS-NORTHSTAR
IPS-N bonuses increase your mech’s durability, REINFORCED FRAME
survivability, and melee combat capabilities. The addition of redundant shock-absorption systems
increases the survivability of pilots in combat, flight, and
You must have at least three license levels in IPS-N industrial situations.
licenses to take a bonus from this list, and another
three levels for each additional bonus. For example, Your mech gains +5 HP.SLOPED PLATING
with six points in IPS-N licenses you can have up to
two bonuses. SLOPED PLATING
A common choice among pilots with the right licenses,
BRIAREOS FRAME REINFORCEMENT IPS-N’s integrated-armor fabrication reduces gaps in
The Briareos is the newest release in IPS-N’s line of external coverage by a significant percentage.
near-fail frame upgrades: templates designed to
maximize a mech’s usability before catastrophic failure Your mech gains +1 ARMOR, up to the maximum (+4).
or the need for a reprint. The Briareos template
increases the resilience of inorganic components by TITANOMACHY MESH
supplementing the structure with a superlight frame A double overlay of Goliath Weave at key stress points
featuring interwoven layers of IPS-N’s iconic Goliath and beefed-up specifications across the board greatly
Weave meshing. improve the baseline functionality of any mech.
As long as your mech has no more than 1 STRUCTURE, 1/round, when you successfully RAM or GRAPPLE a
you gain RESISTANCE to all damage. When it’s reduced mech, you can RAM or GRAPPLE again as a free action.
to 0 HP and 0 STRUCTURE, it is not destroyed: instead, Additionally, when you knock targets back with melee
you must make a structure damage check each time attacks, you knock them back an additional 1 space.
it takes damage. While in this state, your mech cannot
regain HP until you rest or perform a FULL REPAIR, at
which point your mech can be repaired normally.
FOMORIAN FRAME REINFORCEMENT
The Fomorian is an upscaled version of IPS-N’s stock
template that has been adapted to meet the needs
of long-haul Cosmopolitans looking for enhanced
stability and robust impact protection, both micro-
and 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 3 SIZE.
You can’t be knocked PRONE, pulled, or knocked back
by smaller characters, regardless of what system or
weapon causes the effect.
GYGES FRAME REINFORCEMENT
A mech built on the Gyges template is designed for
combat – onhanced with finely tuned stabilizers and a
robust suite of targeting software and hardware.
Your mech gains +1� on all HULL checks and saves
and +1 THREAT with all melee weapons.
SECTION 4 // Compendium // Mech Catalogue [127]
IPS-N
BLACKBEARD
Striker
The Blackbeard is IPS-N’s aggressive solution to piracy: a front-facing,
first-striking mech designed for environments in which combustible kinetic
weapons are useless, dangerous, or likely to cause unnecessary collateral
damage. With its distinctly slim frame, the Blackbeard doesn’t just look
fast – it also has a reduced radar profile. This mech is hard to track and
harder still to hit.
The Blackbeard range comprises two lines: the standard IPS-N/BB-L
production line model, and the IPS-N/BB-Sk, a limited-release prototype
purpose-built to house IPS-N’s SEKHMET-class NHPs.
CORE STATS Save Target: 10 CORE SYSTEM
Sensors: 5
Size: 1 SYSTEMS ASSAULT GRAPPLES
Armor: 1
HULL E-Defense: 6 The IPS-N-branded Assault Grappling System
Tech Attack: -2 is a class-leading technology rated for
HP: 12 SP: 5 hauling, supporting, and securing chassis of
Repair Cap: 5 ENGINEERING sizes up to category 4D. Grapple heads are
AGILITY Heat Cap: 4 interchangeable and can be swapped for
Evasion: 8 engagement with soft or hard targets –
Speed: 5 either electrified or loaded with codespike
systems for long-distance incapacitation.
TRAITS
Omni-harpoon
GRAPPLE CABLE
Active (1CP), Quick Action
The Blackbeard can grapple targets within �5. If This system fires grappling harpoons at any
the GRAPPLE is successful, the Blackbeard is number of targets within �5 and line of sight.
immediately pulled to a space adjacent the target
by the most direct path. If there are no suitable Affected characters that fail a HULL save take
spaces, the grapple breaks and the Blackbeard
does not move. 2d6�, are knocked PRONE, and then pulled
LOCK/KILL SUBSYSTEM adjacent to you, or as close as possible. They
While grappling, the Blackbeard can BOOST and become IMMOBILIZED until the end of their next
turn. If they pass the save, they take half damage
use reactions. and are otherwise unaffected.
EXPOSED REACTOR
The Blackbeard receives +1� on ENGINEERING
checks and saves.
MOUNTS MAIN HEAVY
MOUNT MOUNT
FLEX
MOUNT
[128] SECTION 4 // Compendium
IPS-NORTHSTAR
SECTION 4 // Compendium [129]
LICENSE I: LICENSE II: BLACKBEARD FRAME, FLECHETTE
CHAIN AXE, SYNTHETIC MUSCLE NETTING LAUNCHER, NANOCARBON SWORD
Chain Axe Flechette Launcher
Main Melee, Reliable 2 Auxiliary CQB
[�1][1d6�] [�1][1�]
On Critical Hit: Your target is SHREDDED until the This weapon ignores ranged penalties from
end of the current turn.
Engaged, and deals 3� to GRAPPLED or BIOLOGICAL
A simple tactical-scale version of a
logging tool, IPS-N’s chain axe is a targets, instead of 1.
serrated chainblade run off core power.
The axe’s teeth are tungsten-tipped, The IPS-N Flechette Launcher uses a hive-
hardened to chew through both hard and analogous mechanism to project a total
soft targets. Chain axes are effective soft-target kill zone in a dome around
weapons and utility tools that are often the user, proactively denying hostile
used by boarding parties to breach infantry-tier actions.
reinforced bulkheads.
Nanocarbon Sword
Synthetic Muscle Netting
Heavy Melee, Reliable 3
2 SP, Unique
You may RAM targets larger than you, and when [�2][1d6+4�]
you GRAPPLE or RAM larger targets, you count as
the same SIZE as the largest opponent. When you IPS-N’s nanocarbon sword is a new spin on
GRAPPLE or RAM opponents of the same SIZE or an old classic. Embedded nanosensors
smaller, you count as at least one SIZE larger. along the blade capture a full spectrum
Additionally, your lifting and dragging capacity is of data and transfer it to omninet
doubled. storage banks for after-action review.
Meanwhile, on-board software interprets
IPS-N’s Synthetic Muscle Netting (SMN) is the live feedback and adjusts the
a proprietary, field-proven modification molecular composition of the blade edge
compatible with all existing IPS-N in real time.
frames. This convenient spray-on
catalytic and structural enhancement
boosts manipulator and propulsion
performance by roughly 25 percent with no
demonstrated reduction in operational
life. An SMN layer also enhances impact
absorption and thermal insulation.
IPS-N recommends that pilots apply SMN to
internal components only and practice
frequent cleaning to prevent septic-
analogous decay.
[130] SECTION 4 // Compendium // Mech Catalogue
LICENSE III: SEKHMET-Class NHP IPS-NORTHSTAR
REINFORCED GRAPPLES, SEKHMET-CLASS NHP
3 SP, Unique, AI
Reinforced Grapples Your mech gains the AI tag and the SEKHMET
Protocol.
2 SP
This system has two effects: “The IPS-N SEKHMET co-pilot is ready to
be your first mate! SEKHMET comes standard
• GRAPPLE SWING: 1/turn, when making a standard with remote, omninet, IR tag, and voice
move, you can fly your SPEED in a straight line as control systems, and is fully compatible
long as there is a clear path. This move must with all current and legacy IPS-N mechs.
end on an object or surface, or else you begin
falling. As long as you remain stationary, you Did you know that SEKHMET learns with
can secure yourself to the destination surface or you? Should the worst happen, your very
object, even if it’s vertical or overhanging. If you own SEKHMET will continue to engage
are knocked PRONE or knocked back while hostile targets using an emulated neural-
secured to a surface, you fall. net doppelgänger to pilot your IPS-N
chassis until forced or voluntary
• Drag down: As a quick action, make a contested shutdown!”
HULL check against a character within 5� and SEKHMET-class NHPs tend towards
aggressive attitudes and dark humor.
line of sight: the loser is knocked PRONE. Pilots often call them “berserker
systems” – dangerous NHPs that value
Reinforced grapples allow for full combat efficacy over pilot wellbeing.
movement and utility in ≤1 g
environments. Woven from incredibly SEKHMET Protocol
strong nanocarbon and arachnosynth
threading, reinforced grapple line is Protocol
carried on waist-mounted spools and While active, you gain the following benefits:
attached to charge-actuated brachial
projectors. Once fired, the grapples • All melee critical hits deal +1d6 bonus damage.
penetrate and anchor to the target. Small
meltdown charges seeded every thirty • 1/round, you can Skirmish with melee weapons
meters of cable both allow rapid only as a free action.
disengagement and expose a fresh grapple
head, ready for immediate use. While the SEKHMET protocol is active, you lose
direct control of your mech. Your NHP uses all
available actions and movement to move toward the
closest visible character – allied or hostile – and
attacks them with melee weapons. If there are no
characters within THREAT, your NHP uses all actions
to move as directly as possible to the next closest
(visible) target. Your NHP can’t make ranged attacks,
even if there are actions available.
You retain enough control to OVERCHARGE as usual;
however, your NHP uses the additional action for the
same purpose as its other actions.
You can take back control of your mech as a
protocol. When you do, you become STUNNED until
the start of your next turn. Otherwise, this effect lasts
until your mech is destroyed – the pilot’s
incapacitation or death has no effect.
SECTION 4 // Compendium // Mech Catalogue [131]
IPS-N
DRAKE
Defender
The Drake, IPS-N’s first foray into military-grade mech design, is the
backbone of any proactive trade-security or anti-piracy force. Its
massive, simian frame is built around a single-cast bulkhead, sloped and
reinforced to handle sustained fire.
The standard fleet license for the dense and heavily armored IPS-N Drake
includes a high-velocity, high-speed assault cannon for suppressing and
overwhelming targets, and a heavy kinetic–ablative shield for defense.
Advanced models feature upgraded weapons and armor including the
formidable Leviathan Heavy Assault Cannon, a high-rpm anti-materiel rifle.
CORE STATS Save Target: 10 CORE SYSTEM
Sensors: 10
Size: 2 SYSTEMS FORTRESS
Armor: 3
HULL E-Defense: 6 Fortress Protocol
Tech Attack: +0
HP: 8 SP: 5 Active (1CP), Protocol
Repair Cap: 5 ENGINEERING You deploy heavy stabilizers and your mech
AGILITY Heat Cap: 5 becomes more like a fortified emplacement than a
Evasion: 6 vehicle. When activated, two sections of hard
Speed: 3
cover (�2, SIZE 1) unfold from your mech, drawn
TRAITS
in any direction. These cover sections have
HEAVY FRAME IMMUNITY to all damage.
The Drake can’t be pushed, pulled, knocked
PRONE, or knocked back by smaller characters. Additionally, the following effects apply while
active:
BLAST PLATING
The Drake has RESISTANCE to damage and heat • You become IMMOBILIZED.
• You benefit from hard cover, even in the open,
from �, �, �, and � attacks.
and gain IMMUNITY to KNOCKBACK, PRONE, and
SLOW all involuntary movement.
• When you BRACE, you may take a full
The Drake receives +1� on AGILITY checks and action on your next turn instead
of just a quick action.
saves. • Any character that
gains hard cover from
GUARDIAN you or your cover
Allied characters can use the Drake for hard cover. sections gains IMMUNITY
to KNOCKBACK, PRONE, and
MOUNTS MAIN HEAVY all involuntary movement, and gains the
MOUNT MOUNT benefits of BLAST PLATING.
MAIN
MOUNT This system can be deactivated as a protocol.
Otherwise, it lasts until the end of the current scene.
[132] SECTION 4 // Compendium // Mech Catalogue
IPS-NORTHSTAR
SECTION 4 // Compendium // Mech Catalogue [133]
LICENSE I: LICENSE II: DRAKE FRAME, AEGIS SHIELD
ARGONAUT SHIELD, ASSAULT CANNON GENERATOR, CONCUSSION MISSILES
Argonaut Shield Aegis Shield Generator
2 SP, Unique Quick Action 2 SP, Unique, Limited 1, Quick Action
You use this heavy overarm to provide cover for an Shield generator (SIZE 1, 10 HP, EVASION 5,
adjacent character as a quick action, giving them TAGS: Deployable, Shield)
RESISTANCE to all damage; however, you take half of
the damage your target would take before Expend a charge to deploy a SIZE 1 shield
calculating ARMOR and RESISTANCE. This effect lasts generator in a free, adjacent space, where it
until your target breaks adjacency, at which point
this effect ceases until you repeat this action. creates a �1 shield. Set out three d6s to
In space, simplicity in form and function represent the generator’s remaining power. As a
guarantees reliability and promotes reaction when any character or object of your
trust. The Argonaut is one of IPS-N’s choice at least partly in the area takes damage,
oldest designs, hailing from the pre- you may roll one of the d6s to reduce the damage
merger days of Northstar’s Deep Black by the amount rolled.
security teams. It’s a simple slab of
metal carried in hand or mounted on a This effect lasts for the rest of the scene, until all
chassis’ brachial superstructure; the dice have been rolled and the generator loses
only option a pilot has for customizing power, or the generator is destroyed.
this shield is a choice of size.
The Aegis is a portable electromagnetic
Assault Cannon shield generator: a powerful and reliable
method – if crude by modern standards –
Main Cannon, Overkill, 1�(Self) for establishing kinetic and coherent-
[�8][1d6+2�] particle deterrence over a wide area.
You can spin up this weapon’s barrels as a quick Concussion Missiles
action. While spinning, it gains RELIABLE 3, but you
become SLOWED. You can end this effect as a protocol. Main Launcher, Knockback 2
IPS-N’s assault cannon of choice is a [�5][1d3�]
deep-cooled autocannon, fieldable as a
mounted weapon or manipulator-operated On Hit: The target must pass a HULL save or be
platform. The cannon, simple in its IMPAIRED until the end of their next turn.
functionality, can be fed by either box
magazine or belt and is a standard Concussion missiles are pressure-
inclusion in almost any among IPS-N fleet generating charges with low shatter and
orders. In micro and zero-gravity low incandescence – they’re meant to
environments, Drake pilots commonly stun, deter, push back, and disorient,
employ the assault cannon as an usually in tandem with a larger, more
additional propulsion system. lethal attack.
[134] SECTION 4 // Compendium // Mech Catalogue
LICENSE III: PORTABLE BUNKER, LEVIATHAN HEAVY ASSAULT CANNON IPS-NORTHSTAR
Portable Bunker Leviathan Heavy Assault Cannon
2 SP, Limited 1, Unique, Quick Action Superheavy Cannon
Portable bunker (SIZE 4, 40 HP, EVASION 5, Tags:
DEPLOYABLE) [�8][1d6�]
Expend a charge to deploy a portable bunker to a Unlike other SUPERHEAVY weapons, the Leviathan
free, adjacent area 4 by 4 area. At the start of your HAC can used with SKIRMISH.
next turn, it unfolds into a fortified emplacement
with the listed profile. All characters completely You can spin up this weapon’s barrels as a quick
within the affected area gain hard cover against all action. While spinning, it gains RELIABLE 5 and
attacks from outside the bunker from all directions
and RESISTANCE to damage from BLAST, LINE, 2�(SELF), and its damage increases to 4d6+4�;
BURST, and CONE attacks that originate outside
the bunker. however, you become SLOWED and can no longer
use the Leviathan with SKIRMISH.
The bunker is open topped, and characters may
enter or exit at will. It can’t be moved or You can cease this effect as a protocol.
deactivated once deployed.
The Leviathan Heavy Assault Cannon (HAC)
IPS-N’s “Portable Bunker” is actually a is a massive, multi-barrel rotary cannon
series of single-use expanding printer fed by an external reservoir, usually
sheets: flat-pack pouches of inert non- dorsally mounted on the chassis carrying
Newtonian fluid that, when deployed, it. Unmodified, the Leviathan should only
become a rigid structure capable of be fired within the recommended burst
withstanding incredible force. timing specifications to prevent
percussive trauma to joints and pilots.
In partnership with Harrison Armory’s
Think Tank, IPS-N is currently
investigating remote solutions for the
cannon’s ammunition consumption demands.
SECTION 4 // Compendium // Mech Catalogue [135]
IPS-N
LANCASTER
Support
The IPS-N Lancaster is a mil-spec variant of an older IPS-N civilian
terrestrial, inter/outer-hull transport and maintenance chassis, streamlined
for use in any theater. The Lancaster features multiple redundant systems
and sophisticated interaction projectors to ensure pinpoint accuracy when
engaging with delicate systems, whether damaged or intact.
Lancaster pilots often adopt roles as sappers and engineers in frontline
support. Sometimes ridiculed for piloting the old-fashioned frame by newer,
untested pilots, veteran Lancaster jockeys know the truth: the Lancaster is
one of the most reliable and well-made mechs out there, indispensable on any
serious long-range mission. Not every mission is won with bullets, lasers,
and bombs: without the engineers and their Lannies, few of those hotshots
would come home alive.
CORE STATS Save Target: 10 CORE SYSTEM
Sensors: 8
Size: 2 SYSTEMS LATCH DRONE
Armor: 1
HULL E-Defense: 8 Known colloquially as a “Wingman”, latch drones
Tech Attack: +1 are companion drones carried by and deployed
HP: 6 SP: 8 from a chassis. Pilots are recommended not to
Repair Cap: 10 ENGINEERING develop emotional attachments to these drones
AGILITY Heat Cap: 6 due to their high casualty rate.
Evasion: 8
Speed: 6 Integrated Mount: Latch drone
TRAITS Latch Drone
INSULATED Main Launcher
The Lancaster has IMMUNITY to �. [�8][damage: n/a]
COMBAT REPAIR This weapon can’t make normal attacks. Instead,
In combat, the Lancaster can use 4 REPAIRS to choose an allied mech within RANGE and line of
repair a destroyed mech as a full action, returning sight and make a ranged attack against EVASION
it to 1 STRUCTURE, 1 STRESS, and 1 HP. 8. On a hit, either you or your target may spend 1
REPAIR to restore half your target’s HP.
REDUNDANT SYSTEMS
At your discretion, other characters adjacent to the Supercharger
Lancaster can spend its REPAIRS as their own.
Active (1CP), Quick action
MOUNTS Your LATCH DRONE clamps onto an allied mech
MMMAOOIUNUN/ANTUTXS within its RANGE. For the rest of the scene you
take �1 at the start of each of your turns, but
your target gains +1� on all attacks, checks,
and saves, and IMMUNITY to the IMPAIRED, JAMMED,
SLOWED, SHREDDED, and IMMOBILIZED conditions
from characters other than itself. This effect ends
if either character becomes STUNNED.
While this system is active, you cannot use the
LATCH DRONE for any other purpose.
[136] SECTION 4 // Compendium // Mech Catalogue
IPS-NORTHSTAR
SECTION 4 // Compendium // Mech Catalogue [137]
LICENSE I: LICENSE II: LANCASTER FRAME, MULE
CABLE WINCH SYSTEM, RESTOCK DRONE HARNESS, WHITEWASH SEALANT SPRAY
Cable Winch System MULE Harness
1 SP, Quick Action 2 SP, Unique
These cables can be attached to an adjacent Extra mounts, straps, and hard points allow other
character. If the target is STUNNED or willing, you characters to climb and ride your mech. Adjacent,
automatically succeed; otherwise, they can resist non-IMMOBILIZED characters can climb onto your mech
with a successful HULL save. Once attached, you as a quick action. While riding, they occupy the same
and the target may not move more than 5 spaces space as you, move when you move (even if they’re
away from each other. Either character can tow the SLOWED), and benefit from soft cover. If you or a rider
other, obeying the normal rules for lifting and are knocked PRONE, STUNNED, IMMOBILIZED, or
dragging, and becoming SLOWED while doing so. destroyed, they land PRONE in adjacent spaces. Riders
can climb down as part of any movement away, but
Any character can remove the cables on a hit with can only climb onto your mech as a quick action.
a melee attack or IMPROVISED ATTACK against
EVASION 10. You can carry riders of a combined SIZE equal to your
SIZE, minus SIZE 1/2 (e.g., if your mech is SIZE 1 you
These cables can also be used to drag, pull, or can carry one SIZE 1/2 character; if it is SIZE 2, you can
otherwise interact with objects and the carry a SIZE 1 character and a SIZE 1/2 character).
environment. They are 5 spaces long and can
support a combined SIZE 6 before they break. The Multiple User, Light Entanglement
Characters can use them to climb surfaces, (MULE) harness is a mass-produced version
allowing them to climb without a SPEED penalty. of a common battlefield modification that
allows friendly soldiers to ride along on
A winch system consists of an externally a chassis. Some systems are large enough
mounted spool of nanocarbon-weave cable to allow smaller chassis to accompany
and a recovery subroutine installed on larger chassis; typically, these variants
the mech. are employed in high altitude, low orbit
insertions where reduced radar presence
Restock Drone is required.
2 SP, Limited 2, Unique, Quick Action Whitewash Sealant spray
Restock Drone (SIZE 1/2, 5 HP, 10 E-DEFENSE, 10
EVASION, Tags: DRONE). 2 SP, Quick Action
This sealant can be sprayed on characters or free
Expend a charge to deploy a restock drone to any
free, adjacent space, where it primes at the end of spaces within �5 and line of sight. It has different
your turn. While adjacent to the drone, allied
characters can activate it as a quick action, effects depending on the target:
clearing 1d6� and one condition, and reloading • HOSTILE CHARACTERS Your target must succeed
on an AGILITY save or they become SLOWED until
one LOADING weapon. After being activated, the the end of their next turn and clear all burn.
drone immediately disintegrates.
• ALLIED CHARACTERS: Your target clears all burn
Reliable and sturdy drones carrying but they become SLOWED until the end of their
integrated printers, restock drones allow next turn.
for limited logistical flexibility via
autosalvage. The bulk of a restock drone • FREE SPACE: Any fires within �1 are
is made of RawMat, a blend of silicates
and metallic materials that the drone extinguished and the area becomes difficult
processes into replacement parts and
repair kits. This is why pilots often terrain for the rest of the scene.
joke that restock drones are, simply put,
“mech snacks”. For fire suppression and fast, temporary seals
in punctured starship bulkheads, IPS-N offers
a formula for single-use, single objective
nanites – whitewash”. This sealant spray can
also be used to restrain noncompliant actors
when the correct spray heads and catalytic
formulations are installed to the applicator.
[138] SECTION 4 // Compendium // Mech Catalogue
LICENSE III: ACESO STABILIZER, Cutter MkII Plasma Torch IPS-NORTHSTAR
CUTTER MKII PLASMA TORCH
Auxiliary Melee, 1�(Self)
Aceso Stabilizer [�1][1�+ 1�+ 1�]
3 SP, Limited 3, Overshield, Shield, The Cutter deals 10�AP against objects, cover,
Unique, Quick Action
Expend a charge to fire this small, self-arming terrain, and the environment.
system onto an allied mech within �5. They gain Plasma cutters were tools first: simple
blades built to toggle and sustain a
OVERSHIELD equal to your GRIT+4. While they have plasma sheath, making it easier to cut
this OVERSHIELD they gain IMMUNITY to IMPAIRED and metal. Repeated ad hoc use of cutters as
JAMMED. personal defense weapons against pirate
boarding parties convinced IPS-N of the
The IPS-N Aceso Stabilizer is a useful need for a milspec variant of the
triage measure for any scoring and minor civilian tool – the Cutter, now in its
mechanical damage that is sustained in second generation. The Cutter MkII feeds
the course of combat engagement or directly from the mech’s power core, with
negative environmental interaction. a port to attach power packs in case of
Thanks to its negligible processor cord severance. Although the cutting edge
demand, Aceso Stabilizers can even be can be shortened to a knife length, its
controlled by comp/con units – this most popular setting is the “cutlass”, a
allows the pilot to concentrate on medium-length option perfect for
complex repairs or immediate threat balancing reach and maneuverability in
neutralization. close quarters.
SECTION 4 // Compendium // Mech Catalogue [139]
IPS-N
NELSON
Striker
The IPS-N Nelson is the purest embodiment of the close-quarters doctrine
espoused by its manufacturer. It is built to brawl, thriving when ordnance
has been exhausted or when the environment is too volatile for firearms.
With its functional size, the Nelson can strike fast and remain a difficult
target to track. Layers of fractal-fold BULWARK plating with ceramic-
analogous carbon flaking properties effectively nullify the impact of
incoming ballistics by dispersing kinetic energy across a rounded hull.
This null-k defense protects the pilot from impact trauma, allowing for
sustained combat efficacy in high-trade scenarios.
The Nelson is an iconic IPS-N chassis, known across the galaxy as the
favored frame of the Albatross, the nomadic order of Cosmopolitan
peacekeepers. The Albatross’ distinctive white, gold, and red livery,
mastery of the war pike, and apparent agelessness due to time dilation has
won both the Albatross and the Nelson a venerated place in Diasporan lore
– and secured an endorsement contract with IPS-N in perpetuity.
CORE STATS Save Target: 10 CORE SYSTEM
Sensors: 5
Size: 1 SYSTEMS PERPETUAL MOMENTUM DRIVE
Armor: 0
HULL E-Defense: 7 IPS-N’s Perpetual Momentum Drive (PMD)
Tech Attack: +0 exploits fighter-tier nearlight spooling
HP: 8 SP: 6 to capture and sustain a passive .000001
Repair Cap: 5 ENGINEERING ls charge, able to be dumped into boost
AGILITY Heat Cap: 6 systems upon command. Chassis equipped
Evasion: 11 with this drive require heavy
Speed: 5 reinforcement, including strengthened
joints and limbs, and installation of a k-
TRAITS comp crash couch to protect the pilot from
sudden g-force and shear.
MOMENTUM
1/round, after you BOOST, the Nelson’s next melee Engage PMD
attack deals +1d6 bonus damage on hit.
Active (1CP), Protocol
SKIRMISHER For the rest of the scene, Skirmisher allows
After attacking, the Nelson can move 1 space in you to move 4 spaces at a time instead of 1
space.
any direction as a free action as long as it isn’t
IMMOBILIZED or SLOWED. This movement ignores
engagement and doesn’t provoke reactions.
MOUNTS MAIN/AUX
MOUNT
FLEX
MOUNT
[140] SECTION 4 // Compendium // Mech Catalogue
IPS-NORTHSTAR
SECTION 4 // Compendium // Mech Catalogue [141]
LICENSE I: LICENSE II: NELSON FRAME, ARMOR LOCK
BULWARK MODS, WAR PIKE SYSTEM, THERMAL CHARGES
Bulwark Mods Armor Lock System
1 SP 1 SP, Unique, 2�(Self)
Your mech’s extended limbs, additional armor,
redundant motor systems, and other reinforcements You can BRACE while GRAPPLING. When you do so,
allow you to ignore difficult terrain. any grapples currently affecting you end.
A point of pride for IPS-N, all proprietary Additionally, when you BRACE, you gain the following
mech cores feature IPS-N’s QuickMod system benefits until the end of your following turn:
– a modular, legacy-compatible system of
joints, hardpoints, and internal slots that • Attacks against you receive +1�.
makes installing upgrades simple – a
necessary feature for Albatross maktebas • You can’t fail AGILITY or HULL saves or contested
long out of synch with Union Realtime. checks.
War Pike • You gain IMMUNITY to KNOCKBACK, GRAPPLE, being
knocked PRONE, and being moved by any
Main Melee, Knockback 1, Thrown 5 external force smaller than SIZE 5.
[�3][1d6�] IPS-N’s Armor Lock System is a total-body
modification that provides additional
A war pike is a simple weapon – a long chassis stability for any situation in
haft, topped with a dense, slim point, which a pilot needs to put their mech
meant to puncture armor. Early designs through greater-than-anticipated stress.
were derivative of mining pylons, but
the modern war pike is a sturdy, Thermal Charge
balanced, and reliable weapon that’s
perfect for a charge. 2 SP, Limited 3, Mod
Choose one MELEE weapon: on a hit with this
weapon, expend a charge as a free action to
activate its detonator and deal +1d6� bonus
damage.
A popular modification to the classic war
pike is the replacement of the long,
armor-piercing pike head with a
disposable, impact-triggered explosive
charge. On penetration, the pike’s head
is severed from the shaft – moments
later, the embedded pike head detonates
in a conical explosion from the point
forward. Spare thermal charges are
stable, and transported in external tube
magazines.
IPS-N also makes thermal charges
compatible with GMS’s range of blades,
hammers, and picks.
[142] SECTION 4 // Compendium // Mech Catalogue
LICENSE III: Ramjet IPS-NORTHSTAR
POWER KNUCKLES, RAMJET
3 SP, Unique, Protocol, 2�(Self)
Power Knuckles
Until the start of your next turn, you can move +2
Auxiliary Melee spaces when you BOOST and your melee attacks
(including RAM, GRAPPLE, and so on) gain
[�1][1d3+1�] KNOCKBACK 2.
On Critical Hit: Your target must pass a HULL save When you move during this time, you must move
or be knocked PRONE. your full SPEED in a straight line; however, you can
stop if you would collide with an obstruction or
IPS-N’s line of power knuckles are hostile character, and you can change direction
another popular purchase for pilots who between separate movements (for example,
prefer to fight up close. Taking the form standard moves, BOOST, etc).
of anything from shaped studs to
hyperdense knuckles, or a series of There’s a threshold that veteran Nelson
magnetically accelerated micro-rams, pilots know well: the point of endless
power knuckles amplify the already momentum. You get moving fast enough in
incredible hitting power of a mech. the right atmosphere and the air itself
feeds into auxiliary ports on the
chassis, screaming out like a demon’s
almighty howl. The point of endless
momentum is a giant’s hand on your chest
and a god’s chariot under your feet.
Makes you feel like you can outrun light
itself, as long as you don’t pass out
first.
SECTION 4 // Compendium // Mech Catalogue [143]
IPS-N
RALEIGH
Striker
Seeing GMS and Harrison Armory’s push to secure whole-fleet line contracts with
Union member states, IPS-N launched a brief foray into design and production of
their own main battle line frame. Enter the Raleigh, a stylistic and design
oddity for IPS-N. Designed not as a specialist, but as a purpose-built, close-
range mech, the Raleigh failed to stun potential clients in trials.
Though a favorite of test pilots due to its unique styling and agility, the
Raleigh saw few fleet orders and, after a brief run as IPS-N’s flagship, was
quietly rolled back and replaced with the Tortuga. No longer offered as a fleet
contract, the Raleigh enjoys a quiet popularity among pilots seeking a well-
balanced, if close-ranged, line mech.
CORE STATS Save Target: 10 auxiliary cannon that uses magnetic
Sensors: 10 acceleration to fire stacks of airburst
Size: 1 SYSTEMS projectiles at its target. It’s an impulse
Armor: 1 weapon, tied to the pilot’s second-tier
HULL E-Defense: 7 neural processes with mediation from a
Tech Attack: -1 comp/con or NHP; even in death, a pilot’s
HP: 10 SP: 5 Mjolnir will continue to identify and attack
Repair Cap: 5 ENGINEERING hostile targets until reaching total
AGILITY Heat Cap: 5 systemic failure. For this reason, the
Evasion: 8 Mjolnir is often referred to as a deadgun
Speed: 4
– one of many such weapons to be found
TRAITS among CQB-oriented pilots.
FULL METAL JACKET Integrated Mount: M35
At the end of its turn, if the Raleigh hasn’t made
any attacks or forced any saves, it can reload all M35 Mjolnir
LOADING weapons as a free action.
Main CQB [�5][�3][4�]
SHIELDED MAGAZINES
The Raleigh can make ranged attacks when 1/round, when you reload, this weapon
JAMMED. can be fired as a free action.
MOUNTS Thunder God
AUX/ FLEX HEAVY Active (1CP), Protocol
MOUNT You start to spin your M35 MJOLNIR up,
AUX MOUNT beginning with no chambered rounds. For the
rest of the scene, you load two rounds into
CORE SYSTEM chambers at the end of any turn during which
you haven’t fire the M35 MJOLNIR . It can hold a
M35 MJOLNIR CANNON maximum of six rounds.
IPS-N’s M35 Mjolnir cannon is a carryover When you fire the M35 MJOLNIR , all chambers fire
simultaneously, dealing 4 per loaded round. If
from Northstar’s Watchman line of defensive you fire four or more rounds at once, the attack
gains AP and, on a hit, your target becomes
weapons, reworked for frontline combat. The SHREDDED until the end of their next turn.
Mjolnir is a hard-mounted, multi-barrel
[144] SECTION 4 // Compendium // Mech Catalogue
IPS-NORTHSTAR
SECTION 4 // Compendium // Mech Catalogue [145]
LICENSE I: LICENSE II: RALEIGH FRAME, BOLT THROWER,
BB BREACH/BLAST CHARGES, HAND CANNON ROLAND CHAMBER
BB Breach/Blast Charges Bolt Thrower
2 SP, Limited 3, Unique Heavy Cannon, Loading, Reliable 2
Expend a charge for one of the following effects:
[�8][2d6�+ 1d6�]
• THERMAL GRENADE (Grenade, �5, �1): All
As with many of IPS-N’s classic weapons,
characters within the blast area must pass an the bolt thrower is descended from a
civilian mining tool. It fires self-
AGILITY save or take 1d6�. On a success, they propelled explosive bolts, perfect for
use in micro- and null-gravity as well as
take half damage. Objects and terrain are hit in-atmosphere.
automatically and take 10�AP. “Roland” Chamber
• BREACHING CHARGE (Mine, �1): In addition to
2 SP, Unique
adjacent free spaces, this mine can also be When you reload any weapon, your next attack with
planted on adjacent walls, pieces of cover, and a LOADING weapon gains this effect:
terrain. Once armed, this mine must be
detonated with a quick action. Characters On hit: This attack deals +1d6� bonus damage,
within the burst area must pass an AGILITY save
and targets must pass a HULL save or be
or take 2d6�AP. On a successful save, they knocked PRONE.
take half damage. Objects and terrain are hit Packed into sealed, self-contained
cylinders, IPS-N’s “Roland Rounds” are
automatically and take 30�AP. high-explosive anti-armor charges built
for kinetic weapons of any mech-scale
Breach/blast charges offer a milspec caliber. Loaded in place of inert kinetic
twist on the industrial blasting charges ammunition, a Roland HE/AA shell
developed by IPS-N for asteroid mining. increases the efficacy and destructive
The IPS-N BB charge features a more power of any weapon it is fired from.
volatile blend of high explosives
designed to cause massive structural
damage to mechanized chassis, starship
bulkheads, armored vehicles, bunkers, and
other hardened structures.
Hand Cannon
Auxiliary CQB, Loading, Reliable 1
[�5][�3][1d6�]
The IPS-N hand cannon is a licensed version
of GMS’s Type-I Pistol, adapted for a much
heavier caliber. This modification requires
the belt-fed system of the GMS build to be
swapped for a cylinder or magazine-based
system, depending on the specific model of
hand cannon.
[146] SECTION 4 // Compendium // Mech Catalogue
LICENSE III: UNCLE-class Comp/con IPS-NORTHSTAR
KINETIC HAMMER, UNCLE-CLASS COMP/CON
3 SP, Unique, AI, Mod
Kinetic Hammer Choose one AUXILIARY, MAIN, or HEAVY weapon:
your UNCLE-class comp/con has control of that
Heavy Melee, Reliable 4 weapon and its associated systems.
[�1][2d6+2�] 1/turn, you can attack at +2� with UNCLE’S
A kinetic hammer is a simple tool, but a weapon as a free action. UNCLE can’t use
brutal one. Made up of a supermassive weapons that have already been used this turn,
head fused to a long haft, the hammer and any weapon UNCLE attacks with can’t be
carries enough force to create massively used again until the start of your next turn.
traumatic pressure waves upon landing a
successful blow. UNCLE isn’t a full NHP, so cannot enter cascade.
IPS-N’s UNCLE comp/con system is the
result of the DARKSTAR-2 program, a
temporary project that sought to develop
more advanced smart weapons. Early
prototypes were hampered by a combination
of high power-draw, unstable
conditioning, and frustrating single-task
orientation that eventually saw the
project shuttered.
While IPS-N is no longer developing new
iterations of UNCLE, they still have a
stock of QA-approved legacy systems
accessible to qualified pilots.
Pilots lucky enough to field test models
swear by UNCLE’s task efficiency and
parallel-track reasoning, though the
outdated comp/cons are known for their
somewhat unstable personalities.
SECTION 4 // Compendium // Mech Catalogue [147]
IPS-N
TORTUGA
Defender/Striker
The 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 to
breach and clear carrier decks, hostile station environments, and the
spinal columns of capital ships. It excels at occupying space and filling
hallways with its angular bulk, often acting as a walking battering ram by
boarding parties and marines. But the Tortuga defends just as effectively
as it attacks, using its broad plates of brachial armor to shield itself
and any advancing allies.
CORE STATS Save Target: 10 Hoping to lessen the cognitive burden on
Sensors: 15 pilots and any NHPs or comp/cons installed
Size: 2 SYSTEMS in their chassis, IPS-N developed the
Armor: 2 WATCHDOG co-pilot. The WATCHDOG is a simple
HULL E-Defense: 10 subsentient partition: a flash-homunculus of
Tech Attack: +1 aggregated intelligence generated from
HP: 8 SP: 6 thousands of after-action reports from
Repair Cap: 6 ENGINEERING boarding actions, debriefings, and volunteer
AGILITY Heat Cap: 6 donors. Not an NHP, nor even a comp/con, the
Evasion: 6 WATCHDOG is a robust tactical program
Speed: 3 similar to a smart weapon. That said, its
ability to operate without cycling presents
TRAITS certain advantages: namely, these co-pilots
have some capacity to learn and make best-
SENTINEL guess predictions based on analysis of their
pilots. WATCHDOGs tend to have plain
The Tortuga gains +1� on all attacks made as personalities – to whatever extend they can
be said to have one – and are a favorite of
reactions (e.g. OVERWATCH). pilots looking for a no-nonsense attitude
and crisp, efficient counsel.
GUARDIAN
Allied characters can use the Tortuga for hard cover. The WATCHDOG system is currently under
review by a joint USB/UDoJ-HR committee, but
MOUNTS there has been no formal stay on production
yet issued.
MAIN HEAVY
MOUNT MOUNT Hyper-Reflex Mode
CORE SYSTEM Active (1CP), Protocol
For the rest of this scene:
WATCHDOG CO-PILOT
• If you have less than �3 with a ranged
IPS-N security teams are no strangers to the
dangers of ship-to-ship or ship-to-station weapon, it increases to 3.
boarding actions. Tight corridors, unstable • 1/round, you may take an additional
gravity, dark environments, hard vacuum, and
the potential dual threat of both organic OVERWATCH reaction.
and inorganic opposition make boarding • Any character you hit with OVERWATCH
actions some of the most statistically
deadly engagement – according to IPS-N’s becomes IMMOBILIZED until the end of their next
internal metrics, even the winning side turn.
should expect at least 30% casualties.
[148] SECTION 4 // Compendium // Mech Catalogue
IPS-NORTHSTAR
SECTION 4 // Compendium // Mech Catalogue [149]
LICENSE I: DECK-SWEEPER AUTOMATIC LICENSE II: TORTUGA FRAME, CATALYTIC
SHOTGUN, SIEGE RAM HAMMER, DAISY CUTTER
Siege Ram Daisy Cutter
2 SP, Unique Heavy CQB, Limited 2
When you RAM, you deal 2� on hit, and you deal [�7][�3d6]
10�AP when you RAM objects and terrain
On Attack: Creates a cloud of smoke and detritus in
The siege ram is a handheld metal beam the attack cone, providing soft cover in the affected
with a wedge tip, ready to be smashed into area that lasts until the end of your next turn.
the seams of sealed bulkhead doors and
driven home. It’s another holdover from The Daisy Cutter is an effective weapon –
the days before the IPS-N merger. When if outdated – that’s still favored by many
someone needs to open a bulkhead that’s marine pilots. Essentially, it’s a massive
just slammed shut, it’s what marine pilots shotgun; the pilot loads a charge into the
pick up to get the job done. Heavy, dumb, gun’s breech, drops a packed sabot down
and unbreakable: IPS-N’s siege ram is the the barrel, aims, and fires a hellfire
universal skeleton key. cloud of flechette darts, bearings, and
ignited magnesium strips, guaranteed to
Deck-Sweeper Automatic Shotgun clear any deck on which it’s been fired.
Main CQB, Inaccurate Catalytic Hammer
[�3][�3][2d6�] Main Melee, Loading
The Deck-Sweeper Automatic Shotgun is a [�1][1d3+5�]
belt-fed scattergun, a favorite of marine
pilots aboard stations and capital ships. On Critical Hit: Your target must pass a HULL save
Its methodology is straightforward: or become STUNNED until the end of their next turn.
charge, point, and fire. A single-barrel
constriction allows for pneumatic Modified originally from blast-mining
absorption – dampening the effect of its equipment, the catalytic hammer
incredible recoil – and its belt feeder (colloquially, the “pilebunker”) has
is compatible with many types of shot- since been refined into a formidable melee
and-slug ammunition. weapon. When fired, a charge propels the
hammer – a solid cylinder with a spike on
one end – through a short barrel,
impacting with enormous kinetic force.
Standard hammer heads are smooth to allow
for easy extraction from targets, but
they can be detached and replaced if
retrieval is impossible. Any installation
of a catalytic hammer necessitates
superstructure reinforcement to allow for
sufficient energy dispersal.
[150] SECTION 4 // Compendium // Mech Catalogue