Zandelhar Royal Factories Mechs
Zandelhar Royal Factories Mechs
Antionette
Controller
Created at the request of Royal Intelligence to assist in various
operations around the battlefields during the Zandelhar/Ozaeter War, it
was deemed unsuitable for espionage work when the viral code began
working itself. It nearly produced an NHP, but the resulting system was
so unstable that it was purged. However, after pouring such work into a
system, and into killing the NHP, they were behind schedule on the basic
computer systems. As such, they cannibalized the remaining code from the
NHP and repurposed them as the Antionette’s core computer system. Now
that the mech is stable, or at least predictable, it has been rolled out
by the Royal Factories to properly fight their wars. There is a bug
however, most pilots report an endless series of ancient songs from Old
Humanity being played throughout internal audio systems.
M@$QUER@DE
2 SP, Unique, Quick Tech, Invade
Gain the following Invade options:
Danse Drôle: The target involuntarily moves its full speed directly away from you, counting as teleporting, and
is then prone. If this effect would move them to a space occupied by a character, object, or piece of terrain, the
teleport fails.
Mille Visages: The next attack action the target first takes 2 Heat and the attack is made at +1 Difficulty.
L!B3LL3$
3 SP, Unique, Quick Tech, Invade
Gain the following Invade options
Enfants de la Mère: Target becomes a Hostile to all Drones and Deployables within their Sensors, and they will
react autonomously to the targets commands until the end of their next turn.
Vol d'argent: Apply lock onto the target, and until they take damage they can't benefit from invisibility and soft
cover.
Hameau de la Reine
2 SP, Quick Tech, Unique
When you activate this action, pick one of the following tech options.
Marlborough: Choose an allied character in line of sight and sensors. Create two Size 1 digital constructs that
are 4 spaces tall that last until the end of their turn. One is adjacent to the target and the other is at a location
of your choice within sensors and line of sight. The construct does not obscure line of sight or provide cover.
While adjacent to the tower, the target gains +1 accuracy to all systems saves. The target character can use
this construct to teleport to the other by moving into it and then out at the other tower, though the constructs
are used upThe target character can move into one construct to teleport into the space occupied by the other,
destroying both in the process and ending this effect.
Rockefeller Restoration: Target clears 1 non-self inflicted condition, then creates a Burst 1 area of digital
scenery. This provides soft cover and grants 1 Accuracy against system saves to characters within the area until
the end of the targets next turn.
Memories linger. When windows of time find me lost without you, I remember, wake me up
wake me up, wake me up, wake me up.
W!d0w (@p3t
4 SP, Unique, Quick Tech, Invade
Gain the following Invasion options:
Règne de Terreur: Create an identical digital copy of yourself in a free space within the target's sensors and
line of sight. It radially mirrors every movement you do and, until the end of the target's next turn, you may
swap locations with this copy as a reaction to any of your target's attacks. If you are the target of the attack
when you swap, the digital copy becomes the target instead- exploding and forcing hostile characters within
Burst 2 around it to make a System save or suffer 2 heat if hit. The copy has 1 Hp, 5 Evasion, and 5 E-Def. The
construct is intangible
Conciergerie:Mark a Size 4 area beneath the target. The target cannot leave the area, cannot draw line of sight
beyond it, their sensors cannot extend past the area, and they cannot be moved by any allied effects. The
effect lasts until the Target takes damage, is teleported out of the area by another character, or you target
another character with this Invade. This option can only be used once per target per scene.
You probably thought the pain I live is about you. But I’m dead inside and the monster is
here.
Guillotine Blade
Main Melee, Unique, Reliable 1
[3 Threat] [1d6 Kinetic Damage]
As a quick action, mark a free location within Threat that lasts until consumed. After, Guillotine Blade increases
its damage to 2d6, gains the AP tag, increases reliable to 4, and can only attack with the March to Execution
Reaction
This weapon is a trap. A large blade and nothing more. It can, however, lock itself and
its momentum in a location, building to terminal velocity or beyond. Devastating, if
difficult to use.
March to Execution
Reaction, 1/Round, Tags
Trigger: A character starts it’s movement at or moves into the marked location
Effect: Make an attack roll with the Guillotine Blade against the character that triggered this effect. This
consumes the marked location of Guillotine Blade.
Zandelhar Royal Factories
Boudicca
Striker
The fires of war burn, ravishing the lands, tormenting its victims. It
also results in great heroism and acts of sacrifice. Those Lancers who
desire to be in the thick of it, who thrive on the conflict, are who
Boudicca was built for. Fighting across battlefields and inflicting
grave harm and performing immense acts of bravery in equal measure. The
power in this mech is not for the faint hearted, it is for warriors.
Whether they be good or evil, that’s on their heads.
Gae Sorcha
Main Melee, Inaccurate, Knockback 2
[1 Threat] [1d6 + 1 Energy Damage]
On Critical Hit: Target must succeed at a Systems save or be slowed.
Light held in the palm of the mech's hand. Plasma lances were invented with this in mind,
inspired by the legends of great heroes. It's in your hands. Live up to it.
Bomb Daggers
Auxiliary Melee, Loading, Reliable 1
[5 Thrown, 1 Threat, Blast 1] [1d3 Explosive Damage]
On Hit: If the target is adjacent to another character, treat the attack as having happened to both, keeping the
same roll though the adjacent characters are not affected by any bonus effects, including Reliable.
These daggers are flashprinted explosives in the shape of knives to be thrown, or used
close quarters.
LICENSE II: BOUDICCA FRAME, BURNING FIELD SHOTGUN, EXTENDED SPRAY NOZZLE
Jets of molten slag fire from this gun. These fragments are exceptionally hot, melting
the terrain from it.
Extended barrel customization from ZRF. ZRF, for the Zandelhite Patriot.
ANDRASTE-CLASS NHP
2 SP, AI, Unique
Gain the AI property and the Not Fallen Reaction:
The Andraste-Class NHP is a fascinating case. It always cares for its pilot, and their
mission. They take on the pilots beliefs, and causes. Even into Cascade. This becomes
exceptionally dangerous, because the NHP inevitably decides to permanently seal the pilot
away in a casket type cockpit, and live their beliefs in a terrifying mimicry of the
pilot.
Not Fallen
Reaction, 1/Round
Trigger: If you would take structure damage from any source
Effect: Roll 1d6. On a 6, ignore the damage, regain all HP, and clear all Heat.
Claíomh Solais
Heavy Melee, AP, Overkill, 2 SP, 3 Heat
[2 Threat] [1d6 Energy Damage + 2 Burn Damage]
On Hit target must make a Systems save or become Impaired.
A long blade of Plasma that burns with the power of your mech’s core. Tragedy and Victory
are in the palm of your hand now. Ensure your Legacy, Lancer.
Zandelhar Royal Factories
CLEOPATRA
Support/Artillery
The rough draft of this mech’s designs were given to ZRF by Royal
Intelligence. They were asked if this would work, if they could make it
work better, and if they could build it. The answer was a resounding
yes. Dr. Grein was lead on this project, and he begged Royal
Intelligence to introduce him to the original designer, stating how much
he wanted them to work, or at least study, with him and ask the person
questions. He was eventually given a private meeting with the designer,
and people say that he redoubled his efforts. His patriotism and
determination increased 10 fold, his friends and family said, and he
told them all that he believed in Zandelhar’s future, that they would
rise above the ashes of the past.
Song of Enticement
2 SP, Quick Tech, Unique
Target an allied character within Sensors and Line of Sight. Until the end of your next turn, when this character
would be affected by a Condition imposed by a hostile character, they may choose to instead become slowed
until the end of their next turn and move 1d6+1 spaces toward you instead.
A precise and adaptive prototype frequency system jack. It is still experimental all these
years later, due to the paracausal phenomena caused by the system.
Snake Bite
Main Rifle, Unique, Accurate
[15 Range] [1d3 Energy Damage]
On Critical Hit: Convert all Energy Damage this weapon would do to Burn.
Corrosive acids can do a number on any metal, though the metals most mechs are made of
are highly resistant to such things. Still, there was an idea to deliver it through
bursts of heated energy after contact. It requires a bit of luck, still, but it proved
effective in trained hands.
Disk of Heaven
3 SP, Quick Tech, 1 Heat
Pick a location within Sensors and line of sight. All characters of your choice may use that location to
determine line of sight until the start of your next turn as long as it is within their Sensors.
A 14 foot disk that reflects, magnifies, and provides data to all you desire. A true eye
in the sky. Use it well.
Serpent Sights
3 SP, Mod, Unique
Choose a Main, Heavy, or Super Heavy Rifle, Launcher, or Cannon. During your turn, ignore Soft Cover and
Invisibility with this weapon.
As mechs generate a massive amount of energy, it is easy for most sensors to pick even the
stealthiest up, even if conventional targeting fails to track them. This is an extremely
precise thermal imager, based on fauna from Zandelhar, that allows a weapon to precisely
locate its prey.
Tempest
Heavy Cannon, Knockback 1, Inaccurate
[20 Range 1 Blast] [1d6 Kinetic Damage]
You may take 2 Heat once per round as a free action to charge this weapon. It can only be charged twice. At
Charge 1, gain +1d6 Energy Damage, at Charge 2 gain +1d6 Burn Damage on strike. All charges are lost if you
attack, become stunned, immobilized, or make a Structure or Overheating check.
Storms are rare in Zandelhar. But legends tell of a great tempest nonetheless. A brutal
storm that started off rather mild until people tried to tame it. The storm bucked and
raged against the people. Nature showed it’s fangs, of lightning and fire and wind. They
nearly tore the world asunder.
Sacrificial Poison
3 SP, Protocol, Unique
When you activate this protocol, select one allied character within Sensors and Line of Sight. So long as they
are in both, you may both draw line of sight from either of you, and you both gain +1 accuracy to all saving
throws. However, any Condition that affects one of you applies to both, and if either loses Line of Sight or
Sensors, you both take +1 difficulty to all saving throws. This effect lasts until the start of your next turn.
A sympathetic perspective system. It tricks reality and causality with this programming.
Instead of whatever happened, the subjects now perceive events from two perspectives. This
inflicts the ailments of course, but… you want to know why I’m using biological terms for
a giant robot? Oh it’s quite simple. As far as this is concerned, there is no difference.
Zandelhar Royal Factories
GILGAMESH
Striker/Controller
The first model of the Gilgamesh frame produced by the ZRF (Zandelhar
Royal Factories), was in fact a hardsuit made in honor of the King.
It’s miniaturized printers and short term defenses functioned
spectacularly well, and with war on the horizon and the Army requiring
Mech Chassis, it was a logical place for the company to begin testing
their latest line of weaponry. As such, this is the Mark II version of
the Gilgamesh.
LICENSE II: GILGAMESH FRAME, VIRULENT When you die, do you wonder what will
RIFLE, U_PROTOSHIELD become of you? Let me tell you a secret,
all men die, and only a memory will
remain. Tell me, how confident are you
Virulent Rifle that you will be remembered as long as
Main Rifle, 1 SP, Smart I?
[10 Range] [1d3 Energy Damage + 1 Burn]
On Critical Hit: The target becomes Impaired until
OUROBOROS-CLASS NHP
3 SP, AI, Unique
Gain the AI property and Eternity tech action
ETERNITY
Full Tech Action, Limited 1, 3 Heat
Upon activation, until the end of your next turn, all
attacks beginning within sensors target you if
possible, and you will take a minimum of 1
damage from all attacks regardless of whether the
attack would do damage or not. Hostile units will
move if necessary to strike you. Until the end of
your next turn, you deal +1d3 bonus energy
damage on your first attack against anyone who
attacked you during the duration of this effect. In
addition the attack also gains one of the following
effects on hit.
Note: The Yatagarasu NHP was based on the brain wave patterns of a rare
Zandelhite fauna. All further records are restricted.
Dawning Light
SLOW
Active (1 CP), Full Tech Action
The Jimmu has +1 difficulty to all agility checks.
Create a Burst 1 area of light, providing soft cover
to all allies. For every round that you do not move,
SUNBORN ARMOR on the start of your turn increase the size of the
radius by 1 to a maximum of 5. For every size
Jimmu is immune to Burn, and gains +1 armor until beyond 1 it grows, the light grants one of the
the start of its next turn whenever it would take following abilities on all characters within the light
burn. of your choice.
-Immunity to Locked On
-Immunity to Slowed
MOUNTS -Immunity to Impared
-Restore 2 HP per turn
Any movement removes all bonuses and returns
the radius to 1
LICENSE I: MIGRATION MOBILITY ASSISTANCE MODULE, DRAGONFLY NEXUS
Dragonfly Nexus
Aux Nexus, Smart, 1 SP, Limited 3
[1 Burst] [1d3 Kinetic Damage]
If an ally is within the burst, they recover 1d3 HP rather than take damage
LICENSE II: JIMMU FRAME, KITE MODEL DRONE, GOLDMARK GREASE SPRAY
Yatagarasu
3 SP, AI, Unique
Gain the AI property and the Solar Intervention protocol.
Solar Intervention
Protocol
Create a Burst 1 area around a character within Sensors and line of sight until the end of their next turn. The
area is considered soft cover, difficult terrain, and inflicts 1 Burn to all hostile characters that start their turn or
move through the area. All allied characters in the radius may clear a single condition at the start of their turn.
Zandelhar Royal Factories
LEONIDAS
Defender/Striker
The Leonidas can’t be pushed, pulled, knocked All allies adjacent to Leonidas clear all heat. For
PRONE, or knocked back by smaller characters. every ally cleared, Leonidas gains one Heat. Then,
create a Cone 9 area from yourself, dealing burn
damage equal to Leonidas’ current Heat.
MOUNTS
Burning Shield
Main Melee, Shield, 2 Heat
[1 Threat] [1d3 Energy Damage + 2 Burn]
As a full action you may use this weapon to grant 1 ally within threat resistance to
energy and burn damage until the start of your next turn.
Zandelhite legends of warriors setting fire to their shields inspired this weapon. Taking
it to the modern day was an exciting project for many.
Flash Fire
2 SP, Quick Action, Limited 2
Create a burst 1 area around your mech. This area creates a cloud of Soft Cover within the area and causes
any hostile character that starts its turn or moves through the area to make an ENGINEERINGsave or take 1
Heat and become slow. The cloud dissipates at the end of your following turn.
The mech lets out a glimpse of its burning reactor for only a small fraction of a second,
too little time for much of anything really, but everything not made of the same quality
metal as a mech is going to melt or catch on fire. I suppose the flash is pretty enough
though.
So that’s your big idea huh. Put a rocket jet on the back of a giant spear. Can I see
your psych evaluation again? Oh no you’re not fired, the idea is brilliant. I just need
to make sure of something.
Overburn Lance
Superheavy CQB, Heat 2, Overkill
[5 Cone, 1 Threat] [2d6 Energy Damage]
When this weapon triggers Overkill, inflict burn damage equal to 1/4 of your current heat to both yourself and
the target of this attack.
This weapon is deceptively small. It fits in a mech’s hand easily enough. But when you
turn it on, unless you have the right mech, you’re going to blast yourself apart.
Thermopylae Coolant Protocol
3 SP, Protocol, Limited 1
As a protocol, you vent all heat, but become immobilized and shredded until the start of your next turn. You
create a line 5 area of molten terrain that creates a size 2 height area of soft cover, difficult terrain, and deals
1d3 AP energy damage to anyone who enters its area and fails an engineering save during the first round it
exists, at the end of your next turn it no longer does damage. At the end of your following turn the terrain is no
longer difficult, and the soft cover disappears at the end of the turn following that.
The evolution of Flash Fire, a mech turns in a direction, and ejects all the heat their
mech has in a single line. This damages the mech in question, but it’s quick. Be careful
using this.
ZANDELHAR ROYAL FACTORIES
TOMYRIS
Artillery
Fury. Ozaeter had sought to sow fear into the hearts of the people of
Zandelhar with the destruction of Vant City. To cow the populace into
submission. They failed miserably. Fury and rage gripped the population.
This was the result of that fury. Dr. Vitrian Brunst is credited as the
lead designer. Her entire family had been in Vant when it was destroyed.
Her rage and fury, and the rage and fury of her planet was forged into
this weapon. She had been 187 when she died, after the execution of the
prince who had planned the attack. The nurses said she finally looked
peaceful as she drifted off.
Harrier Missiles
Main Launcher, Knockback 1, Loading
[10 Range, 3 Threat] [1d3 Explosive Damage + 1 Heat]
A weapon system that began it’s design slightly before the war, it was co-opted into the
most war minded mechs thanks to its practical applications.
Furious Loader
2 SP, Unique, Quick Action, 2 Heat, Limited 1
At the cost of 2 Heat, activate this system to reload a loading weapon.
Rather than typical and safer methods of loading weapons faster, the designers of this
system decided to simply ignore safety protocols standard for the Union.
Outfitted with a standard auto-lock simple AI, the R290 is a rapid fire weapon
hand-crafted to make every shot count.
There is so much wasted energy from spent ammo. I think I have an idea though. What if we
evaporated the casing?
The SKLL Missile System was designed to give a pilot options when at long range. Rather
than just providing focused fire, the Annihilation Mode gives it the versatility to apply
to many engagements across the theatre of war.
ARES-Class NHP
3 SP, AI, Unique
Gain the AI property and the Dance of Wind and War protocol.
An NHP grown on one thing, war. The nobility and horror, the tragedy and glory. It is all
the entity knows and understands when its casket is inserted into a mech. Still though,
many pilots report on its poetic nature, and how it truly makes them feel like they
matter. We recommend recycling often. It has a habit of tricking its owners into falling
in love if left alone.
HOMELAND
MOUNTS Reaction, 1/round
CAMOUFLAGE PLATING
2 SP, Unique, Quick Action
After this system is activated, the mech is automatically hidden while adjacent to soft or hard cover, even while
in line of sight. This effect ends at the start of your next turn.
“We cracked how the Partisans did it sir.”
“What do you mean?”
“Captain Caius, he took their base. He sent over a bunch of schematics.”
“That was a week ago.”
“Yes sir. It took us a while to figure out how they got that camo. Sir, we can make it
better.”
-Conversation between Major Vern and Sergeant Carson.
BARBED FENCING
1 SP, Deployable, Limited 2
Create a Line 3 area of difficult terrain with the following stats, 5 EVASIONand 10 HP, that operate as soft
cover. When a mech moves through it or starts its turn in the area, it takes 1 Kinetic damage and must pass an
Agility save or become slowed until the start of their next turn. If they are already slowed, they become
immobilized until the start of their next turn.
A simple principle. One that has been used since time immemorial. Sharp things of
sufficient mass and tensile strength will gunk up any system, no matter how great. The
fact that they’re sharp just helps the matter.
SILENCED FURY
3 SP, Unique, Mod, 2 Heat, Limited 3
Choose 1 Ranged weapon. You may choose to fire this weapon while Hidden without breaking Hidden status.
If you choose to do this, the weapon’s damage is reduced by 2, its range is reduced by 5, and you immediately
take 2 heat before firing.
The principal is sound, boy. All the energy that the gun makes goes off, but the mech
takes that energy. Masks the location of the sound. No different from any other silencer,
just be careful. Guns that big aren’t made to be quiet. Might burn you up if you ain’t
careful.
LICENSE III: PROTECTIVE FLAGS, MARK-4 EAGLE RIFLE
PROTECTIVE BANNER
2 SP, Quick Tech
Gain the following Bolster options:
Through the Night: The target generates a Burst 2 zone of soft cover for itself and all characters at least
partially within the zone, and clears 2 Heat. This zone lasts until the end of the characters next turn, following
them as they move.
Red Glare: The target gains +1 Accuracy when attacking from cover, and increases the difficulty imposed by
cover by +1, to a maximum of 3 Difficulty,
Zandelhar cannot afford to lose another battle like that. Ozeater has too many people for
us to continue fighting if we do. Sir, I have an idea. Please, review these details. I
think I have a way to help our men in the front lines survive. This email is being sent
outside the chain, I know. But my Captain won’t listen to any ideas from a peasant.
-Email from Sergeant Carson to Major Vern.
A high power long range Mech sized sniper rifle designed by the ZRF based on an
experimental rifle found in Ozeater Partisan hands. ZRF had a field day modifying it to
work on a Mech scale.
LICENSE I: HARRIER MISSILES, FURIOUS LOADER
Harrier Missiles
Main Launcher, Knockback 1, Loading
[10 Range, 3 Threat] [1d3 Explosive Damage + 1 Heat]
A weapon system that began it’s design slightly before the war, it was co-opted into the
most war minded mechs thanks to its practical applications.
Furious Loader
2 SP, Unique, Quick Action, 2 Heat, Limited 1
At the cost of 2 Heat, activate this system to reload a loading weapon.
Rather than typical and safer methods of loading weapons faster, the designers of this
system decided to simply ignore safety protocols standard for the Union.
Outfitted with a standard auto-lock simple AI, the R290 is a rapid fire weapon
hand-crafted to make every shot count.
There is so much wasted energy from spent ammo. I think I have an idea though. What if we
evaporated the casing?
The SKLL Missile System was designed to give a pilot options when at long range. Rather
than just providing focused fire, the Annihilation Mode gives it the versatility to apply
to many engagements across the theatre of war.
ARES-Class NHP
3 SP, AI, Unique
Gain the AI property and the Dance of Wind and War protocol.
An NHP grown on one thing, war. The nobility and horror, the tragedy and glory. It is all
the entity knows and understands when its casket is inserted into a mech. Still though,
many pilots report on its poetic nature, and how it truly makes them feel like they
matter. We recommend recycling often. It has a habit of tricking its owners into falling
in love if left alone.