CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT
PALADINO
Henry Van-Zochsvi, LL 3
Worker
/11
2 8 6
HULL AGI
3
SYS
+2 ENG
SKILL TRIGGERS
+2 ASSAULT +4 CHARM +4 LEAD OR INSPIRE +2 SPOT
2 0 1 2
+2 SURVIVE
LICENSES
HA SALADIN III
TA L E N T S
SYSOP
When you Bolster an allied character, the additional Accuracy they gain lasts until their next skill check or save.
When you Bolster an allied character, tech attacks against them receive +1 Difficulty until the end of their next turn
HOUSE GUARD
You count as adjacent when you are within Range 2 for the purposes of your effects on allied characters (from your traits,
talents, systems, or weapons) that require adjacency to your mech.
Your mech gains the Guardian trait if it doesn’t already have it (adjacent allies can use your mech as hard cover). Guardian
now additionally grants soft cover to all adjacent allies from all directions.
SPOTTER
When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either
result.
At the end of your turn, if you did not move and took the Lock On Quick Tech action, you may Lock On once as a free
action. Additionally, when you Lock On, you learn your target’s Armor, Speed, Evasion, E-Defense, Mech Skills, and current
HP, and can share this information with allies.
CORE BONUSES
SUPERIOR BY DESIGN
You gain Immunity to Impaired and gain +2 Heat Cap.
PILOT LOADOUT
HEAVY HARDSUIT / / A R M O R MEDIUM SIGNATURE / / W E A P O N LIGHT A/C / / W E A P O N
+2 Armor / E-Def: 8 / Evasion: 6 Range 5 | 2 Variable Damage Threat 1 | 1 Kinetic Damage
HP Bonus: +3 / Speed: 3 When a signature weapon is acquired,
choose its damage type – Explosive,
Energy, or Kinetic.
FRAG GRENADES / / G E A R PATCH / / G E A R SSC SYLPH UNDERSUIT / / G E A R
Expend a charge for the following “Patch” is pilot slang for any kind of Discovered on Acrimea IV, a biome
effect: modern first aid gear, including cultivar world controlled by Smith-
Frag Grenade (Grenade, Range sprayable medi-gel and instant-acting Shimano Corpro (SSC), the sylph is an
5, Blast 1): Affected characters medical patches. organic lifeform that can seemingly
must succeed on an Agility save or Expend a charge to apply a patch to survive in nearly any environment.
take 2 Explosive damage. either yourself or an adjacent pilot, Using breeding-analogous methods
restoring half their maximum HP. defined by established bioengineering
Patches have no effect on Down and doctrines, SSC developed the sylph
Out pilots. undersuit – sterile, living sylphs grown
as envelopes and fitted to their
owners. The sylph bonds to its wearer,
forming a symbiotic relationship: the
sylph is sustained by the host’s waste
products, in return protecting the host
from a range of hostile environmental
factors.
These semi-biological, skin-tight
undersuits can be worn for extended
periods. They are translucent, semi-
liquid, and able to be stored when not
in use, conforming to whatever
container they are placed in. They
clean the host’s body, aid natural
healing processes, and eliminate
waste. As desired, segments can
become opaque, change color, or take
on a new texture. Sylph undersuits can
cover the host’s head, sealing against
vacuum, providing protection against
radiation, and filtering air or liquids,
even providing the ability to breathe
water for a limited time.
HA SALADIN OVERCHARGE
NEVER GONNA GIVE YOU UP +1 +1d3 +1d6 +1d6+4
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y
2
STRUCTURE
0 1
HP
2 /1
STRESS
/5
H E AT
ARMOR
/4 /20 1 /4 /12
ATK TECH ATK SAVE SPEED E-DEF EVASION SENSORS LTD SYS
+2 +1 12 3 9 6 10 +1
FRAME TRAITS
REINFORCED FRAME GUARDIAN WARP SHIELD
The Saladin has Immunity to Adjacent allied characters can use 1/round, the Saladin can give +1
Shredded. the Saladin for hard cover. difficulty to any attack against it or
an allied character within Sensors
as a reaction before the roll is
made.
CORE SYSTEM
TACHYON LOOP
This system projects an accelerated-tachyon shield over an allied character within Sensors. You may choose a new target
as a quick action. Gain the Defensive Pulse reaction for the rest of the scene.
Defensive Pulse
Reaction, 1/round
Trigger: Your target is attacked.
Effect: You empower their tachyon shield with a pulse of energy. They gain Resistance to all damage from the attack, and if
the attack misses, you may force the attacker to reroll it against a character or object of your choice, checking line of sight
and Range from your target instead of from the attacker. If the attack was part of an area of effect, the new target must be
inside the same area of effect from the original attack instead.
PRIMARY / / L O A D O U T
FLEX MOUNT
GMS MAIN RIFLE
Assault Rifle
Range 10 |1d6 Kinetic Damage RELIABLE 2
SYSTEMS
ENCLAVE-Pattern Support Shield H A S H I E L D
Activate ENCLAVE-Pattern Support Shield (Quick)
EFFECT
This system generates a burst 3 dome that lasts until the end of your next turn. You become Immobilized for the duration,
but any ranged or melee attacks made against characters within the affected area from outside the dome receive +1
difficulty.
Additionally, gain the Blinkfield Intervention reaction while the shield is active.
Blinkfield Intervention (Reaction)
TRIGGER
A character or object within the affected area is attacked.
EFFECT
Take two Heat, then grant the attack’s target Resistance to all damage from this attack.
UNIQUE SHIELD QUICK ACTION REACTION
Flash Anchor H A S H I E L D
Flash Lock (Reaction)
TRIGGER
You or an allied character in Sensors and line of sight is pushed, pulled, knocked back or knocked Prone.
EFFECT
Take 2 Heat. The movement or status is prevented, and the target gains Immunity to all the above effects until the start of
their next turn.
UNIQUE SHIELD HEAT 2 (SELF) REACTION
NOAH-Class NHP H A AI
Diluvian Ark (Quick)
EFFECT
These effects apply until the end of your next turn:
You become Slowed.
Each time you or an allied adjacent character are targeted by a ranged attack, you may take 1 heat as a reaction and
roll 1d6 before the attacker rolls: on 4+, you take an additional 1 heat and the attack automatically misses you and any
allies adjacent to you. This effect does not stack with Invisible.
Each time a ranged attack fails to hit you or an adjacent allied character, the attacker takes 4 kinetic damage.
AI UNIQUE QUICK ACTION
Hardlight Defense System H A S H I E L D
Activate Hardlight Defense System (Full)
EFFECT
This system creates a burst 3 hardlight shield. While the shield is in place, you become Immobilized. It blocks line of sight in
both directions, and no attacks or effects can pass through (even if they don’t require line of sight). Characters partially
within the affected area ignore this effect and draw line of sight as usual.
Characters can pass through the shield, but when crossing the perimeter for the first time in a round or starting their turn
overlapping the boundary, they take 2 Burn.
This shield lasts for the rest of the scene, or until deactivated as a protocol.
Deactivate Hardlight Defense System (Protocol)
EFFECT
Deactivate the Hardlight Defense System, removing the Immobilized condition it inflicts.
UNIQUE SHIELD HEAT 2 (SELF) PROTOCOL FULL ACTION
GMS SYSTEM
Personalizations
You gain +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your mech.
This mod has no numerical benefit beyond the additional HP it grants, but could provide other useful effects. If the GM agrees
that this mod would help with either a pilot or mech skill check, you gain +1 Accuracy for that check.
UNIQUE