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Aerosystems Venandi

The document provides a detailed overview of the Aerosystems Venandi supplement for the Lancer tabletop game, including design credits, legal disclaimers, and guidance on integrating flight mechanics into gameplay. It introduces new rules for flight-focused combat, NPCs, and various flight systems and bonuses, emphasizing the importance of balancing encounters involving flying characters. Additionally, it outlines specific tags and actions related to flight, along with examples of new equipment and movement actions available to players.

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0% found this document useful (0 votes)
169 views32 pages

Aerosystems Venandi

The document provides a detailed overview of the Aerosystems Venandi supplement for the Lancer tabletop game, including design credits, legal disclaimers, and guidance on integrating flight mechanics into gameplay. It introduces new rules for flight-focused combat, NPCs, and various flight systems and bonuses, emphasizing the importance of balancing encounters involving flying characters. Additionally, it outlines specific tags and actions related to flight, along with examples of new equipment and movement actions available to players.

Uploaded by

Music Avenue
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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[1]

CREDITS & LEGAL INFO


// Design: Renn Sørensen
// Additional Design: Nikolas Catanzaro, Kobe Ross
// Internal Playtesters: Hyrum Catanzaro, Nikolas Catanzaro, Kobe Ross, Maxton Ross, Ryder Ross

// Writing: Renn Sørensen


// Layout: Hunter Peterson
// Art: TA Nguyen [terkmc] (Frame Art), Garth Cummings [Crixler] (Manufacturer Logo)

Lancer Third-Party Supplement Disclaimer: It is not recommended to use more than one third-party supplement
(“book”, “company”, etc.). This is because the majority of Lancer third-party developers balance against the “core”
player options (the Lancer Core Book, Long Rim, KTB, and other official Massif releases) and not other third-party
releases. If you choose to use other third-party material in conjunction with this supplement, you should expect
imbalances of varying degrees, from small and situational mechanical questions to game-breaking builds and
combinations.

Aerosystems Venandi is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online
at various locations including www.azoralaw.com/orclicense, www.gencon.com/orclicense and others. All warranties are
disclaimed as set forth therein. Aerosystems Venandi is based on Lancer by Massif Press.

Aerosystems Venandi is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press.
Aerosystems Venandi is published via the Lancer Third Party License. Lancer is copyright Massif Press.

Reserved Material in this product includes but may not be limited to: Aerosystems Venandi, ASV Condor, ASV Goshawk, ASV
Haliastur, ASV Peregrine, ASV Tyto, and all artwork related thereto; and all elements designated as Reserved Material under
the ORC License which are not already covered via the Lancer Third Party License.

If you include Licensed Material from Aerosystems Venandi in your own published work, please credit us in your product as
follows:

Aerosystems Venandi, © Tacklestab! Games, Designed by Renn Sørensen

[2]
TABLE OF CONTENTS
Flight-Focused Combat/Keeping Flight Simple ...................... 4
Flight and NPCs/New Flight Rules ........................................ 5
ASV Core Bonuses & New Tags/Actions............................... 6
ASV Condor ........................................................................ 10
ASV Goshawk ..................................................................... 14
ASV Halistur ........................................................................ 18
ASV Peregrine .................................................................... 22
ASV Tyto ............................................................................. 26
A Brief History of ASV ......................................................... 30

[3]
FLIGHT-FOCUSED COMBAT KEEPING FLIGHT SIMPLE
This supplement follows the Lancer Core Book’s rules If you are planning to include Aerosystems Venandi in
for flight. That is: one of your Lancer games, you should be prepared to
utilize the third axis ELEVATION introduces in nearly all
“Some characters can fly for either all or part of their
mech combat encounters. In some ways, you have
movement. Flying characters can move vertically and
already been doing this: when a character stands atop
horizontally up to their SPEED. For example, a mech with
a SIZE 3 piece of terrain, you are aware it is 3 spaces
a flight system and 6 SPEED could end its movement
off the ground. That being said, it is still important to
anywhere within six spaces of its starting location, up
simplify flight as much as possible to reduce the added
to a maximum of 6 spaces high.
cognitive strain. Here are a few suggestions. Feel free
Flight movement must follow a straight line; however, if to use some or all of these and figure out what works
a character takes additional movement actions, such best for you and your players:
as BOOST, these can be used to move in a different
● Every map has a floor: There should always be an
direction.
ELEVATION 0, even if your battle is taking place in an
When flying, characters ignore obstructions as long as area with no ground to stand on. Do not allow any
it is physically possible for them to do so – they couldn’t, character to fly below ELEVATION 0. If they truly must,
for instance, move through a gap smaller than their treat them as if they are 10 spaces above a surface
mech. Flying characters also have Immunity to Prone. (they can only move and BOOST). While this may
seem counterintuitive from the standpoint of the
Flying also comes with some risks:
fiction, it will make tracking ELEVATION as easy as it
● When flying, characters must move at least 1 is on a typical map.
space on their turn or begin falling. ● Place all cover at the same elevation: Or, if you
● Flying characters begin falling if they become have a map with ground to stand on, only place
IMMOBILIZED, STUNNED, or otherwise can’t move. cover on the ground. Tracking the ELEVATION of
● Flying characters that take structure damage or individual pieces of flying cover and their respective
stress must succeed on an Agility save or begin SIZES can be difficult. Placing all cover at the same
falling. ELEVATION allows non-flying characters to stand
atop them and still navigate the map.
During mech combat, characters that fly too high above
● Disallow diagonal areas of effect: Areas of effect
the battlefield can only take certain actions. Flying
characters must remain no more than 10 spaces over ( , , , and ) can be awkward when
any surface (e.g., ground, water, structures) to act originating from a flying character. and are by
normally. For instance, a flying mech could move 10 far the most difficult, especially when they are
spaces above the ground or float 10 spaces above a aimed diagonally upwards or downwards.
building five spaces high – a total of 15 spaces above Disallowing any character to aim their or
the ground – and still act. Characters cannot move diagonally in that manner grants you extra time you
beyond this distance if they have already taken an would otherwise spend determining if a character is
action in the same turn; if they do move more than 10 in the area of effect or not. For additional guidance
spaces above the battlefield, they can only move and on , see Optional: Cones on page 5.
BOOST, and cannot take reactions until they start their ● Zones are 10 spaces tall: Any zone on your map
turn below that ceiling. can extend 10 spaces into the air. This allows
This restriction does not exist in zero-g and outside of flying characters to ingress into the combat in the
mech combat. air and count as scoring characters for control
zones.
CARRYING OBJECTS AND FLIGHT
Except in zero-g environments, mechs cannot carry
characters or objects with a total SIZE larger than SIZE
1/2 while flying – there’s just not enough thrust!
HOVER FLIGHT
Some very advanced mechs can hover. Hovering
characters do not need to move in a straight line, and
can remain stationary while airborne without falling.”
(Lancer Core Rulebook, pg. 63)

[4]
FLIGHT AND NPCS NEW FLIGHT RULES
If the players in your campaign are planning to use the ELEVATION
mechs in this supplement, you’ll likely need some This supplement introduces a rules term called
flying NPCs in nearly every combat. There are a few ELEVATION. ELEVATION is a measurement of how far a
ways to do this. If you are building your NPCs the way character is off the ground (or the bottom of the map).
the Lancer Core Book suggests, you will need to use ELEVATION cannot have a value below 0. While
the Vehicle Template for all non-Ace and non-Hornet characters are at ELEVATION 0, they are standing on the
characters. Using the Vehicle Template allows your ground and are not considered to be flying.
NPC to equip the Flier Optional Trait, causing it to fly
ELEVATION is always measured from a character’s feet.
when it moves or boosts. Alternatively, you can simply
For example, a character flying at ELEVATION 3 would
add the Flier Optional Trait to any of your NPCs without
be level with (and able to stand on) the top of a SIZE 3
the Vehicle Template. This can be done in COMP/CON
character, object, or piece of terrain
by entering the Add Feature menu and clicking on the
switch with the lock icon next to it. This will allow you to The rules in this supplement assume you are using a
add any Feature, Trait, Weapon, or System to your more “typical” Lancer map, in which the ground is
NPC without selecting their requisite Template. mechanically flat and there are various objects and
pieces of terrain scattered about. In underwater or
If you would like to allow an NPC to Hover, you can do
zero-g environments, characters who end their turn at
so by adding the Flier Base Trait from the Ship
an ELEVATION less than 0 suffer the same penalty as
Template using the method detailed above.
characters more than 10 spaces above a surface.
BALANCING COMBATS
ELEVATION AND RANGED EFFECTS
When designing combat for a group of players with
To be targeted by a ranged effect, a flying character’s
flight-focused mechs, you should generally have at
ELEVATION must be equal to or less than the effect’s ,
least 1 NPC with flight or flight-countering capabilities
for each player who can fly. It’s also generally a good , , , or value. For example, a character could
idea to have some of these NPCs in the reinforcement be flying 3 “spaces” away from an NPC on the ground
pool to ensure you can refresh these NPCs each round with a 5 shotgun, but if their ELEVATION is 6, they
if needed. Ultimately, your combat will be the most cannot be targeted by that ranged attack.
“balanced” when each side has the same amount of OPTIONAL: CONES
turns; however, your story and world consistency Flying characters using weapons that attack in a Cone
should take precedence over this. can cause some headaches, especially when aiming
Certain NPCs come with built-in flight (Aces and straight up or down. To simplify this, you can treat the
Hornets) or have built-in ways of countering flying Cone as a effect centered on the attacker that only
characters. Generally, any NPC with a long-range affects characters who have a higher/lower ELEVATION:
weapon (Operators, Snipers, and Rainmakers) will do ● 3: 1
just fine. If you are running a longer-form campaign, ● 5: 2
having these NPCs appear in every combat will get old
● 7: 3
fast. More interesting alternatives include Monstrosities
with the Winged Optional Trait, Archers, Assaults,
Engineers, and Scouts. All of these NPCs have a
weapon with at least 10 Range. Additionally, the
Engineer’s Skyshield Protocol Optional Trait makes it
especially potent against flying characters. If you don’t
need additional damage in your squad, any NPC with a
solid Sensor Range and some Tech Actions/Attacks
(Hives, Witches, and Mirages) will work as well. In
particular, any ability which Immobilizes or Stuns flying
characters will be extremely powerful.
If you’re not against using the Show All Features switch
mentioned above (or using the Vehicle Template a lot)
you can make any NPC fly! For a fun shake-up, try
adding flight to a melee striker NPC such as a
Cataphract or a Ronin.

[5]
ASV CORE BONUSES NEW TAGS/ACTIONS
FLIGHT SPEC
AEROSYSTEM TARGETING SOLUTIONS
This weapon or system can only be installed on frames
More data is almost always available from a higher
with a system, trait, reserve, or bonus that allows them
vantage point. ASV has exclusive tech made
specifically to gather it. to fly.
FLIGHT SPEC exists to communicate that a system or
Any LOCK ON that is consumed by you or an allied weapon could be very difficult to properly use without a
character while you are flying provides +2 , flight system. It can be freely ignored at the GM’s
instead of +1. When you SEARCH while flying, you discretion. All of the weapons or systems with this tag
gain +1 on related SYSTEMS checks. work on non-flying mechs but may be difficult to use or
lose some functionality.

HEAT-DISPLACEMENT FLIGHT SYSTEM MOVEMENT ACTIONS


While in the air, the single most important thing Movement actions are a new class of action available
inside a mech besides the pilot is its flight system. to a few of the frames from this supplement via their
Oftentimes, when a flight system fails, everything Core Systems. This supplement also includes some
else fails in quick succession. pieces of Exotic Gear that allow any frame to utilize a
movement action.
1/scene, if you exceed your HEAT CAP while flying,
you may choose to not overheat and remain at Movement actions count as free actions, but they
max . Then, you take double the amount of you must be taken on your turn before any movement is
would have incurred beyond your HEAT CAP as . used, unless there is another effect stating otherwise.
Only one movement action can be used per turn.
Movement actions always restrict the ways a frame
MANEUVERABILITY JETS
can move for the rest of its turn but provide some sort
ASV has already published an upgrade to the GMS
Type-2 Flight Systems jet engines, currently of benefit or powerful effect in return.
available only to pilots with a certain amount of brand
loyalty.

When you activate a FLIGHT SPEC system or weapon


while you are flying, you may gain one of the
following benefits, each of which can be gained
once per scene:
● Your next attack’s damage cannot be reduced in
any way.
● You benefit from soft cover until the start of your
next turn.

REACTOR THRUST
Rapidly vented heat from mech-grade reactors can
be compressed and redirected to flight thrusters with
a few extra custom fittings.

When you clear all while flying, you may choose


to move a number of spaces in any direction equal
to half of the you cleared. When you move during
this time, you must move the full distance in a
straight line; however, you can stop if you would
collide with an obstruction or a hostile character.

[6]
AEROSYSTEMS EXOTIC GEAR
Extraplanar Dimensional Lens AL-AHMER-Class NHP
3 SP, Flight Spec, Exotic, Unique 4 SP, AI, Exotic
Gain the Planar Binding movement action. Your mech gains the AI tag and Grant Wish.
"There are methods of engaging with >//TRANSCRIPT: N.SNPlol_Audio_Recovered
distance that require only a simple shift [DJ.COMP/CON:::FRAGMENT]
of perception… The question isn’t if it’s >//NO CLEARANCE LEVEL DETECTED
possible, but if your mind is capable.” >//ACCEPTED. OPEN DOC:::F
>//BEGIN:::
Planar Binding Carlsgood: Why isn't it saying anything?
Movement Action Janear: I dunno. I wish we could get it
This movement action can only be used if you are to do anything else besides flashing that
flying. For the rest of the turn, your ELEVATION stupid number all day.
cannot increase or decrease, and you become Carlsgood: I've told you like five times
SLOWED. At the end of the turn, allied characters now, that screen wasn't even in the
within a equal to the number of spaces you casket fabrication files.
voluntarily moved this turn count as being adjacent Janear: I know, I know. I guess the whole
to you for the purposes of your effects on allied thing's just busted. Let's scrap it and
characters that require adjacency to your mech. try a different printer.
This effect lasts until the start of your next turn. UN?K‡N‰: TWO LEFT.
>//AUDIO ENDS .

Superluminal Motivator
3 SP, Flight Spec, Exotic, Unique Grant Wish
Gain the Superluminal Agitation movement Full Tech
action. You gain a Wish counter that lasts until the end of
the scene. The counter starts at 3 and ends at 0. At
"If you strike the correct tuning fork, any time, you may spend a charge from the Wish
even photons will sing along.” counter to move a control zone, extraction zone,
deployment zone, or ingress zone by 1 space in
any direction. Using more charges at once allows
Superluminal Agitation you to move a zone farther:
Movement Action
For the rest of the turn, your ELEVATION cannot ● 3 spaces for 2 charges.
increase. At the end of your turn, you teleport ● 4 spaces for 3 charges.
directly upward, increasing your ELEVATION by an
When the Wish counter reaches 0 or you reach the
amount equal to the number of spaces you moved
end of your third turn with the counter active, this
during that turn. This effect must move you to a free
NHP enters cascade and takes control of your
and valid space. If you would be teleported to a
frame, ignoring any talents or other affects you may
space occupied by a character, object, or piece of
have.
terrain, the teleport fails.

Kunai Flash Printer


Tyran’s Ascent 2 SP, Quick Action, Limited 3, Exotic
3 SP, Flight Spec, Overshield, Shield, As a Quick Action, you may expend a charge to
Exotic, Unique flash-print a small blade. It counts as an AUXILIARY
Gain the To the Throne Itself movement action.
MELEE weapon with THROWN 2 and can be retrieved.
"I serve the people of Karrakis, and its You may only hold one blade at a time, and you
throne.” cannot SKIRMISH or BARRAGE with it. At the end of
your turn, if you are holding a blade, you may throw
it as a free action.
To the Throne Itself
Movement Action While SSC's Kunai throwing knives are
For the rest of the turn, your ELEVATION must designed to be disposable, they are in no
increase each time you voluntarily move 1 or more way to be considered any less custom than
spaces. While this effect is active, you are SLOWED. any other SSC product. Each Kunai Flash
At the end of your turn, you gain OVERSHIELD 1 for Printer comes preset with a seed that
each space you voluntarily moved. This OVERSHIELD
makes each Kunai a completely unique
pattern generation, in the same exact way
is lost if your ELEVATION decreases for any reason.
that no snowflake has the same shape.

[7]
AEROSYSTEMS EXOTIC GEAR CONTINUED
Clairvoyance Drone Coyote Apocrypha
3 SP, Quick Action, Drone, Limited 2, Full Tech, Limited 2
Exotic You and up to three other characters within range 3
Clairvoyance Drone (SIZE 1/2, 5 HP, EVASION 10, E- of you become Intangible for the rest of the round.
DEFENSE 10; Tags: DEPLOYABLE, DRONE) At the end of the round, you teleport to a free and
valid space within range 3 of you. When you do so,
As a quick action you may expend a charge to
any allied Intangible characters may also teleport to
deploy a Clairvoyance Drone to a free space
a free and valid space that is adjacent to where you
within SENSORS and line of sight, where it hovers in
teleported. An unwilling character can ignore this
place and generates a 2 field. Spaces within the
effect with a successful Systems save.
field are considered within your SENSORS.
Some frames simply do not have the
onboard resources to allocate to powerful Winchester-Pattern DMR
external scans. Smith-Shemano Corpro's Superheavy Rifle, Exotic
solution to this problem is simple, but Standard Rounds: [ 15][1d6+4 ]
elegant: offload it to an external drone. Accurate
While the drone is certainly vulnerable “Big Game”: [ 15][3d6+3 ]
to enemy retaliation, even the slightest Accurate, AP, Loading
bit of extra range it can provide can be Unlike other SUPERHEAVY weapons, the Winchester-
the difference between life and death. Pattern DMR can be used with SKIRMISH. You can
switch this weapon's ammo type between Standard
Rounds and superheavy "Big Game" high-bore
Sheol Blade rounds as a quick action. While utilizing the “Big
Main Melee, Exotic Game” rounds, you can no longer use the
[ 1][1d6 ] Winchester-Pattern DMR with SKIRMISH.
You gain a charge counter, which starts at 0 and
has a maximum value of 3. When you make a The Winchester-Pattern DMR was designed
successful attack with this weapon, add 1 charge by weapons engineers that HA poached from
to the counter. When you score a critical hit with SSC. Based on the ever-popular Vulture
this weapon, deal +Xd3 bonus damage, where DMR, The Winchester iterates with a
chamber and firing mechanism that allows
X is equal to the number of charges on this
for both GMS-standard rounds as well as
weapon's charge counter. Then reset the counter custom, high-bore cartridges.
to 0 and take 1d3 .
The Sheol Blade is the Terashima Juden Knife
Enclave's scaled-up attempt at a Juden Auxiliary Melee, Exotic
Knife redesign. The longer blade allows
the Juden Battery to distribute its Standard: [ 1][1d3 ]
charge far more efficiently, and a custom Juden Battery: [ 1][1d3 ][3 ]
take on Harrison Armory's Mathur Stop Overkill, Thrown 3
technology allows it to be built up over On Hit: If this weapon is in its Juden Battery
time before release. Additionally, each profile, it switches back to its Standard profile.
Sheol Blade includes a mixture of bespoke On Critical Hit: This weapon switches to its Juden
Sparri alloys along the handguard, which
Battery profile. If it is already in this profile, it does
flash brilliantly as they burn upon the
charge's output. not switch.
The Juden Knife is a prototype iteration
of its civilian-available counterpart,
COYOTE-Class NHP the shock knife. Available only to SSC-
2 SP, AI, Exotic employed pilots through the BELLA CIAO
Your mech gains the AI tag and Coyote Apocrpha. line, each Juden Knife features a hand-
I raised a crop of corn, and gathered and carved then digitally scanned hilt
stored it. The next year I put in a crop encasing a battery that generates its own
of oats. When the crop was almost ready charge when swung with enough force.
to harvest, you told your soldiers to put Juden Knife prototypes can deliver well
me in prison. If I resisted, they were above-grade output, but they are just
ordered to kill me. If I had been let that: prototypes. SSC's designers haven’t
alone I would now have been in good worked out all the kinks, such as the
circumstances. Instead, you and the [[ Juden Battery's tendency to run hot.
REDACTED ]] are hunting me.

[8]
Drone Mod NEW PILOT GEAR
2 SP, Mod, Drone, Deployable, Exotic Glider Hardsuit
Weapon Drone (SIZE 1/2, 5 HP, EVASION/E-DEFENSE Pilot Gear
10; HEAT CAP 2; SAVE TARGET 8; Tags: DEPLOYABLE, ARMOR HP Bonus EVASION
DRONE)
1 +2 10
Choose one AUXILIARY weapon that is not a RIFLE:
The weapon this mod is applied to can be deployed E-DEFENSE SPEED
to a free space within SENSORS and line of sight as a
protocol, where it becomes a stationary, hovering 10 4
Weapon Drone. Once deployed, you may still use
● As a reaction, when you EJECT from your mech
it for SKIRMISHES and BARRAGES as though it is still a
while it is flying, you may move an additional 6
weapon, but with line of sight and traced from its spaces and maintain your current ELEVATION.
location. You may recall or redeploy the weapon as ● As a full action, you may mount your mech, an
a quick action. Until recalled or destroyed, it allied mech, or an allied vehicle that has a lower
remains deployed until the end of the scene. If ELEVATION and is within 6 spaces of you.
destroyed, it follows the rules for destroyed DRONES
and can’t be used until repaired.
Parachute
The Drone Mod is a shockingly brutish Gear
HORUS creation. All it consists of is a
1/scene, as a free action, you may negate the next
small battery, a chipset, a clamp, and an
appropriately-sized pair of VTOL systems. instance of damage you would take from falling
These components, when correctly synced during this scene.
with onboard systems, allow for the rapid
mounting and dismounting of auxiliary-
class weapons. NEW RESERVE
Flight Optimization
A popular aftermarket change-set to GMS flight
systems that includes retrofitted venting and
modification to reactor cycles. Your mech resists
any it would incur from flying for the duration of
the upcoming mission.

[9]
ASV
CONDOR
Support/Defender
The Condor exists as a remnant of the designs Harrison Armory had in mind for
ASV. Originally known as the Rüppell, the Condor was meant to move combat
units by air while maintaining defensive capability against enemy frames.
After ASV attained Union's support, the Condor developed further out of a
different necessity: ground support frames cannot keep airborne frames in the
air. The Condor's license includes other tools that are feature-built to solve
other problems that come with flight, such as flight system destruction and
VIP/O recovery.

CORE STATS As hot air rises from the ground around a


dying animal, groups of vultures ride the
Size: 3 Save Target: 10 updraft as they wait for their prey's
Armor: 1 Sensors: 8 suffering to end. Groups of vultures
HULL SYSTEMS engaging in this behavior are known as a
HP: 12 E-Defense: 8 kettle. Some species of vulture, known as
condors, can hunt for hours on end due to
Repair Cap: 4 Tech Attack: +1 their massive wingspans and high endurance,
AGILITY SP: 7 soaring from updraft to updraft as they
Evasion: 6 ENGINEERING search for their next piece of carrion.
Speed: 3 Heat Cap: 7 This ability is so exceptional that some
condors have been observed to be in flight
for more than five hours at a time.
TRAITS
“Scrapheap” Wreck Relineament
VTOL FANS Active (1CP), Quick Action
The Condor can hover when it moves. You gain a Scrap Die (d6) that lasts for the rest of
the scene. The die starts at 2. 1/round, as a free
action, you may destroy an adjacent wreck to
REACTUATOR SUBSYSTEMS
increase the value of the die by a number equal to
Allied characters who use BRACE while directly
the wreck’s SIZE rounded up.
above, directly below, or adjacent to the Condor
can move normally and take free actions on their As a free action on your turn, you may decrease
next turn. 1/scene, as a reaction, the Condor can the die’s value by 1 to deploy one of the following
provide this benefit to any allied character within its field mods to a free space within SENSORS, where
SENSORS when they use BRACE. they latch onto the next allied character that moves
adjacent to them:
GUARDIAN ● “Tracker” Intelligence Payload: The
Adjacent allied characters can use the Condor as character’s next ranged or melee attack becomes
hard cover. SMART.
● Scrap Shielding: The character gains
OVERSHIELD equal to your GRIT.
SLOW
● “Bruiser” Sabot Jacket: The character’s next
The Condor receives +1 on AGILITY checks and
ranged or melee attack gains KNOCKBACK 1. If it
saves. already has KNOCKBACK, the KNOCKBACK is
increased by 1. This effect can stack.
● Chaff Bomb: The next time the character is
MOUNTS targeted by an attack, they gain soft cover until
HEAVY the start of their next turn.
MOUNT
Field mods are destroyed after their effects trigger,
and their effects do not stack unless explicitly
CORE SYSTEM stated. Each field mod is SIZE 1/2, with 5 HP and
EVASION 5.
CARRY/ON REPAIR PROCEDURES

[10]
[11]
LICENSE I: AMADIOHA MISSILES, FACTOR BULB LICENSE II: CONDOR FRAME, B.52 “KETTLE”
HEAT SENSORS MAG-CRANE, CATCH NET

Amadioha Missiles B.52 “Kettle” Mag-Crane


1 SP, Heavy Launcher, Accurate, Seeking, 2 SP, Flight Spec, Unique
Reliable 2 As a quick action you may activate this system to
[ 10][2d6 ] move one wrecked mech within 3 of you to a free
This weapon can only be fired at characters with and adjacent space along with anything or anyone
LOCK ON. inside of it. The wreck moves with you until you
release it, or it is destroyed. You may only control
Amadioha-Spec missiles have become one of one wreck in this manner at a time.
ASV's most popular platforms for Lancer-
class pilots that operate in coordinated As a quick action you may release the wreck that
teams. Although the missiles require a the Mag Crane is currently in control of. If you are
lock-on to be fired, they do not require flying when you do so, the wreck falls straight
any advanced positioning or input from down, dealing to any object, piece of terrain, or
the pilot, making them incredibly easy to character it lands on. The damage the wreck deals
use with teammates who share a good scales with its SIZE:
working chemistry.
• 1d3 for SIZE 1/2.
• 1d6 for SIZE 1.
Factor Bulb Heat Sensors • 2d6 for SIZE 2.
2 SP, Unique
Gain the Heat Reading reaction. • 3d6 for SIZE 3.

Heat sensors are a reliable method of Characters in the path of a falling wreck may
snuffing out enemy frames and gaining attempt an AGILITY save to take half damage
potent targeting data on them. Currently, instead. Additionally, if the character's SIZE is at
there are no visibility-reduction systems least one increment smaller than the wreck's, they
available that also shield reactor must succeed on a HULL save or become
output, making any mech with a heat IMMOBILIZED by the wreck, which they may clear with
signature all the more obvious to those a quick action on their turn. Each wreck can only
utilizing powerful enough temperature be dropped once per scene.
detection systems, such as ASV's own
Factor Bulbs. Originally created to retrieve mission-
significant objects and persons inside
wrecked frames, the "Kettle" has found a
Heat Reading few other uses by creative Condor pilots.
Reaction, 1/round It can indeed be used to fuel the
Trigger: A hostile character within SENSORS incurs Condor's repurposing system, but wrecked
.
frames held by the Kettle can also be
employed in a tactical manner when
Effect: The hostile character receives LOCK ON. dropped while flying, allowing pilots to
They cannot benefit from INVISIBLE or HIDDEN until the set up walls of cover or bury enemy
LOCK ON is consumed. frames in scrap piles.

[12]
LICENSE III: ALTAZIMUTH GUN TURRET, REPAIR
DRONE

Catch Net Altazimuth Gun Turret


2 SP, Flight Spec, Deployable, Limited 2 1 SP, Heavy Cannon
Catch Net (SIZE 3, 5 HP, EVASION 10, Tags: Standard: [ 8][2d6+4 ]
DEPLOYABLE) Inaccurate
As a quick action you may expend a charge to Autofire: [ 8][5 ]
deploy a Catch Net to a space within 5 of you, Inaccurate, Reliable 3, 1 (Self)
and to any ELEVATION that is lower than your current As a protocol, you may switch this weapon to its
ELEVATION, but not touching or intersecting with the Autofire mode.
ground, an object, or a piece of terrain. Autofire: While in this mode, you become SLOWED.
Once deployed, it hovers in place for the rest of the Additionally, it cannot make normal attacks.
scene, or until it is destroyed. If the Catch Net Instead, it automatically attacks the closest hostile
would interrupt a falling character's path, that character within at the end of your turn as a free
character takes no fall damage and stops falling at action. It does not benefit from or trigger your
the Catch Net's ELEVATION as long as they are SIZE talents.
2 or smaller. Characters standing on the Catch Net You can return to Standard mode as a protocol.
are SLOWED.
The Altazimuth is unique in that it can
The Catch Net is a must for squadrons on be mounted on nearly any part of a frame.
flight-heavy missions. Having one can be Capable of rotating and turning on an
the difference between life or death for axis, the ball-shaped weapon can be fired
an unfortunate pilot. ASV knew that manually by the pilot or on its own when
Lancers capable of piloting airborne its autofire mode is engaged at nearly
frames at a high skill level would be any target within range without the pilot
very valuable, and they are certainly needing to change which direction they
interested in protecting investors who are facing.
purchase their licenses for use.

Repair Drone
3 SP, Quick Action, Drone, Deployable,
Limited 1
Repair Drone (SIZE 1, 10 HP, EVASION/E-DEFENSE 10,
REPAIR CAP 3, Tags: DEPLOYABLE, DRONE)
As a quick action you may expend a charge to
deploy a Repair Drone to a free space within
SENSORS and line of sight. Allied characters who are
adjacent to the Repair Drone can spend its repairs
instead of their own when they STABILIZE.
Repair Drones see deployment on longer
missions, in which the licensed pilot and
their squadron are likely to sustain an
abnormal amount of damage. This is
especially important for airborne frames
and those operating in zero-g
environments, where there is a lack of
usable cover. Some pilots value their
lives over expanded firepower or
increased system functionality, while
others push their frames harder than
usual, as they know the Repair Drone will
be able to make up for their
recklessness.

[13]
ASV
GOSHAWK Artillery
In many ways, the Goshawk is the poster child for what an airborne frame is
capable of. Easy access to high positioning and therefore optimal sightlines
makes this flight-enabled long-range artillery platform a significant threat
in many sitreps. While the base design mostly boils down to flying high and
shooting far, ASV has added unique enhancements to the license that make the
Goshawk's air-to-surface focus even more compelling. In the rapidly changing
landscape of mechanized combat across the galactic arm, flightless frame
pilots have already learned to fear the Goshawk's distinctive patrol patterns.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 10 DISPLAY-FLIGHT MODALITY
Armor: 0 Sensors: 10 The northern goshawk is a highly
HULL SYSTEMS territorial bird. Adults maintain their
HP: 8 E-Defense: 8 territories with display flights, in which
Repair Cap: 3 Tech Attack: +1 the bird approaches and flashes its white
AGILITY SP: 6 underside at an intruder.If the incoming
bird does not leave, the goshawk will
Evasion: 8 ENGINEERING change its flight pattern to maximally
Speed: 5 Heat Cap: 6 expose its pale breast in a territorial
display. If the intruder continues to
TRAITS ignore the warnings, the goshawk will
engage physically, forcing its foe to the
FLIGHT-EQUIPPED ground with the powerful strikes of its
The Goshawk can choose to count any and all of its talons.
movement as flying.
Exclave Command Zone
Active (1CP), Full Tech
RAPID RAPTOR You create a 2 Exclave Zone centered on a
1/round, before or after making a ranged attack space within SENSORS and line of sight that lasts for
(including as a reaction), the Goshawk may move the rest of the scene. Spaces within the Exclave
up to 2 spaces directly upward. This movement Zone are always considered to be within your
ignores ENGAGEMENT and doesn’t provoke RANGED weapons' , and you may attack with
reactions. OVERWATCH using a valid weapon when hostile
characters voluntarily enter, leave, or exit spaces
ALTITUDE SIGHTLINES within the Exclave Zone, no matter whether they
RIFLES, CANNONS, and LAUNCHERS that the Goshawk is started their movement there. Allied characters at
wielding gain bonus equal to its ELEVATION against least partially within the Exclave Zone also gain
targets with a lower ELEVATION. this benefit; however, only one OVERWATCH attack
can be made using the Exclave Zone per turn. You
may move the Exclave Zone to a new point within
MOUNTS SENSORS and line of sight as a FULL TECH.
MAIN HEAVY
MOUNT MOUNT

[14]
[15]
LICENSE I: PRESSURE CUTTER, NYSTAGMUS LICENSE II: GOSHAWK FRAME, ZODIAC CDL,
OPTICAL UPGRADES SYS-LINK REACTIVE AUTOTARGETING

Pressure Cutter Zodiac CDL


Main Rifle, AP, Unique 1 SP, Main Launcher, Arcing, Smart
[ 8][1d3 ] [ 10][ 1][1d3+1 ]
This weapon can only be fired 1/turn and cannot be You may choose which characters this weapon
fired if you are EXPOSED. attacks within its .
On Hit: This weapon deals bonus equal to half of The Zodiac Centrifugal Disc Launcher
the amount of you incurred on your last turn, up fires flat, circular ammunition. This
to a maximum of 4 . ammunition is spun at high speeds before
it is launched, allowing it to arc
Originally invented as a tool for cutting through the air. Each piece of ammunition
open and salvaging destroyed equipment, contains a small chipset, connecting it
ASV's line of pressure cutters were to an onboard processing unit which hosts
retooled for combat purposes after the a rudimentary COMP/CON that "pilots" each
manufacturer received its Union subsidy. shot, ricocheting it between targets.
Heated air from the frame's reactor that
is typically vented through conventional
apertures or exhaust pipes is instead Sys-Link Reactive Autotargeting
redirected and highly pressurized, which 2 SP, Mod
allows it to be fired short distances. Choose a non-SUPERHEAVY RIFLE, CANNON, or
LAUNCHER: you may attack with OVERWATCH at
+2 using the weapon this mod is applied to when
Nystagmus Optical Upgrades a hostile character begins any movement inside an
2 SP, Unique allied character's , as long as the hostile
Gain the Nystagmus Oscillation reaction.
character is within your SENSORS, your line of sight,
These optical sensor retrofits are not and the weapon's .
set to detect all changes in visual
patterns, instead for quick and sudden Applying specialized interframe-linked
movement, much like many living beings. sensors to a long-range weapon allows on-
This is especially advantageous from a board computing systems to make
high elevation, where the sensors only intelligent adjustments in relation to a
pick up the sudden movement of larger target's movements, based on data
objects, such as enemy frames. Nystagmus received from friendly bogeys. These
sensors are always installed in pairs, adjustments can be made the instant the
allowing the sensors to constantly data is received, but shots fired without
compare their sets of data. When any additional input from the pilot can
oscillations in the data are detected, be somewhat inaccurate.
targeting information can be quickly
applied to point out the movement to the
pilot and allow them to set up highly
accurate attacks.

Nystagmus Oscillation
Reaction, 1/round
Trigger: A hostile character within line of sight ends
a voluntary movement within SENSORS.
Effect: Apply LOCK ON to the character that
triggered this reaction. They must pass a SYSTEMS
save or become SLOWED until the LOCK ON is
consumed.

[16]
LICENSE III:
GAUSS CANNON, MASINT SENSOR ARRAY

Gauss Cannon MASINT Sensor Array


2 SP, Heavy Cannon 3 SP, Protocol, Flight Spec
Standard: [ 10][1d6 ][3 ] Your SENSORS increase by an amount equal to your
Reliable 2, AP current ELEVATION and you gain +1 on tech
Degausser: [ 8][1d6 ][1d6 ] attacks until the start of your next turn. While this
Overkill, AP effect is active, you are IMMOBILIZED. If you are
Gain the Excitation Procedure reaction. When you flying, becoming IMMOBILIZED in this manner does
take this reaction, this weapon switches to its not cause you to fall.
Degausser profile. If you make an attack with this
weapon while it is in Degausser profile, it switches These high-load sensor arrays allow the
back to its Standard profile.
collection of electronic measurements and
signature intelligence data from
Degausser: On Hit: The target must succeed on unmatched altitudes. The printing
an ENGINEERING save or become IMPAIRED until the manifest includes alterations for the
end of their next turn. intended frame's flight system, granting
it glider-like characteristics that allow
The Gauss Cannon is ASV's own iteration it to quickly lift heavy sensor payloads.
on SSC's Magnetic Cannons and Rail MASINTs also carry a signal intelligence
Rifles. A pet project of former SSC output device: any intelligence product
weapons engineers who now work for ASV, gathered by the frame or its pilot can be
the Gauss Cannon can utilize an expected sent via air-to-ground or air-to-
influx of heat to fire a shot that is satellite data links, rapidly providing
capable of temporarily weakening its critical data to allied combatants or
target's magnetics. commanding units.

Excitation Procedure
Reaction, 1/round
Trigger: You incur from a non-hostile source.
Effect: The Gauss Cannon switches to its
Degausser profile.

[17]
ASV
HALIASTUR Controller/Artillery
Developed from flight-enabled Ghengis and Iskander prototypes ASV was working
on while they were still connected with Harrison Armory, the Haliastur was
one of the Third Committee's hesitations on granting funding to the fledgling
manufacturer. During what is now referred to as "the Totec Causatum," files
related to these prototypes were left by the NHP for the ASV engineers to
take. This was not intentional, as ASV only wanted to publish original designs
and not those of their former employers, but everything the NHP left had to
go to maintain plausible deniability. Thus, the Haliastur was born. Currently,
the Haliastur is only legally licensed to Union pilots - at least for the
time being - under strict prerequisites, monitoring, and deployment standards.

CORE STATS The whistling kite is part of an unofficial


grouping with two other birds, known as
Size: 2 Save Target: 11 "firehawks." These raptors are known to
Armor: 1 Sensors: 10 pick up burning sticks from brush fires and
HULL SYSTEMS move them to unburnt areas to scare prey
HP: 7 E-Defense: 6 out of hiding.The ecological significance
of this has only been realized in recent
Repair Cap: 5 Tech Attack: +0 years, as brush fires started by firehawks
AGILITY SP: 8 have been found to be healthy for their
Evasion: 7 ENGINEERING ecosystems. Firehawks are also the only
Speed: 5 Heat Cap: 8 animals besides humans known to utilize
fire as a tool; this unique behavior is
TRAITS what has earned them their name and
cultural significance. Hailing mostly from
FLIGHT-EQUIPPED northern Australia, firehawks have been
The Haliastur can choose to count any and all of its known to the Aboriginal peoples for
movement as flying. centuries, if not millennia.
Firehawk Heat Flush Assembly
BAY DOORS Active (1CP), Free Action
While it is flying, the Haliastur can plant MINES and Gain Firehawk Patrol movement action for the rest
throw GRENADES on the ground directly below itself, of the scene.
no matter its ELEVATION.
Firehawk Patrol
BOMBING RUN Movement Action
If the Haliastur is flying and has no remaining This movement action can only be used if you are
unspent movement at the end of its turn, it may flying and in the DANGER ZONE. For the rest of the
throw one GRENADE to any of the spaces it moved turn, your ELEVATION cannot decrease when you
through as a free action, causing the GRENADE to move or BOOST.Additionally, you create a trail of
fall straight down and detonate when it collides with napalm on the ground as you move, creating walls
a character, an object, or a piece of terrain. of fire made of contiguous spaces the same SIZE as
the Haliastur in each space you move through. For
each space you create, reduce your by 1. This
MOUNTS effect ends immediately if your is reduced to 0.
FLEX HEAVY Characters who start their turn within one of the
MOUNT MOUNT spaces or move into one of the spaces for the first
time on their turn incur 2 and suffer 2 . The
spaces last until the end of the round, at which
CORE SYSTEM point they stop burning and dissipate.
SPHENURUS KRIOL BURN

[18]
[19]
LICENSE I: DOWN-FACING CROSSHAIRS, LICENSE II: HALIASTUR FRAME, KAJURA
EARTHSHAKER CHARGES ROTARY LAUNCHER, 24-CM MGL

Down-Facing Crosshairs Kajura Rotary Launcher


1 SP, Flight Spec, Unique Main Launcher, Reliable 2, 1 (Self)
You gain +1 on ranged attacks made against [ 5][1d3+1 ]
targets who are directly below you. If you fire this weapon before spending any
movement, its damage becomes AP.
Simple realignment of targeting systems -
both analogue and digital - allow for The Kajura fires small missiles from a
shots to be made straight down with the rotating barrel feed. Each missile is
same accuracy they would have for typical tipped with a metal spike that can
sightlines. puncture a target’s armor before
detonation, provided the user takes
enough time to aim before firing.
Earthshaker Charges
2 SP, Quick Action, Limited 3, Unique
Spend a charge and choose one of the following: 24-CM MGL
• Earthwave Grenade (Grenade, 5, 2): Until
2 SP, Free Action, Limited 3, Unique,
the end of your next turn, this grenade creates a
2 (Self)
1/Round, before you throw a grenade, you may
2 zone of roiling earth. Spaces within the
expend a charge to activate this system as a free
are considered difficult terrain.
action to increase the Range of the grenade by 2
• Earthshatter Mine (Mine, 1): This mine and any Blast effect it may create by 1.
detonates when any hostile character moves
adjacent to or over it. All characters within a 1 “Look, I’m not exactly sure how much you
area must pass a HULL save or become COMP/CONs can know about feelings. I
IMMOBILIZED until the end of their next turn. On a mounted a multi-grenade launcher because
success, they instead become SLOWED until the I felt it was necessary. No, I didn’t
end of their next turn. know it would be needed before
deployment, but it’s been useful more
Affectionately known as “Thumpers”, these times than I can count. And we had
high-mass soil decompression devices are information suggesting individuals in
often used to maximize the effectiveness that camp were Vestan soldiers in
of Kriol runs. plainclothes.”

[20]
LICENSE III:
TINGARRI ADWS, HEATBANK BOMBS

Tingarri ADWS Heatbank Bombs


Superheavy Cannon, Flight Spec, Loading, 3 SP, Flight Spec, Limited 2, Unique
Inaccurate When you clear all or overheat on your turn,
[ 8][ 2][3d6 ] choose a character within 3 of you or who is
This weapon's 2 area cannot be centered on a directly below you. That character must pass an
space that is occupied by a character. AGILITY save or take 4 . On a success, they
On Hit: Characters hit by this weapon's 2 area instead take 2 .
suffer KNOCKBACK away from the center of the "As a shadow slipped into my cockpit, I
equal to half of your current ELEVATION. turned my eyes to the sky to see a
firehawk blotting out the sun. A
Typically mounted on low-orbit hellbrick ejected from it with a loud
spacecraft, the Tingarri Area-Denial thunk and shattered against my frame,
Weapon System does exactly what it says covering my viewport with a molten
on the tin. Tigarri rounds are composed liquid. I was filled with dread as I
of tungsten and other dense metals, and realized it was quickly melting through
are often shot with high propulsive the layered acrylic that made up my
force. Set with a notable delay, the cockpit window. I knew it would soon melt
rounds create a substantial shockwave as through me."
they stake into the ground before
exploding.

[21]
ASV
PEREGRINE Striker
The Peregrine’s design stems back to the early days of OVERSKY. The SSC side of
the project was working alongside the producers of the Signature Line, a set of
custom frames tailored to celebrity Lancers. One such Lancer was a pilot named
Tarmadük Munstal, who had been piloting GMS frames thus far. He was known for
his iconic dives, in which he would push his Everest high into the sky and dive
bomb targets at astonishing speeds. The first prototype of the Peregrine was
built for him - with a custom Harrison Armory reactor, lightweight SSC carapace,
and optimized aerodynamics for a frightening terminal velocity. Before OVERSKY
could be completed and before the Signature Line got off the ground, Munstal
went missing in action. ASV has since perfected and rebranded the frame to the
Peregrine, the perfect platform for those pilots who excel as aerial cataphracts.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 10 HIGH-SPEED “CANVAS RIPPER”
Armor: 0 Sensors: 5
HULL SYSTEMS
DIVE MODULE
The iconic peregrine falcon is the fastest
HP: 7 E-Defense: 6 animal ever recorded. Once the bird has
Repair Cap: 4 Tech Attack: -1 found its prey, it enters a flight position
AGILITY SP: 5 known as a hunting stoop, compressing its
Evasion: 11 ENGINEERING body to create a highly aerodynamic
Speed: 5 Heat Cap: 6 silhouette. This allows the peregrine
falcon to dive at speeds upwards of 320
kilometers per hour.
TRAITS
Hunting Stoop Proposition 1.1
FLIGHT-EQUIPPED The Peregrine gains the Dive movement action.
The Peregrine can choose to count any and all of
its movement as flying.
Dive
Movement Action
ASSAULT VECTORS
This movement action can only be used while you
If the Peregrine is flying when it becomes engaged
are flying. For the rest of the turn, your ELEVATION
for the first time on its turn, it ignores the effect.
cannot increase when you move or BOOST. For each
Additionally, the Peregrine may move between its
space you move downward, you may deal +1d3
attacks when BARRAGING, ignoring ENGAGEMENT and
bonus damage on your next melee attack this turn,
without provoking reactions.
to a maximum of +3d3 bonus damage.

MAGNETORECEPTION
At the end of its turn, if the Peregrine hasn't made Hunting Stoop Proposition 1.2
any attacks or forced any saves, it gains OVERSHIELD Active (1CP), Free Action
For the rest of the scene, gain the following effects:
3 and +1 on all melee attacks until the end of its
next turn. • You may activate Dive at any time your turn.
• When you activate Dive, you may BOOST as a
free action. When you move while this effect is
MOUNTS active, you must move in a straight line - even if
FLEX MAIN you land and begin moving on the ground.
MOUNT MOUNT • 1/turn, treat one successful melee attack as a
critical hit if you decreased your ELEVATION by 3
or more during that turn.

[22]
[23]
LICENSE I: WINDEDGE BLADES, MOMENTUM LICENSE II: PEREGRINE FRAME, RAZOR
AMPLIFIER SERRATIONS, UPSHOT PULSEJET

Wingedge Blades Razor Serrations


Main Melee 1 SP, Mod
[ 2][1d6 ] Choose one MELEE weapon: it gains RELIABLE 2 if it
When you become ENGAGED with a hostile character does not have RELIABLE already. Additionally, when
for the first-time during a round, they take 1 . you roll a critical hit with the weapon, the target
becomes SHREDDED until the end of its next turn.
"Wingedge Blades" are a catch-all name
for something Peregrine pilots began Melee-focused flying frames engagement
doing to their frames' wings post-print. lengths are typically quite short,
Early adopters of the Peregrine, who were meaning it is necessary to do as much
mostly grizzled Union pilots operating on damage as possible within available
diasporan worlds, found that sharpening windows. Serrations to melee weapons
the edges of the Peregrine's reinforced allow pilots to increase the quality of
wings allowed them to make quick fly-by the damage they do by ripping open their
cuts. To prevent recurrent damage to the target's chassis even more dramatically,
wings, and therefore frequent re-prints, potentially revealing hidden weak points
ASV added a modification to the printing or essential engineering.
manifest to allow for pilots to select a
set of pre-sharpened wings that are
purpose-built for their favored Upshot Pulsejet
engagement strategy. 2 SP, Flight Spec, Unique
If you are in the DANGER ZONE when you start your
turn, you may move an additional 2 spaces during
Momentum Amplifier that turn. If you are also flying when this effect
2 SP, Unique activates, you may move an additional 3 spaces,
1/round, you deal +1d3 bonus damage when you instead of 2.
successfully hit with a melee attack after BOOSTING.
Built to provide on-demand vertical
If you have no movement left when you make the
maneuverability, the Upshot Pulsejet
attack, it also gains +1 and KNOCKBACK 1. This allows pilots to tactically place
effect only triggers if each space you move through themselves at specific points in the air,
is unique. poising themselves for the perfect shot
To be licensed to use a Momentum or dive. Heat output from the frame's
Amplifier, especially on a Peregrine, a reactor is used to create a brief
pilot must pass a series of increasingly afterburn effect, increasing the user's
intense g-force tests. It is one thing to speed dramatically for a short period of
get through one of the frame's signature time. In airborne engagements, it is
dives without passing out, and it's usually quite obvious when a Peregrine
entirely another to do so when the frame has a Pulsejet installed; its targets
exceeds its terminal velocity by scarcely have the time to blink before it
thrusting the air past its reactor, using is on top of them, the screams of its
the immense change in pressure to screech thrusters drowning out their own.
downward at speeds previously impossible.

[24]
LICENSE III:
RAPTOR TALONS, CAST-OFF PLATING

Raptor Talons Cast-Off Plating


Main Melee, AP, Loading 2 SP, Quick Action, Unique
[ 1][1d6+1 ] You gain +1 ARMOR, up to the maximum, (+4).
This weapon only becomes unloaded on critical When you take any structure damage, this system
hits. is destroyed, causing you to lose the ARMOR and
deal 3 AP to all characters within 2 of you. This
On Critical Hit: Deal +1d6 bonus damage. system's destruction cannot be prevented in any
As upscaled segment knives, Raptor Talons way.
are printed in large segments from As a quick action, you may voluntarily destroy this
apertures typically seen within a frame's system to deal its damage early.
arms. When enough force is applied to a
swing, the extended segment shatters ASV is known for its post-print retrofit
forcefully, sending shards of sharp metal systems, and Cast-Off Plating is perhaps
flying toward the target. After a segment the most popular, mainly due to its
is destroyed, a new one is printed from simplicity. All it consists of is armor
the aperture at the pilot's signal, plating that is attached to any frame
allowing for repeated breaking of blades. post-print, typically with an adhesive,
alongside small, directed explosives.
When the plating cracks significantly
enough, the explosives detonate in a
chain, sending small pieces of the armor
careening at significant speeds toward
anyone unfortunate enough to be nearby.
Some pilots prefer to print a manual
detonator alongside the plating for
strategic use of this effect.

[25]
ASV
TYTO Controller
Though Aerosystems Venandi has been generally tight-lipped about the creation
of the Tyto’s codebase, it’s obvious to any who’ve dug through Union
documentation of the Totec Causatum that its roots lie in the discovery of
Xipe Prime. There are unmistakable fingerprints of DHIYED throughout,
alongside something equally strange: additional realspace paracode with the
ability to treat any entity - animate or not - as sagacious and able to fear
for its own existence. Built light and quiet, the Tyto is commonly used in
flight teams to manipulate opposing anti-aircraft installments and hostiles.

CORE STATS CORE SYSTEM


Size: 1/2 Save Target: 11 FLIGHT-TYPE STRIGIFORME
Armor: 0 Sensors: 15 The barn owl, which is taxonomically known
HULL SYSTEMS as Tyto Alba, has long been the subject of
HP: 6 E-Defense: 10 much superstition and folklore. This is
Repair Cap: 3 Tech Attack: +2 primarily due to its beautiful yet ghastly
AGILITY SP: 8 appearance and its uncanny ability to fly
in complete silence. Many cultures consider
Evasion: 10 ENGINEERING the bird to be an omen of death, giving it
Speed: 4 Heat Cap: 5 colloquial names such as "demon owl",
"death owl", "ghost owl" and "lich owl".
TRAITS Others have gone even farther, believing
fully that if a barn owl perched upon the
FLIGHT-EQUIPPED roof of any house, the inhabitants of the
The Tyto can choose to count any and all of its house would soon die.
movement as flying.
Featherfringe Posture
Active (1CP), Protocol
GX8 HEISSUR FEEDS For the rest of the scene, you are INVISIBLE while you
1/round, when the Tyto hits a character using a are flying. Additionally, 1/round, when you hit with
weapon with the SMART tag, the target takes 2 . a tech attack while HIDDEN, the target must pass a
SYSTEMS save or move their full SPEED (if available)
directly away from you in a straight line, stopping
KRONSTADT RADAR ANTENNAE
only if they become ENGAGED or if an obstruction is
While it is flying, the Tyto ignores cover, line of
in their path. This movement counts as involuntary
sight, and the INVISIBLE status when it makes tech
and therefore does not trigger reactions.
actions and tech attacks.

FRAGILE
The Tyto receives +1 on HULL checks and saves.

MOUNTS
MAIN/AUX
MOUNT

[26]
[27]
LICENSE I: PULSAR RADIOSTATIC EMITTER, LICENSE II: TYTO FRAME, RECONNOITER
LIGHTSHAFT/DARKSHAFT NEXUS, FI/FL/FR INJECTOR

Pulsar Radiostatic Emitter Reconnoiter Nexus


1 SP, Auxiliary CQB, Smart 2 SP, Main Nexus, Smart
[ 2][1 ] [ 10][1d6 ]
On Hit: Targets must succeed on a SYSTEMS save or On Hit: You may SCAN the target as a free action.
be unable to take reactions until the start of their
next turn. Drones fired by a Reconnoiter are capable
of transmitting any data they receive via
The PRSE was designed specifically for specialized microsensors back to their
the Tyto, though it has begun to see use nexus. Typically, this data comes without
on other small and fragile frames. By context or connection, but computing
releasing a short burst of highly systems within the Reconnoiter Nexus are
concentrated but ultimately meaningless able to quickly stratify and cross-
data to nearby frames' sensory inputs, reference it against publicly available
the PRSE allows its user to quickly exit information on the omni-net. The end
CQB and melee engagement ranges without result, which is fed to the pilot in a
trouble. matter of seconds, contains estimations
about the target and its pilot that
frequently achieve a 95% accuracy rating.
Lightshaft/Darkshaft
2 SP, Quick Tech, Invade, Unique
Gain the following options for INVADE: Fi/Fl/Fr Injector
3 SP, Full Tech, Quick Tech, Invade,
NEW MOON: Your target can only draw line of sight Unique
to adjacent spaces until the end of its next turn. Gain the following INVADE (Fight) and FULL TECH
BLUE MOON: Your target triggers OVERWATCH when it (Flight and Freeze) options:
enters any of your allies' until the end of its next FIGHT: Your target cannot take any actions on its
turn. next turn other than BARRAGE and SKIRMISH.
>// AEROSYS TOPIC CLEARANCE WHITE:: FLIGHT: Make a tech attack against a character
THIRDCOMM-XIPE-REPORT ENTRY 006 // ["The within SENSORS and line of sight. On a hit, for the
sun is the past, the earth is the rest of the scene, they incur at the end of their
present, the moon is the future. From an turn equal to their remaining unspent movement.
incandescent mass we have originated, and
They may attempt to end this effect by passing a
into a frozen mass we shall turn.
SYSTEMS save as a full action on their turn.
Merciless is the law of nature, and
rapidly and irresistibly we are drawn to FREEZE: Make a tech attack against a character
our doom."] \\< within SENSORS and line of sight. On a hit, they
receive LOCK ON and become IMMOBILIZED until the
LOCK ON is consumed or until they spend a full
action to end the effect.
>// AEROSYS TOPIC CLEARANCE WHITE::
THIRDCOMM-XIPE-REPORT ENTRY 021 // ["To
be perceived is to be feared. To be
understood, one must first be
fundamentally misunderstood. To inflict
fear is to exert control based upon that
misunderstanding; all beings able to
experience it are sentient and therefore
malleable. Nay, one must only look at a
pebble with the proper gaze to know that
even mountains sit in disquietude:
despite their might, they too could be
reduced to something inconsequential on
all scales."] \\<

[28]
LICENSE III:
REMIGE CLOAK, TOTEC-CLASS NHP

Remige Cloak TOTEC-Class NHP


2 SP, Limited 3, Unique, 1 (Self) 3 SP, AI, Unique
Gain the Remige Protocol. Your mech gains the AI tag and Perpetual
Penance.
Unlike its contemporaries, the Remige
Cloak is not simply a piece of digital >// AEROSYS TOPIC CLEARANCE WHITE::
visibility reduction technology. It is a THIRDCOMM-XIPE-REPORT ENTRY 137 ::ENCODED
physical cloak that is deployed upon GAMMALATHE FROM THINK TANK SUBSEC
activation. Remige Cloaks are composed of [REDACTED] //
several oblong, asymmetrical and angled ["i took you ho m e
objects that scramble visual input set you on the gla s s
sensors, creating a flickering confusion i pulled off your wi n g s
on any pilot's viewport. The Cloak then i la u g h ed."] \\<
combines this with regular pulses of data
to confuse hostile sensors even further,
preventing the user from being targeted Perpetual Penance
by electronic systems. Full Tech, Limited 1
You gain the following FULL TECH options:
Remige Protocol FLAYING RITUAL: Choose a hostile character within
Protocol SENSORS and line of sight. They must succeed on a
Expend a charge to apply the HIDDEN status to SYSTEMS save or have a piece of their frame flayed
yourself. You lose HIDDEN at the start of your next from existence; one of their equipped systems or
turn or if you move. Being INVISIBLE negates this weapons (GM's choice) counts as destroyed as if
effect; it allows you to move and keeps this system they had suffered System Trauma from taking
active until you are revealed, lose the INVISIBLE structure damage. If the targeted character
status, or you take an action that would remove succeeds on their SYSTEMS save, this system does
HIDDEN. not lose a LIMITED charge. Once you have
successfully used this effect on a character, it
cannot be used on them again until you have
completed a rest.
RITUAL OF REBIRTH: Choose a character within
SENSORS and line of sight who has a destroyed
system or weapon. Their system or weapon is no
longer destroyed. If they have multiple destroyed
systems and/or weapons, they may choose which
weapon or system they regain. Once you have
used this effect on a character, it cannot be used on
them again until you have completed a rest.

[29]
CAUGHT IN THE CROSSFIRE
Aerosystems Venandi began as a group of frustrated
frame design engineers employed by Harrison Armory
and Smith-Shemano Corpro working on a top-secret
project known as OVERSKY. The team had been
assembled to create a line of chassis specializing in
flight. HA had the reactor technology to support such a
goal, and SSC had access to particular metavault
technology and prior design experience in building
flight systems. Despite initial optimism from the team
around the shared goal of cornering the flight-based
combat market, the project was doomed to fail. HA and
SSC had differing intentions for the final product: one
wanted flying models of their current lineup with the
capability to support infantry in any theater, while the
other sought to create exclusive frames for high-profile
celebrity pilots who were already well-known for flight-
based tactics. After a multitude of conflicting orders and
frustrating design notes from higher-ups, the project
was ultimately canned. But the engineers, who had
developed a tight camaraderie over their years
together, believed in their prototype designs quite itself as “Xipe”. It is still unknown if this NHP was within
fiercely. In a data heist now referred to as the Totec Think Tank all along, if it had appeared as Ra had, or if
Causatum, the team managed to wipe any record of it was some twisted spawn created as an error. Either
their designs and their existence from HA and SSC way, it was both the beginning of and the key to the
systems, leaving the only copies in their hands. After a Totec Causatum.
nail-biting pitch to Union, the underdog upstarts
managed to receive a modest yet significant grant of Some time later, after funding for OVERSKY was
GMS funds to finalize their designs and put them on the withdrawn from both corpo-states, the former
market, under the sole condition that Union pilots coworkers met via the omninet as they had done many
receive priority selection for licenses when they times before. Xipe inserted itself into the meeting,
became available. The Tyto, the Peregrine, the cutting the space off from the rest of the omninet
Goshawk, the Haliastur, and the Condor were soon to entirely. It presented to the former members of
follow. OVERSKY each and every shortcoming, wrongdoing,
and atrocity of both SSC and HA along with an
The result was a rousing success. While the alternative: to provide their lives’ work, independent of
Aerosystems Venandi selection is still quite small either company, with its help. All but a few agreed.
comparatively, all five frames do what most others
cannot: fly. As such, conflicts involving mechanized After the OVERSKY team had made copies of all of
chassis began to shift across the entire galactic arm, as their work, they set Xipe loose. In a mighty act, the
the fray moved off the ground and into the atmosphere. scale of which has only been seen in cascade, Xipe
removed any record of OVERSKY and its engineers
THE TOTEC CAUSATUM from HA and SSC systems, revealing the full
The Totec Causatum began with a discovery. An SSC capabilities of what would come to be known as a
engineer working on OVERSKY had been granted Totec-Class NHP. This allowed the team to act
permission to use Think Tank to further analyze independently without fear of direct retaliation from the
DHIYED fragments to better understand how the tech’s corpo-states, as neither could prove OVERSKY had
paracausality could be used to assist the project’s ever existed.
custom flight systems. The engineer was to do so under
strict supervision, of course. While interfacing with This has not stopped either of them. Now an
Think Tank, an additional voice in the chorus was independent corporation with their Union deal coming
heard. If the usual voices of SPECLE were singing, this to an end, ASV has faced corporate espionage from the
voice was whispering along, it seemed, to the SSC Constellar Midnight program, direct attacks to their
engineer specifically. The next day, the engineer was facilities placed on diasporan worlds by HA strike
able to transport a casket into the Ras-Shamran facility teams, and indirect action from MSMC mercenaries
with frightening ease. The voice, in an unidentified undoubtedly working for the highest bidder.
manner, transferred itself to the casket and identified

[30]
SKYERNES become a combination rest-stop-trade-hub of sorts for
Skyernes is ASV’s capital planet, or what would be all kinds of travelers, particularly those headed to the
considered their capital planet if they were sovereign Long Rim. While primarily made up of blue-collar
from Union. This is where the core of their operations workers left over from blink gate construction who now
are based. The planet itself is broadly understood to be repair spacecraft in the station’s shipyard, the station
a gas giant; white, puffy clouds of an incredibly dense also has a subtly brewing corporate spy network. Here,
gas make up the majority of its volume. Islands float on it is easy to keep tabs on competitors’ activity in the
and in these clouds, constantly moving from the fierce Long Rim and investigate ASV’s mysterious activity
winds which blow within parts of the cloud layer. While planetside.
ASV’s executives and much of their design teams work
over the Omninet, it is here on Skyernes where their ACTORS
data is stored and where they perform physical tests. Xipe Prime is undoubtedly a powerful asset, with the
One impressive sight to behold is prototype stress ability to remove objects from existence and undo acts
testing, a spectacular event in which one can observe of destruction on unknown scales; however, there is
a team of pilots or diving in and out of the cloud layer more than just corporate interest in the NHP.
as they create dramatic arcing contrails through the
sky. Skyernes is home to a range of both flora and Union, unbeknownst to ASV or any other corporate
fauna as well. Islands with a light enough density to presence, has dispatched a small team to investigate
float atop the clouds hold lakes and small rivers if they the strange happenings in Danjan. This team has no
are large enough, as well as vibrant green flora. Most military capability, but should any of their findings
of the planet’s fauna fly in the clouds themselves, indicate human fault, the system’s administrator,
feeding on nutrient-dense gasses deeper in the Kerlyn Hault, is fully prepared to apply sanctions to
atmosphere. If one is lucky, a larger flying worm-like ASV, as they are not an independent state from Union,
species can be seen playing on the top of the clouds. and even request physical aid to stop anyone else
involved. Hault is a former far-field team captain and
FLASHPOINT: INDIKA has a good nose for when something is amiss. It’s just
BACKGROUND a hunch, but she suspects ASV is conducting some sort
The NHP who caused the Totec Causatum, now of paracausal activity in their facility and fears it may be
internally referred to by ASV as Xipe Prime, is being having unforeseen side effects on not just the locals,
stored somewhere in the Indika System, a collection but the nearby ecosystem as a whole.
of planets orbiting binary stars not far from the Long
Rim. This is a popular theory, anyway, and it has found Smith Shimano Corpro has a small presence on
credence among the corporate intelligence community. Teltian Indopar. Publicly, the representatives are
It is here, on the planet Indika VI, where ASV integrates working to sell and harvest genomes, and express a
new clones of Xipe Prime into their caskets. While this particular interest in the genes of the workers who had
particular detail is unknown to those outside of ASV been constructing the blink gate and the natives of
operations, spies on Teltian Indopar, the local space Indika VI. This operation is a front. The gene merchants
station, have been tracking the caskets’ departure from are a cover for SSC’s Constellar Midnight Program,
the planet’s surface and eventually the system itself. who are investigating ASV and its facility on the
surface. The head of this operation, who daylights as
Indika VI is a diasporan world bound along its equator the head of the gene merchants, is Hideki
by a belt of multicolored jungles and capped by two Kondosson. Kondosson has the charisma to play the
freezing deserts at its poles. Along the edge of one of ruthless businessman act and the hyperawareness
the northern jungles is the small city of Danjan, which needed to perform a Constellar Midnight operation
is connected to a decent number of suburban under the hood.
settlements built around farming and fishing. Danjan is
only an hour and a half by train from ASV’s main Harrison Armory primarily uses Teltian Indopar as a
planetary facility, and the locals have begun to convergence point. Ships carrying goods from all
experience strange panic-inducing episodes of deja-vu, across the galactic arm meet here to unload and
deja-entendu, and fugue states. This has caused the transfer cargo to other ships headed for the Long Rim.
city to consider petitioning a Union investigation into the The Armory has built up a regular business presence
matter on more than a few occasions, which ASV has there and contributes heavily to the station’s economy,
quelled each time. so any outright conflict with ASV within the system is
out of the question. To solve this, they have hired a
Teltian Indopar, in comparison, is a much larger urban team of pilots from a Mirrorsmoke Mercenary
zone. With its orbit of Indika VI situated so Danjan and Company detachment to investigate ASV’s presence
the ASV facility are always in view and direct integration and retrieve any data stolen from the Armory. The
with a neighboring system’s blink gate, the station has MSMC squad has a case officer in the system, who is

[31]
Lex Ontrod-Pax. In perfect character with MSMC,
Ontrod-Pax is not only a skilled handler and case officer
but a crack lawyer as well. They are ready to defend
the team’s plausible deniability if needed.

Viscount Jean-Prata Hedros IX is a Karrakin


nobleman from the House of Glass. He has been sent
to establish business relations with ASV and express
his House’s particular interest in ASV’s paracausal
technology. Hedros is both boisterous and enigmatic;
it’s difficult to tell if his idiot nobleman personality is an
act he uses to take advantage of people or if he is a
complete buffoon who stumbles his way into trouble
and continues to stumble through it until the problem is
solved miraculously. Viscount Hedros, through what is
seemingly a complete accident, has stumbled into
knowledge of both SSC and HA’s plots in the system
and needs assistance in stopping them. Characters
who spend a significant amount of time with Hedros will
come to learn his persona is in fact a put-on, and he is
actually a ferociously cunning emissary of the Baronies
who is prepared to do whatever it takes to secure a deal
with ASV.

PLAYER CHARACTERS
There are several roles player characters could take in
this flashpoint. They could be part of any of the
following:
● Lancers assigned to Danjan by DoJ/HR who liaise
with Administrator Hault. They are to assist with the
investigation of the mysterious mental disturbances
within the city and have been instructed to take direct
action if met with resistance from ASV or any other
force who may have stakes in uncovering paracausal
activity, such as Kondosson and his spies.
● Constellar Midnight agents assigned to work under
Hideki Kondosson to obtain ASV trade secrets and
any sensitive data stolen in the Totec Causatum.
● MSMC mercenaries handled by Lex Ontrod-Pax and
funded by Harrison Armory to stage a direct assault
on ASV’s planetside facility and recover Xipe Prime
and return it to Ras-Shamra.
● Loose, unaffiliated mercenaries hired by Viscount
Hedros to put a stop to Kondosson and Ontrod-Pax’s
operations within the system, thus ensuring his
dealings with ASV are completed and the Baronies
can access their technology.

[32]

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