Burning Memories - 1.4
Burning Memories - 1.4
Writing by
Logan Graham
Design by
Logan Graham
Art by
Jordan Arias
Playtesting
Special thanks to MadladPremium, MagicMan, Captain Clem Cuddlecakes, Nasajin, Pencil Dragon,
Door-Keeper, tetra, and the Pilot.Net Discord for assistance with feedback and playtesting.
Template used
Contact
Logan Graham
logan.graham92@gmail.com
Jordan Arias
sir.veyza.art@gmail.com
All thanks and acknowledgement to Massif Press for use of the Lancer setting and system. Burning
Memories is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press.
Burning Memories is published via the Lancer Third Party License. Lancer is copyright Massif Press.
1
TABLE OF CONTENTS
INTRODUCTION 3
IPS-N SIEGEL 5
IPS-N ATTILA 11
SSC PHAON CRESCENT 16
SSC MACULINEON 22
HORUS CHTHONIAN 27
HORUS SHRIEKER 32
HA AQUINAS 37
HA FUJITA 43
IPS-N DU KANG 49
HORUS SENESPADA 52
2
INTRODUCTION
The Burning Memories supplement introduces OUTNUMBERED
eight full new mech licenses; the IPS-Northstar A player character is Outnumbered while there are
Siegel and Attila, the Smith-Shimano Corpro Phaon more hostile characters than allied characters
Crescent and Maculineon, the HORUS Chthonian (including themselves) within Range 5 of them.
and Shrieker, and the Harrison Armory Aquinas Characters with the Elite template count as two
and Fujita. It also includes the IPS-Northstar Du
characters. Characters with the Ultra template count
Kang, a variant frame of the Zheng, and the HORUS
Senespada, a variant frame of the Lich. as three characters. Drones do not count towards
Outnumbered.
ORCHESTRATOR
I. SCHERZO
1/round when you successfully force a save, you may push the character that failed the save 2 spaces in any
direction.
II. MARCATO
When you force a check or save against a hostile character with Lock On, you may consume the Lock On to add
+1 Difficulty to that check or save.
III. CANON
Gain a d6 Maestro die, starting at 1. Whenever a hostile character fails a save that you forced, tick up the die by
1. While the Maestro die is at 6, you may reset it to 1 as a reaction to select a character with a condition that was
not caused by themselves in Range 10; another character of your choice within Range 5 of the first character
gains the same condition until the end of their next turn.
4
IPS-N
SIEGEL
Defender/Support
The Dawnline Shore is an area steeped in conflict, in both open combat and
boardroom politics. Borne from the latter and rigged together for the former,
the Siegel is the product of an unofficial, clandestine project headed by a
reformist faction of rimward IPS-N engineers, disillusioned with their
employer after its persistent cooperation with Harrison Armory’s colonial
suppression efforts. A large, bulky, yet highly mobile close-quarters
intervention frame, its role as a first responder to outmanned and outgunned
colonial resistance theaters has earned it a venerated reputation along the
Shore.
A popular (and perhaps apocryphal) frontier story details a battle in which a
rebel Siegel pilot single handedly defended his home settlement against a
battalion of Barony combined arms forces, buying enough time for a zero
casualty evacuation effort. Upon returning to the settlement, the residents
found the Siegel damaged beyond repair, yet miraculously standing upright, the
province's banner draped proudly over its shoulders. And though the pilot lay
dead inside the cockpit, the memory of his impossible victory lives on; all
Siegel frames thenceforth have been printed with a flowing cape, a garment
which has become synonymous with the frame in the Dawnline Shore.
5
CORE STATS but the engineers could not reproduce the
energy output necessary to power the
Size: 2 Save Target: 10 shields over a large enough combat area to
Armor: 2 Sensors: 8 fulfill its frequent role as the sole
HULL SYSTEMS mechanized defender of multiple disparate
HP: 10 E-Defense: 6 combat zones. Thus, the wide-field shield
Repair Cap: 5 Tech Attack: -2 arrays were stripped, and the booster
AGILITY SP: 6 torque was amplified by an order of
Evasion: 6 ENGINEERING magnitude. If the Siegel fell, so too would
Speed: 5 Heat Cap: 6 its charge. So it would fly.
INVIGORATION PULSE
TRAITS 1/round, when an adjacent allied character is
PARAGON HYDRAULICS targeted by a hostile action, as a reaction you
The Siegel gains +1 Accuracy on Hull checks and become the target instead. If the action was an
saves. area of effect, it must be positioned so it targets
you, or as close as possible. This transfer takes
GUARDIAN place even if the original could not have hit you.
Adjacent allies can use the Siegel for hard cover.
HELPING HAND
Grand Entrance
The Siegel may clear Prone from allied characters Active (1CP), Quick Action, Efficient
it starts its turn adjacent to or moves adjacent to Fly to a free and valid space adjacent to an allied
during its turn. This trait is disabled while character within Range 50. This doesn't require line
Grappling. of sight to the allied character, does not trigger
reactions, and ignores engagement, but requires a
valid path. When you complete the movement,
MOUNTS characters of your choice adjacent to either (or
FLEX MAIN both) you or the chosen allied character are
MOUNT MOUNT knocked back 2 spaces, and must succeed on an
Agility save or be knocked Prone. The chosen
allied character then becomes a valid target for
CORE SYSTEM Invigoration Pulse within Range 5 until the end of
their next turn.
INTERCESSION JETS
The dearth of allied mechanized chassis If your target is Battered or Outnumbered, Grand
support in the Shore, as well as the Entrance may be used even if you are Slowed or
limited resources available to the Siegel's Immobilized.
radicalized IPS-N creators, necessitated a
This core power is Efficient and refunds 1 CP at
solution to minimal or even the end of any scene in which it is used.
single-deployment combat situations. Stolen
Saladin schematics were initially
reverse-engineered in order to utilize its
well-known hardlight defense technology,
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LICENSE I:
PHOTOKINETIC PROJECTOR, RAMPART BUCKLER
8
LICENSE II:
SIEGEL FRAME, DISSENSION-CALIBER BRUISER BARRELS, RETROGRADE THERMAL COLLAPSER
9
LICENSE III:
MRC “ABSOLVER” GAUNTLETS, SCHUSTER-CLASS NHP
10
IPS-N
ATTILA
Striker/Defender
5009u saw the beginning of the invasion of the small nation of Valrania under
the heel of the Ghetsin Empire, the dominant imperial force on the planet
Tartarus. Noting waning morale among advisors and other members of his
council, Lord Protector Haral Thorvaldsson proudly announced that he had no
intention of letting the assimilation that befell his neighboring countries
creep a single step further into the lands of his people. Commissioning a
sturdy interdiction frame amongst his military researchers, Thorvaldsson would
assume the helm and go on to lead his forces in a number of crucial battles
that ultimately led to the retreat of the Ghetsin invading force…for now.
Imposing and stalwart, the design of the unit mounted by Thorvaldsson has
since been modified by IPS-Northstar and has entered a limited production run
to gauge public interest. Immensely sturdy, the newly christened Attila boasts
an array of extremely powerful hydraulic reinforcements to maintain combat
readiness at all times; it is said that even ultra-caliber artillery shells
will fail to force it to the ground, if they can even penetrate its adaptive
armor.
11
CORE STATS Integrated Mount: Thronebreaker
Size: 2 Save Target: 10
Armor: 2 Sensors: 3 Thronebreaker
HULL SYSTEMS Heavy Melee, Reliable 2
HP: 10 E-Defense: 6 [Threat 1] [5 Kinetic]
Repair Cap: 5 Tech Attack: -2 Outnumbered: This weapon gains +2 Threat.
AGILITY SP: 6 Battered: 1/round, gain (Grit+2) Overshield on a
Evasion: 6 ENGINEERING hit with this weapon.
Speed: 4 Heat Cap: 5
The Humble Can Only Bow
Active (1CP), Protocol
TRAITS You may always use this protocol regardless of
PRESENCE OF GREATNESS
effects that would prevent you from doing so
The Attila has Immunity to Prone inflicted by
external sources. (excepting being Shut Down or destroyed). For
the rest of the scene, gain the following effects:
BEND THE KNEE ● You no longer roll structure damage checks
Provoke: Your next melee attack gains "On Attack: while you have more than 0 Structure.
Your target is knocked Prone." ● You have Immunity to difficult terrain,
dangerous terrain, all forced movement, and
DYNASTIC may always make your standard movement
You roll an additional d6 when making structure
and make attacks with Thronebreaker
damage checks; however, you may ignore the
result of any one of the dice you roll. regardless of any effects which might prevent
you from making them (such as Stunned,
Immobilized, Jammed, etc.) as long as you
MOUNTS
HEAVY MAIN are not Shut Down or destroyed.
MOUNT MOUNT ● You emit a persistent Burst 2 aura of
unyielding sovereignty. Hostile characters that
start their turn in the area or enter it for the
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13
LICENSE I: LICENSE II:
SACROSANCTION CHAIN, SUPREME ATTILA FRAME, WARRIOR-KING HEAVY
COMMANDMENT ART II: SUBJUGATE PLATING, SUPREME COMMANDMENT ART I:
CONSECRATE
Sacrosanction Chain
Main Melee, Accurate, Loading Warrior-King Heavy Plating
[Threat 2] [1d6+1 Kinetic] 2 SP, Unique
You may Overwatch with this weapon even if it is Slowed hostile characters take +1 Difficulty to
unloaded. checks and saves forced by you.
"Never let it be said that I am a ruler Outnumbered or Battered: You gain +1
Accuracy to all checks and saves.
unwilling to lend an ear to even the
Both: You gain +2 Accuracy to all checks and
least of you. You may air your saves, and you cannot fail checks and saves
grievances to me directly." initiated by hostile characters. Additionally, you
may always choose to make a check or save,
Supreme Commandment Art II: even if an effect would force you to fail it
automatically.
Subjugate
"Worry not, struggler; you have earned
2 SP, Quick Action, Unique
A hostile character in Range 8 must make an
my blood, and so you shall have it thus
Engineering save. On a failure, you ravage all by oath. You will return home with
but the most mundane of their sensors, systems, honor, mantled in the banner that you
and weapons; they cannot make reactions or fell for.”
tech actions targeting characters allied to you
until the end of their next turn.
Supreme Commandment Art I:
“The time for words is past. Bring your
steel to bear, that it may break under
Consecrate
2 SP, Quick Action, Unique
my own.”
A hostile character in Range 8 must make an
Engineering save. On a failure, their targeting
mechanisms overload and burst dramatically,
coating a Burst 2 area in electroplasmic ejecta.
This area remains stationary even if the affected
character moves, and lasts for the rest of the
scene or until you use this action again.
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LICENSE III:
MASTERY’S DIVINE BURDEN, SUPREME COMMANDMENT ART ZERO: DOMINATE
15
SSC
PHAON CRESCENT
Striker
With the advent of the White Witch and Emperor, Exotic Materials was
thrust into the limelight as one of SSC’s premier development partners.
However, while certainly successful militaristically, the brutal
sterility of these platforms did not appeal to the boldest of Smith
Shimano’s regular patrons, those pilots and Lancers seeking to show off
for sport and fame as much as to enhance their combat efficacy:
Daredevils.
Starting with a standard schedule lightweight chassis, weight was kept
to a minimum to allow for maximum acceleration, torque, and
maneuverability in combat. Though lacking in the heavy armaments and
defensive options of more “reliable” line mechs such as the ever-popular
Metalmark, a series of frame-orbital blinkspace holsters and sheaths
keeps the overall weight to a minimum while allowing for a veritable
arsenal of weaponry, able to be brandished, fired, and stowed with
lightning speed. The result is a mechanized chassis with the highest
effective combat uptime of any of SSC’s models to date.
Due to prohibitively expensive manufacturing costs, reaction-dependent
defensive mechanisms, general frailty for something designed for close
to mid-range combat, as well as the overall difficulty in piloting the
frame, SSC have instituted a rigorous virtual reality test course for
prospective buyers, and refuses sale to any unable to pass. With a
rumored success rate in the single digit percentages, many an interested
combat veteran has exited these training courses shaking their head and
grumbling of the frame’s (well-documented) demands on them. EXMATs have
written this off as an “issue of pilot skill”, which has only encouraged
even more pilots to test their mettle in the pre-purchase trials as the
glory of successfully taming the Phaon Crescent generates more attention
and sales for SSC as a whole.
16
CORE STATS Impulse
Size: 1 Save Target: 10 At the start of each scene, you gain a d6 Impulse
Armor: 0 Sensors: 8 die, starting at 2, which lasts for the rest of the
HULL SYSTEMS scene. When you make a melee or ranged attack
(including contested attack rolls), you may take
HP: 8 E-Defense: 9
+1 Difficulty to all rolls made as part of that attack
Repair Cap: 3 Tech Attack: +0 to perform a more stylish strike; successful rolls
AGILITY SP: 6 increase the Impulse die by one. Successful Main
Evasion: 10 ENGINEERING weapon attack rolls increase the die by 2 instead.
Speed: 5 Heat Cap: 5 Weapon attacks targeting more than one character
cannot increase the Impulse die more than once
TRAITS (or by 2 for Main weapon attacks) per attack.
HOT SWAP
While the Impulse die is at 6, your weapons gain
1/round, choose one: when you make a melee
Reliable based on their size; Auxiliary: 1, Main: 2.
attack, your next ranged attack gains +1d6 bonus
If a weapon already has the Reliable tag, increase
damage and ignores engagement penalties; OR
the Reliable by +1 instead.
when you make a ranged attack, your next melee
attack gains +1d6 bonus damage and, if it is a
weapon attack, Thrown 5. These effects do not
stack with themselves. Quickening
Active (1CP), Protocol
FADE PARRY For the rest of the scene, you become
1/round, when you are targeted by a ranged or supercharged with exhilarating style and
melee attack, make a corresponding contested momentum. You gain a d6 Blitz die, starting at 1.
attack roll with +1 Accuracy against the attacker Additionally, your Impulse die increases by 2 when
as a reaction. If you win, the attack automatically you use Impulse to take Difficulty to an attack
misses you. instead of 1 (or 4 when attacking with a Main
weapon), and resets to 2 when it reaches 6.
Whenever the Impulse die resets, tick up the Blitz
MOUNTS die by 1. You gain the following effects based on
MAIN AUX/AUX FLEX
the value of the Blitz die:
MOUNT MOUNT MOUNT
1+: Your weapons gain Reliable as though your
Impulse die was at 6, and your critical hits knock
CORE SYSTEM your target Prone.
3+: If the final result of your Fade Parry roll is 10+,
ADRENALIZER DRIVE it is automatically successful. If your Fade Parry is
The entirety of the Phaon Crescent’s successful, you may attack the triggering character
endoskeletal structure is braided with with Overwatch as part of the same reaction.
sensor arrays which are fed information by 5+: You may trigger both of Hot Swap's options
cockpit-integrated biometric scanners. This individually 1/round each instead of choosing one.
Additionally, if you win Fade Parry's contested roll,
network monitors the pilot’s dopamine,
you may teleport adjacent to the triggering
endorphin, and adrenaline levels, and character.
produces feedback in the form of emboldened
power banks, processing speed, torque, and
general output; the more brazenly and
extravagantly the pilot executes their
work, the Phaon Crescent will return the
exhilaration tenfold.
17
18
LICENSE I:
PHASE MAGNUM, LUNAR ARC
19
LICENSE II:
PHAON CRESCENT FRAME, UNREALITY BLADE, BLITZWEAVE AUGMENTATION
20
LICENSE III:
HARDLIGHT DOPPELGANGER, ECLIPSE OF THE MIDNIGHT VOID
21
SSC
MACULINEON
Striker/Support
22
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 BATTLE ARIA
Armor: 1 Sensors: 8 A series of comp-cons allows the Maculineon
HULL SYSTEMS to quickly calculate the resonant frequency
HP: 8 E-Defense: 8 of contacting objects and modulate its
Repair Cap: 4 Tech Attack: +1 output in kind, allowing for the
AGILITY SP: 7 close-range lockout and impediment of
Evasion: 10 ENGINEERING various enemy systems at a moment's notice.
Speed: 4 Heat Cap: 5 It can supercharge its capacitors and
unlock processing limiters to amplify this
TRAITS effect, diverting extreme amounts of
REVERBERATOR ECMS resonating energy into its limbs and
1/round, when you target an allied character as weapons to inflict massive trauma.
part of a quick or full action, you gain a Leitmotif
mark if you do not already have one. You may Improvisation
consume this mark to grant one of your successful 1/round on a successful melee attack, choose one
melee attacks +1d6 bonus damage, or as a of the following:
reaction to gain Resistance to damage from a ● Your target gains Lock On. If they already
hostile attack after damage is determined. have Lock On, the condition becomes
empowered; consuming this empowered
CONSTRUCTIVE INTERFERENCE Lock On allows the attacker to treat the
1/scene, you may Bolster an allied character as a weapon as Smart and/or Seeking.
free action. If you do, you gain a Leitmotif mark, ● Your target becomes Impaired until the
even if you already have one. end of their next turn. If they are already
Impaired, they instead must pass an
Engineering save or become Shredded
until the end of their next turn.
● An allied character in Sensors and line of
MOUNTS sight may clear Prone, or be pushed 2
MAIN/AUX FLEX spaces in any direction.
MOUNT MOUNT
These effects do not trigger Reverberator ECMs.
Encore
Active (1CP), Protocol
For the rest of the scene, whenever you gain a
Leitmotif mark, choose up to two allied characters
within Sensors; they also gain Leitmotif marks
and may spend them in the same way you can.
Allied characters cannot have more than one
Leitmotif mark at a time.
23
24
LICENSE I:
VOLTA SHORTBLADE, DYNAMIC AMPLIFICATION PROCESSOR
25
LICENSE II: LICENSE III:
MACULINEON FRAME, CR-66 SHOTGUN, FERMATA SYSTEMS ENHANCER, TRITONE
SIDEWINDER MOD SCRAMBLER CHARGES
26
HORUS
CHTHONIAN
Controller
27
CORE STATS CORE SYSTEM
Size: 3 Save Target: 12 TERROR THRALLS
Armor: 0 Sensors: 5 “AT THE END OF TIME, WHEN THE INHERITORS OF
HULL SYSTEMS CREATION HAVE LONG SINCE TURNED TO DUST,
HP: 12 E-Defense: 12 THE MEASURE OF THEIR MIGHT AND INGENUITY
Repair Cap: 4 Tech Attack: +1 LAID LOW AND RENDERED LESS THAN FORGOTTEN
AGILITY SP: 8 BY CRUSHING EONS, WHO WILL RECORD THE ARC
Evasion: 6 ENGINEERING OF THEIR DREAMS? SLAKE YOUR FLICKERING
Speed: 3 Heat Cap: 6 HOPES UPON THE KNOWLEDGE WHICH ALL THINGS
DARE NOT LINGER: THE HOURGLASS SHATTERS.
TRAITS THE QUILL DECAYS. THE SWORD DISINTEGRATES.
HEAVY FRAME ASH HAS NO MEMORY. CAST ME NOT AS THE
The Chthonian can’t be pushed, pulled, knocked RUINER; I AM THE PROGENITOR OF NOTHINGNESS,
back, or knocked Prone by smaller characters.
AND ALL KINGDOMS WILL SHARE IN MY EMBRACE
PRIMORDIAL FEAR
IN THE RAPTURE OF THE DYING AGE, UNMADE AT
1/round, when you successfully attack or force a THE THRESHOLD OF OBLIVION.
save against a hostile character with no other GAZE UPON THE CONVERGENCE.”
hostile characters adjacent to them, you may
teleport 2 spaces towards them and that character Create Thrall
chooses: either they fall Prone, or they only have 1/round as a quick action, you may mark a hostile
line of sight to adjacent spaces until the end of their character within Range 50 as a Terror Thrall,
next turn. ignoring line of sight. Your attacks and effects
against Terror Thralls do not require line of sight
and ignore cover, and you may use them as a point
of origin for your attacks, abilities, and effects
MOUNTS against other targets, with line of sight, Range, and
MAIN/AUX Sensors traced from their location (this does not
MOUNT confer adjacency for effects that require it). All other
hostile characters are Impaired while within Range
2 of a Terror Thrall.
Growing Madness
Active (1CP), Protocol
For the rest of the scene, you control the standard
movement of your Terror Thralls. Additionally,
Primordial Fear can be triggered an unlimited
number of times per round.
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LICENSE II:
LICENSE I:
CHTHONIAN FRAME, SEGMENTED FLEXOR
MIND SPIKE NEXUS, PARANOIA ENGINE
EXTRUSION, PARASITE DRONES
Mind Spike Nexus Segmented Flexor Extrusion
Auxiliary Nexus, Smart
Main Melee, Knockback 2
[Range 5] [1d3 Kinetic]
[Threat 3] [1d6 Kinetic]
This weapon treats characters under the effects
On your turn, Knockback from this weapon may
of Slowed, Impaired, Immobilized, Jammed, or
be applied in any direction.
Stunned as Shredded.
“FEAR NOT THE SURETY OF MY TOUCH. I AM
“YOUR IGNORANCE IS YOUR GREATEST FOLLY,
THE FERRYMAN OF THE PATH WHICH ALL
AND IS YOUR GREATEST BLESSING. YOU GRASP
THINGS TRAVEL. EVEN IF YOU WALK ALONE, I
FEEBLY TO BRIDGE THE DIVIDE; THINK YE
WILL BE YOUR GUIDE.”
NOT THAT THE SHORES SHOULD NEVER MEET?
STUMBLE NO LONGER; THE MAW YAWNS BEFORE
YOU. TURN YE NOT AWAY FROM IT.” Parasite Drones
2 SP, Drone, Quick Action, Limited 3,
Unique
Paranoia Engine
Parasite Drone (Size ½, 5 HP, 10 E-Defense, 10
2 SP, Quick Tech, Invade, Unique Evasion)
Gain the following options for Invade: Expend a charge as a quick action to force a
MALEFICATION: Until the end of their next turn, hostile character within Sensors to make an
when your target would take any action other than Engineering save; on a failure, they are seized
standard movement, Improvised Attack, by a Parasite Drone, which attaches to the target
Boost, Ram, Grapple, Skirmish, or Barrage, and shares their space(s). As long as the drone is
they must first pass a Systems save. On a attached, you control that character's standard
failure, the action automatically fails and the cost movement, and the drone and the affected
of the action (Quick, Full, etc.) is lost. character mirror each other's movement
ISOLATION: Your target takes +1 Difficulty on (including involuntary movement). The drone
attacks, checks, and saves until they take a quick cannot be recalled or redeployed while attached.
action to remove this effect. This is the only way
to remove this effect, and this quick action Affected hostile characters and their adjacent
cannot be taken while any characters allied to allies may end the effect by destroying the drone
them are within Range 5 of them. with a successful Engineering save as a quick
action.
“THE SANDS OF ETERNITY WHIP AND DISTURB “MAKE YE ATTEMPTS ON MY FORM? HASTEN
THE UNCHOSEN PATH. GAZE TO YOUR FLANK, NOT; ALL THINGS REACH THE TERMINUS, FOR
AND SEE THE ABANDONMENT OF YOUR THERE IS NO CHOICE BUT TO SEEK IT. OR
COMPANIONS. GAZE TO THE DUST AT YOUR PERHAPS YOU DEIGN TO WITNESS INFINITY
FEET, AND SEE ONLY THE FOOTSTEPS OF THE UNRAVELED?”
EXILE. KNOW NOW, AS SURELY AS ALL THINGS
END AND AS SURELY AS THE PATH STRETCHES
ETERNAL, THE EVANESCENCE OF
BROTHERHOOD.”
30
LICENSE III:
SPIRE OF THE OBSIDIAN DREAM, NYARLATHOTEP-CLASS NHP
31
HORUS
SHRIEKER
Artillery/Controller
32
CORE STATS CORE SYSTEM
Size: 1 Save Target: 11 BRANDING OF THE FLAGELLANT
Armor: 2 Sensors: 15 Hypothesized to be a byproduct of its
HULL SYSTEMS unstable reactor, the Shrieker’s iconic
HP: 6 E-Defense: 8 howl is terrifically intensified as the
Repair Cap: 5 Tech Attack: +1 frame sustains and absorbs high-frequency
AGILITY SP: 6 thermal energy. It is even capable of
Evasion: 10 ENGINEERING inducing instability into the fusion
Speed: 4 Heat Cap: 6 process on its own to expedite and magnify
these changes; this instability is then
TRAITS violently expelled as bursts of
CONTROLLED BURN electromagnetic energy that arc wildly off
When you lose Structure as the result of Burn of its targets.
damage, or lose reactor Stress as a result of heat
generated by your Overkill effects, you may forgo Brand
rolling any structure or stress damage checks and Protocol
become Impaired until the end of your next turn You may take any amount of Burn, ignoring its
instead. immediate damage but increasing your marked
Burn as normal. You automatically fail checks to
When the Shrieker loses Structure or reactor clear your burn and cannot clear burn affecting you
Stress, it may inflict Burn equal to its current Burn on any turn you Brand or Scathe.
to characters of its choice within Range 3, divided
among them in amounts of its choosing (including If you have at least 5 Burn, you may also cause
unevenly). It may then clear all Burn. your successful weapon attacks to Scathe, arcing
a bolt of energy to another character within Range
CONVECTION 3 of your target, dealing 2 AP Energy damage to
If a hostile character starts their turn adjacent to that character. Successful tech attacks arc in the
you, you may take 1 Heat (counting as triggering same way, dealing 2 Heat instead. You may only
Overkill) to make a tech attack against them as a Scathe once per weapon or tech attack, and
reaction, inflicting 3 Heat on a success. cannot trigger it from melee or ranged attacks that
cannot deal bonus damage.
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34
LICENSE I: LICENSE II:
OVERKILLER LIGHT CANNON, QE SHRIEKER FRAME, THOUSAND-STEPS
DISSUASION INJECTION UPGRADE SUITE, BALEFUL GAZE OF APEP
35
LICENSE III:
TWICE-OFFERED HAND, HOT//HND_SHK
Cold Handshake
Quick Tech
You may exchange your current heat with that of
an adjacent hostile character whose current heat is
greater than your own.
Hot Handshake
Full Tech
You may exchange your current heat with that of
an adjacent hostile character whose current heat
is less than your own.
36
HA
AQUINAS
Support
37
CORE STATS Synthesize
Size: 1 Save Target: 11 Free Action, 1/Scene
Armor: 1 Sensors: 10 Before activating a Grenade or deploying a Mine,
HULL SYSTEMS you may brew and deploy an exotic compound.
HP: 8 E-Defense: 8 Combine the effects of two of your Grenades or
two of your Mines into a new Grenade or Mine
Repair Cap: 3 Tech Attack: +1
(respectively), consuming a Limited charge from
AGILITY SP: 7 both systems, and then activate/deploy it. If you
Evasion: 7 ENGINEERING created a Grenade, it has (Range 5, Blast 2). If
Speed: 4 Heat Cap: 7 you created a Mine, it follows normal Mine rules
and detonates in a Burst 2 area upon being
TRAITS triggered.
CONTROL GROUP
When using a Grenade, you may exclude any You choose what Mech Skill this compound targets
number of characters from the area of effect. If their upon combination, and any damage dealt is halved
affected area would include an allied character on a successful save. Combined effects that can
(before any exclusion effects), your grenades also only affect one character cannot target more than
gain +5 Range. one character in the finished compound, and any
secondary activation requirements (such as a
VARIABLE INTRODUCTION quick action being required to detonate) apply to
While you are adjacent to an allied character, either the new compound as well.
you or that allied character may take a quick
action to clear a condition that was not caused by Wellspring
themselves from that allied character. Active (1 CP), Quick Action
You deploy a tremendous font of energy, a
Wellspring humming with whitewash nanites, into
MOUNTS an adjacent space. The Wellspring is a
FLEX MAIN permanently hovering Size 2 object that lasts for
MOUNT MOUNT the rest of the scene, is immune to all damage
and effects, and counts as hard cover. You may
move the Wellspring 3 spaces as a protocol.
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LICENSE I:
DIALOGUE NEXUS, POWDER-COATING RESTORATIVES
40
LICENSE II:
AQUINAS FRAME, MRTC SHAPER CANNON, MINMAX COLDCORE MIXTURE
41
LICENSE III:
BLOODBOIL REACTOR STIMULANTS, TRANSMUTATION CHARGES
42
HA
FUJITA
Controller/Support
43
CORE STATS CORE SYSTEM
Size: 2 Save Target: 11 “ANVIL CRAWLER” ATMOSPHERIC
Armor: 2 Sensors: 10
SEEDER
HULL SYSTEMS
Developed and refined at the end of the
HP: 6 E-Defense: 9
previous century, "Anvil Crawler" systems
Repair Cap: 4 Tech Attack: +0
utilize a combination of electric charges
AGILITY SP: 7
and infrared laser pulses to rapidly charge
Evasion: 8 ENGINEERING
and collate atmospheric particles,
Speed: 4 Heat Cap: 8
drastically altering the local weather. Due
to the unpredictable convective nature of
TRAITS these processes (as well as the power of
STRONG FOUNDATION
Anvil Crawler seeders in general), their
The Fujita ignores dangerous and difficult
terrain, climbs at normal speed, and any
use is typically restricted outside of
involuntary movement forced by it ignores difficult events in which heavy precipitation and
terrain. particulate storms are critical to the
success of some civic or military goal.
TAILWIND While this is usually useful in
Any number of times per round, you may push an extinguishing untenably large wildfires,
allied character starting their turn within Sensors stymieing drought conditions, or
and line of sight one space in any direction as a
large-scale terraforming, repurposed Anvil
reaction. This movement does not prevent the use
of Ordnance weapons.
Crawlers are more than capable of wreaking
havoc in a combat zone.
Bolt from the Blue
MOUNTS Protocol
FLEX HEAVY Destroy a wreck within Sensors. This does not
MOUNT MOUNT require line of sight. Characters within Burst 2 of
the wreck take 2 Energy damage. Objects and
terrain take 10 AP Energy instead.
Maelstrom
Active (1 CP), Protocol
For the rest of the scene, hostile characters who
are not in an area of soft cover or adjacent to an
object (or terrain) that grants them hard cover at
the start of their turn take 2 AP Kinetic and are
knocked 3 spaces in a direction of your choice.
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LICENSE I:
70K FROSTTHROWER, PRECISION HYDROELECTRIC CONDUIT
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LICENSE II:
FUJITA FRAME, RAIJIN CG-DMR, WAVE-MOTION CORIOLIS GENERATOR
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LICENSE III:
HEAVY SLEET NEXUS, FUJIN-CLASS NHP
Tornado
Full Action
You create a Blast 1 tornado (which extends 50
spaces directly upwards) in free and valid spaces
centered on a point within Range 10 that lasts for
the rest of the scene, until you use this action
again, or until you dissipate the tornado as a
quick action. Ranged attacks made into, out of,
or through the tornado receive +1 Difficulty.
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The IPS-N DU KANG and HORUS SENESPADA are variant frames of the Long Rim supplement’s IPS-N
ZHENG and HORUS LICH, respectively. Thus, they can be taken as alternatives to those licenses when a
pilot reaches rank II of their license, functioning as usual but with slightly different traits and CORE
SYSTEMS.
When a character reaches rank II in the relevant license, they can choose to either retain the standard
FRAME or swap to the variant version. The two are mutually exclusive. This means that someone who
takes the DU KANG/SENESPADA cannot use the standard ZHENG/LICH. Only the FRAME changes; all
other gear for the license remains the same, including the gear for rank II.
Whenever a character increases their LL, they can swap out one variant FRAME for the base version, or
vice versa. They can do this multiple times for the same license if their LL keeps increasing.
IPS-N
DU KANG
Striker/Controller
IPS-N Zheng Variant Frame
Go to any dive bar in the Long Rim, and you’ll see the influence of Xiong Xiaoli,
whether it’s the drinks carrying her name, or the stories told of her ingenuity and
tenacity. And how best to immortalize the tale of a legend of the Rim if not over
drinks with your comrades in arms? Such is the belief of a close-knit, tight-lipped
MSMC engineering collective wishing to raise a unique toast to their fallen friend; a
new, more personalized take on the Zheng in her honor.
The distribution of the Du Kang license and printing information has been achieved
primarily through physical, untraceable means. Discreetly modified Zheng printing
instructions feature additional and more precise information; “Verify that the
lubrication valve pressure and gyroscopic torque balancers do NOT meet the following
values, as this would result in an illegal Zheng variant unsanctioned by
IPS-Northstar.” IPS-Northstar has cracked down on the distribution of this license
whenever possible.
Utilizing a unique endoskeletal structure reliant on the regular application of
various sources of lubrication, coolant, and a reactor with an inbuilt injection
manifold, the Du Kang is a bizarre spectacle on the battlefield. The application of
these auxiliary solutions turns the Du Kang from a somewhat sluggish and
underwhelming close-quarters frame into a deceptively agile juggernaut. The creators
of the Du Kang leave a parting directive included with all instruction sets: “Please
pilot irresponsibly.”
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CORE STATS Imbibe Coldcore Brew
Size: 1 Save Target: 11 Protocol
Armor: 0 Sensors: 5 Your mech comes stocked with an array of peculiar
HULL SYSTEMS reactor cocktails, including 4 charges of The Good
HP: 12 E-Defense: 8 Shit. You may consume a cocktail as a protocol to
become Impaired (ignoring Immunity). When you
Repair Cap: 5 Tech Attack: -2
do so, you may also consume a charge of The
AGILITY SP: 6 Good Shit, gaining Invisible against incoming
Evasion: 9 ENGINEERING attacks and the ability to ignore engagement and
Speed: 3 Heat Cap: 6 not provoke reactions with your movement. All of
these effects last until the start of your next turn. All
TRAITS charges of The Good Shit are restored on a Full
DRUNKEN REACTOR Repair.
When the Du Kang becomes Impaired, or is
missed by a hostile attack, it may move 3 spaces, Handshake of the Ox
ignoring Slowed. Active (1CP), Full Action
You leverage your mech's titanic latent strength to
REVERSAL make a cataclysmic point-blank strike against an
1/round, when a character makes a melee attack adjacent hostile character. They must pass a Hull
against you, they must pass a Hull save. On a save or take 3d6+6 AP Kinetic damage and be
failure, they are knocked Prone and you are knocked back 20 spaces, blasting through and
pushed to any space adjacent to your target. immediately destroying any objects and terrain
spaces they pass through. On a successful save,
GROGGY GRIP they take half damage but still suffer knockback.
The Du Kang is never affected by Difficulty when You count as Size 3 for the purpose of this action.
making contested Hull checks to gain or maintain
control of a Grapple. Hostile characters your target passes through must
pass an Agility save or be knocked Prone.
MOUNTS You cannot take any other actions (besides
FLEX HEAVY protocols) on the turn you use Handshake of the
MOUNT MOUNT Ox.
CORE SYSTEM
JIU-ZHONG BA XIAN INSTABILITY
GYRO
The superlatively rigid mechanical
architecture of the Du Kang comes with a
substantial caveat; regular application of
seemingly harmful fluids to the reactor and
lubrication of the endoskeletal structure
results in an anomalous increase in
stability, enabling the Du Kang to remain
fully motile when a balanced stance should
be impossible.
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HORUS
SENESPADA
Defender
HORUS Lich Variant Frame
The Senespada serves a specialized role in supplementing mercenary forces in the most
paramount and clandestine of the Voladores' asset reclamation operations. Reverse
engineered from the Lich pattern group, the forces required to keep the Senespada
temporally shackled are far greater than any structural integrity that can be
achieved practically. Speculative reports suggest that Senespada frames must be
"assembled" in the Firmament in order to reverse the effects of black-body radiation
before they can be stabilized for realspace.
Exhibiting unprecedented gravitic manipulative ability over spacetime, the Senespada
has been observed to stifle and even reverse its own flow of entropy, both causal and
acausal. Given enough time to manifest and focus, these abilities can even extend to
the environment, warping friend and foe alike. The gravity well surrounding the frame
is capable of being instantly magnified to such a degree that incoming attacks can be
"slingshotted" around the frame to provide for unpredictable angles of fire support.
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CORE STATS CORE SYSTEM
Size: 2 Save Target: 11 ANHELO DE VACÍO
Armor: 0 Sensors: 10 “What he sought was always something lying
HULL SYSTEMS ahead, and even if it was a matter of the
HP: 12 E-Defense: 9 past it was a past that changed gradually as
Repair Cap: 4 Tech Attack: +1 he advanced on his journey, because the
AGILITY SP: 7 traveler's past changes according to the
Evasion: 7 ENGINEERING route he has followed: not the immediate
Speed: 4 Heat Cap: 5 past, that is, to which each day that goes
by adds a day, but the more remote past.
TRAITS Arriving at each new city, the traveler
THERMODYNAMIC IGNORANCE finds again a past of his that he did not
If an allied character and the Senespeda are know he had: the foreignness of what you no
targeted by the same hostile attack or effect
longer are or no longer possess lies in wait
simultaneously, the Senespada becomes the only
valid target for the attack or effect instead.
for you in foreign, unpossessed places.”
— Italo Calvino, “Invisible Cities”
ENTROPIC ANOMALY
Whenever the Senespada takes non-Burn damage,
it may choose to gain Resistance to that damage. Boltzmann Well
Mark the damage you resist in this way as your Core Passive
Entropy. At the end of each of your turns, you take Provoke: Roll a d6 Thermodynamics die, keeping
kinetic damage equal to your Entropy; this damage the result. You may only keep one result at a time. If
cannot be reduced in any way. Then, clear all you roll this die while you already have a marked
Entropy. As a full action, you may clear all result, you must choose which result to keep.
Entropy. 1/scene, you may clear all Entropy as a
free action. When another character within Sensors rolls a d6,
you may replace that roll with the result of the
EVENT HORIZON Thermodynamics die after seeing it, consuming the
1/round when an allied character would make a die in the process.
ranged weapon attack without the Blast, Burst,
Line, or Cone properties, you may warp local Wormhole
spacetime as a reaction. As long as you are within Active (1CP), Quick Action, Efficient
Range of the weapon being used, that character Choose a character within Sensors. They
may draw line of sight, cover, and Range from your disappear from the battlefield and reappear in a
position for the attack instead of their own. different space within your Sensors. Then, choose
one: you gain (Grit+2) Overshield, or clear one
condition affecting you.
MOUNTS
MAIN/AUX MAIN
MOUNT MOUNT
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