Aerosystems Venandi
Aerosystems Venandi
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:
[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.
REACTOR THRUST
Rapidly vented heat from mech-grade reactors can
be compressed and redirected to flight thrusters with
a few extra custom fittings.
[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.
[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.
[10]
[11]
LICENSE I: AMADIOHA MISSILES, FACTOR BULB LICENSE II: CONDOR FRAME, B.52 “KETTLE”
HEAT SENSORS MAG-CRANE, CATCH NET
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
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.
[14]
[15]
LICENSE I: PRESSURE CUTTER, NYSTAGMUS LICENSE II: GOSHAWK FRAME, ZODIAC CDL,
OPTICAL UPGRADES SYS-LINK REACTIVE AUTOTARGETING
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
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.
[18]
[19]
LICENSE I: DOWN-FACING CROSSHAIRS, LICENSE II: HALIASTUR FRAME, KAJURA
EARTHSHAKER CHARGES ROTARY LAUNCHER, 24-CM MGL
[20]
LICENSE III:
TINGARRI ADWS, HEATBANK BOMBS
[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.
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
[24]
LICENSE III:
RAPTOR TALONS, CAST-OFF PLATING
[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.
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
[28]
LICENSE III:
REMIGE CLOAK, TOTEC-CLASS NHP
[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.
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]