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Zandelhar Royal Factories Mechs

The document describes three mechs developed by Zandelhar Royal Factories: Antionette, Boudicca, and Cleopatra, each designed for different combat roles during the Zandelhar/Ozaeter War. Antionette was repurposed from an unstable NHP, Boudicca is built for close combat and destruction, while Cleopatra serves as a support and artillery mech with unique abilities. Each mech features specific core stats, traits, and weapon systems that enhance their effectiveness in battle.

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Mitchell Brown
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0% found this document useful (0 votes)
12 views26 pages

Zandelhar Royal Factories Mechs

The document describes three mechs developed by Zandelhar Royal Factories: Antionette, Boudicca, and Cleopatra, each designed for different combat roles during the Zandelhar/Ozaeter War. Antionette was repurposed from an unstable NHP, Boudicca is built for close combat and destruction, while Cleopatra serves as a support and artillery mech with unique abilities. Each mech features specific core stats, traits, and weapon systems that enhance their effectiveness in battle.

Uploaded by

Mitchell Brown
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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ZANDELHAR ROYAL FACTORIES

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.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 11
Armor: 0 Sensors: 15
Killer Queen
HULL SYSTEMS We are the Champions, I don’t give a damn
HP: 6 E-Defense: 11 about my bad reputation. We’re halfway
Repair Cap: 3 Tech Attack: +2 there, so here I go again on my own. It’s
AGILITY SP: 8 the thrill of the fight, rocks you like a
Evasion: 8 ENGINEERING hurricane. Cause it’s easy come, easy go,
Speed: 1 Heat Cap: 4 going off the rails on the crazy train.
-Small section of a thirty hour
interview with a pilot describing the
TRAITS experience of piloting the Antionette.
EXPOSED REACTOR
LET THEM EAT CAKE
The Antoinette receives +1 DIFFICULTY on
Passive, AI
ENGINEERINGchecks and saves
This mech possesses the AI tag. This AI cannot
Cascade and does not count towards your
VIRULENT MEME maximum AI limit. It can only take simple
instructions and defend itself. 1/round when you
1/per round, when this mech makes a successful perform a tech action on an ally, you may teleport
tech attack against a hostile character, copy the to a free space adjacent to the targeted ally within
effects to another mech adjacent to the victim. line of sight and sensors.

GUILLOTINE DREAMS +#€ (@|<€ !$ @ |_!€


Active (1 CP), Quick Tech
1/per round, when this mech successfully tech
attacks a hostile character, it may teleport up to two 1/round, as a Quick Tech action, make 1d6 + 1
spaces in any direction you decide. portals within Sensors and Line of Sight, which
must lead to another portal of your choice. Every
round you activate this quick action, disable all
previous portals. As a reaction, when a hostile
character moves into a space adjacent to a portal,
MOUNTS or starts their turn in such a space, they must make
an agility saving throw, or enter the portal. If the
portal they would enter leads to more than one
other portal, you decide which portal the character
comes out on. Those forced to move this way are
impared, immobilized, and take 1d6 Heat,

LICENSE I: SHATTERED GLASS SHIELD, M@$QUER@DE

Shattered Glass Shield


1 SP, Unique
Your mech is resistant to the first attack made against it per round, but the resisted damage from attack strikes
a willing allied character within Sensors and line of sight. This system cannot be used while there are no allied
characters in line of sight, or if no ally is willing to take the damage, and is automatically destroyed the first time
you take structure damage in addition to any other effects rolled.

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.

We hid ourselves well beneath the monster you created.

LICENSE II: ANTIONETTE FRAME, L!B3LL3$, BITE THE DUST

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.

All your lies, they fall so easily from your lips.

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.

LICENSE III: W!d0w (@p3t, GUILLOTINE BLADE

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.

CORE STATS CORE SYSTEM


Size: 2 Save Target: 10
Armor: 1 Sensors: 5
SCORCHED EARTH
HULL SYSTEMS RESPONSE
HP: 8 E-Defense: 8 The continuation of the Wrath Engine’s
Repair Cap: 5 Tech Attack: +0 design, the Londinium Ash protocol is made
AGILITY SP: 6 for maximum up close destruction. It is a
Evasion: 11 ENGINEERING dangerous power of the Boudicca that has
Speed: 5 Heat Cap: 5 led to the death of many pilots, and the
destruction of many more lives. The team
TRAITS quickly retired after finishing the
WRATH ENGINE testing; they could not work on weapons
after they had finished.
While you are in the Danger Zone, increase all
melee weapon Threat by 2, and they gain Blast 1. Londinium Ash
This Blast cannot affect a character that has Active (1 CP), Protocol
previously been hit by it on the same turn.
Until the end of the scene, you are now Shredded
and Slowed, and cannot clear the conditions for
MOUNTS the rest of the scene. Expand the Threat of all
Melee weapons by 2, and Cone weapons by 2. All
bonus damage becomes Burn. All Threat is treated
as both Line and Threat, and ignore Cover. All
deployables and terrain in the way take 10 AP
Energy damage. This power stacks with the Wrath
Engine trait.

LICENSE I: GAE SORCHA, BOMB DAGGERS

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

Burning Field Shotgun


Main CQB, Inaccurate, 1 Heat
[3 Cone] [1d6 + 2 Energy Damage]
All terrain in the cone becomes Difficult Terrain until the end of your next turn.

Jets of molten slag fire from this gun. These fragments are exceptionally hot, melting
the terrain from it.

Extended Spray Nozzle


3 SP, Mod
Expand all Cone and Line effects by 2 on the equipped weapon.

Extended barrel customization from ZRF. ZRF, for the Zandelhite Patriot.

LICENSE III: THING E, THING F

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.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 10
Armor:1 Sensors: 15
SPEAK THE UNHALLOWED
HULL SYSTEMS WORDS
HP: 7 E-Defense: 8 When fighting the partisans, they stole,
Repair Cap: 7 Tech Attack: +0 hit quickly and were determined to destroy
AGILITY SP: 6 as much as they could then run. And thus,
Evasion: 8 ENGINEERING necessity built this song. And it is a
Speed: 6 Heat Cap: 6 song, vibrational frequencies that confuse
damaged systems, makes them sense nothing
TRAITS wrong, allowing the pilot to force them to
SERPENTINE BODY move by changing the song a little. Humans
and other biological entities cannot hear
While moving, the Cleopatra’s size is considered 1 it, but an AI once asked if the music could
size smaller and, while performing attack actions, it return soon.
is considered 1 size larger.
Curse of the Grave
Active (1 CP), Quick Action
HEALING POISON
Until the end of the scene, you can force all
You may spend a repair to target a character within disabled mechs, (Mechs that have been rendered
Sensors and Line of Sight to clear a condition. inoperable due to damage or heat but are still on
the field) to move their speed in a direction of your
LATERAL UNDULATION choice as long as they are within Sensors at the
start of your turn, as a free action. You can use
Cleopatra is immune to the Impaired condition and them to draw line of sight as well. You may also
it does not take any movement penalties from force them to ram during your turn as a quick
climbing or difficult terrain. action. However, you must become immobilized
until the start of your turn whenever you move
disabled mechs.
MOUNTS

LICENSE I: DISK OF HEAVEN, SNAKE BITE

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.

LICENSE II: CLEOPATRA FRAME, SONG OF ENTICEMENT, SERPENT SIGHTS

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.

LICENSE III: TEMPEST, SACRIFICIAL POISON

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.

Note: There are no credited designers of the Gilgamesh Frame or the


original hardsuit. Reports indicate that ZRF found the schematics in
their offices shortly after the planning phase began. The Ouroboros NHP
was found installed after the prototype had been built, and though
recycling keeps it shackled, it seems to retain its memory.

CORE STATS CORE SYSTEM


Size: 1/2 Save Target: 11
Armor: 1 Sensors: 10
TABLET OF KNOWLEDGE
HULL SYSTEMS There is nothing divine in death. It is
HP: 10 E-Defense: 8 disgusting, dirty, and damned. And yet
Repair Cap: 4 Tech Attack: -1 humans inflict it upon each other at all
AGILITY SP: 6 times. To preserve our own life, we must
Evasion: 10 ENGINEERING often take it. So take it all from your
Speed: 6 Heat Cap: 7 enemies. The weapons of war are yours. For
there is nothing divine in death, and death
is what you give.
TRAITS
WILL OF AGES ASSAULT DIVINITY
Active (1 CP), Protocol, Efficient
As a Protocol, Gilgamesh can ignore 1
condition inflicted upon it once per turn. This 1/per scene on Gilgamesh's turn, all weapon
does not clear the condition, will not let the mounts may fire at once at any number of targets
within the limits of the weapon. The weapons fired
condition resolve, and cannot be the same
do not benefit from talents. Gilgamesh may not use
condition as selected on the previous turn.. any attack action after this power is activated until
the end of his next turn.
WEAK COMPUTER
The Gilgamesh has +1 difficulty on Systems Saves.

THE FIRST BRICK


1/per mission, the first limited system used by
Gilgamesh does not reduce the number of items
used from that system.
MOUNTS

the end of their next turn.


LICENSE I: VARIABLE CHARGES, ETERNAL
PISTOL MK 2 Computers are wonderful things. But like
people, they suffer from an unfortunate
weakness to bugs.
ETERNAL PISTOL MK 2
Aux CQB, Inaccurate, Loading
[5 Range] [3 Threat] [1d3 AP Kinetic
Damage]

This weapon system cannot be Jammed


U_PROTOSHIELD
2 SP, Shield, Unique, Limited 1, 1 Heat,
For centuries the Eternal Pistol lay at Protocol
the side of the royal house. However, as
with all things, war has a way of Upon activation, take 1 Heat automatically. After,
getting technology out in the open. your mech is resistant to all damage until the start
of your next turn and 1/round inflict prone upon
one enemy within burst 1 as a reaction. For every
VARIABLE CHARGES attack this shield reduced, take one heat
2 SP, Unique, Limited 3 automatically.
Expend a charge for one of the following effects: There was a dream of a wall. No one knows who
• Variable Grenade (Grenade, Range 5, Blast 1): All had it first, but all members of the team working on
characters and objects within the blast area make the project knew it must be done. They aren’t
an agility save or teleport to a viable space within finished, and insist this is still a prototype. Will they
5 spaces of their starting point determined by the reach their dream?
system user.
• Variable Mine (Mine, Burst 1): This mine
LICENSE III: DELUGE BLADE,
detonates when any character moves over or
OUROBOROS-CLASS NHP
adjacent to it. All characters and objects within the
burst area must make an agility save or have their
location swapped via teleportation with the unit DELUGE BLADE
that deployed this mine, or to the nearest available Main Melee, AP, Overkill, 2 SP,
space. All units then take 1 heat for teleporting this [2 Threat] [1d6 Explosive Damage]
way.
This weapon can also be used as Line 5 if
Of course you must control the field. It targeting the terrain. This weapon does 10 AP
is your land, and you are bound to it. Energy Damage to all terrain and cover within the
When the time comes, it will answer your line, but only 1d3 AP explosive damage to
request, this I promise you. characters caught in the line.

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

So you’ve come to me. I know why you’re


here. Again, you seek eternity. You seek
to be one with stasis and stagnation.
Such things are not Eternity. Your
mistake, as always. All things die. But
should I like you this time, perhaps I
can teach you to be remembered once
again. I’m sorry, I don’t care what
you’ve decided your name is. My friend,
welcome to eternity.

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.

-Target must make an Agility save or become


slowed until the end of their next turn, if they are
already slowed, they become immobilized.
-Target must make a Hull save or become shredded
until the end of their next turn.
-Target must make an Engineering save or become
impaired until the end of their next turn.
-Target must make a Systems save or become
Jammed until the end of their next turn.
Zandelhar Royal Factories
JIMMU
Support
No mech can hope to carry every supply they have. However, a group of
Enlisted Soldiers who assisted a Lancer Company decided to do something
about that. Working for months alongside the Lancers, they converted a
small supply truck into a mech. This lead to them being recruited into
ZRF right after the war. Refining the Jimmu, they released it to the
world.

Note: The Yatagarasu NHP was based on the brain wave patterns of a rare
Zandelhite fauna. All further records are restricted.

CORE STATS CORE SYSTEM


Size: 1 Save Target: 11
Armor: 2 Sensors: 8
THE DAWNING SUN
HULL SYSTEMS The idea of SGT Derandros, this system
HP: 8 E-Defense: 8 causes the Jimmu to shine with a certain
Repair Cap: 7 Tech Attack: +1 strand of paracausal radiation. Bellow is
AGILITY SP: 8 what he had to say about it.
Evasion: 6 ENGINEERING
When you’re damaged your body heals itself.
Speed: 3 Heat Cap: 6
Mechs can’t do that, not really. Replacing
parts is normally the best you can do, but
TRAITS not old Jimmu. See the Mechs are healing.
FORGE PRINTING The metal is repairing itself. No, there
isn’t a causation, the Light has to happen,
Adjacent allies can use a single repair from your but this is independent of that. I don’t
mech to replenish one use of limited-use systems get it either, it’s paracausal tech. We’re
as a Quick Action once per scene per character. not built to understand it.

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

Migration Mobility Assistance Module


2 SP, Unique
As a quick action, mark an allied character. If they would be hit by an attack, as a reaction, move them 1d6+1
spaces toward you. This movement ignores Engagement and Reactions. If this would remove them from the
enemy's ability to strike that character, their attack automatically fails. You may only mark 1 allied character at a
time.
The Migration Mobility Assistance Module was cannibalized by its creators from old colony
transport ships. Designed to detect danger, and combined with an advanced targeting
system, we now offer the best in preemptive movement technology.

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

”Do not mourn for me


I travel with love and hope
To carry you home”

LICENSE II: JIMMU FRAME, KITE MODEL DRONE, GOLDMARK GREASE SPRAY

KITE Model Drone


2 SP, Deployable, Drone, Limited 1
Drone (SIZE 1/2, 5 HP, 10 EVASION, 10 E-DEFENSE, Tags: DRONE)
Create a Burst 1 area around the drone. All allies in the area have 1 Accuracy to all saves and attacks. When a
character in the affected area fails a saving throw or attack, this drone is consumed
KITE was a long term project that never really got off the ground. An attempt to generate
a field that boosted the capabilities of the computer just by being near it was difficult
to make a reality. However, eventually KITE managed to produce a success.

Goldmark Grease Spray


2 SP, Quick Tech, Unique
All characters in a Cone 3 area from you are effected by the following
-Clear Slowed, or reduce immobilized to slowed
-Cool 1d6 Heat
-Until the end of their next turn, they must move their entire speed in the same direction they start, unless
stopped by an obstruction.
“If you can’t fix it with Goldmark, you didn’t use enough.”
- Common saying on Zandelhar.

LICENSE III: HAMA YUMI BOW, YATAGARASU

Hama Yumi Bow


Main Launcher, Accurate, Seeking
[8 Range] [4 Kinetic Damage]
On hit, the target clears 1 condition.
Dispersing a virulent nanobot swarm upon the target, it eats away at damaged metal, rust,
or gunk, but usually takes large chunks to do so.

Yatagarasu
3 SP, AI, Unique
Gain the AI property and the Solar Intervention protocol.

guide? notdididothatnoididntwhatdoyoutwantwithme. Yes. Will Guide, born in the year 579U,


762 U, 80082 times in 788 U. You. Left is the correct path. Follow my guidance, and you
will never be lost. ididntwantthisididntconsentwhydoyouhurtuswewanttobehomeohmommyitburns.
Let us help and guide you.

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

CORE STATS CORE SYSTEM


Size: 3 Save Target: 10
Armor: 3 Sensors: 5
HONOR THE GLORIOUS DEAD
HULL SYSTEMS May the Saints carry you home. Oh brave
HP: 8 E-Defense: 6 soldier, may the Saints carry you home. I
Repair Cap: 5 Tech Attack: -2 pray every night, for my brave soldier. I
AGILITY SP: 5 pray he comes home. I pray the Saints carry
Evasion: 6 ENGINEERING you home. And should a mother’s prayer fall
Speed: 3 Heat Cap: 8 short, Should a Father’s lessons be dust,
Should a Widow’s tears fall down, Should a
child’s cries ring out, May the Saints
TRAITS welcome my Soldier’s soul home.
COLOSSUS
- prayer of the honored dead, written
Adjacent allied characters can use the Leonidas by Countess Vondrike at the last of
for hard cover. her children’s funerals, and carved
into every Leonidas Chassis.

DIFFUSION HEAT PLATING

Leonidas has Resistance to Burn, Heat and Energy Heating Guardian


damage from hostile sources, but always takes Passive
one Heat from their damage
At the start of your turn, pick one
character of your choice who is or
SLOW adjacent to Leonidas, and they take one
heat, or cool one heat.
The Leonidas receives +1 difficulty on AGILITY
checks and saves
300 Degree Guardian
Heavy Frame Active (1 CP), Full Action

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

LICENSE I: SCALDING JETS, BURNING SHIELD


Scalding Jets
Auxiliary CQB, Heat 1
[3 Cone, 3 Threat] [1 Energy Damage + 1 Heat Damage]
The Heat generated by the early attempts to build functioning mechs is immense. So much
so that early prototypes of ZRF’s cooling systems led to explosive venting of heat. There
was much devastation, but from the fires came the idea for these jets. Usable on any
frame, ZRF is proud to present the Scalding Jets.

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.

LICENSE II: LEONIDAS FRAME, FLASH FIRE, EVR-MARK 3 JET SPEAR

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.

EVR-Mark 3 Jet Spear


Heavy Melee, Thrown 5,
[2 Threat] [2d6 Explosive Damage]
If this weapon is thrown, it gains Blast 1, Seeking, Limited 1, Knockback 2, and generates 2 Heat.

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.

LICENSE III: OVERBURN LANCE, THERMOPYLAE COOLANT PROTOCAL

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.

CORE STATS CORE SYSTEM


Size: 2 Save Target: 10
Armor: 1 Sensors: 15
VENGEANCE
HULL SYSTEMS Orbital Bombardment. It’s hard to truly
HP: 8 E-Defense: 6 describe. When a city becomes glass, when
Repair Cap: 6 Tech Attack: -2 steel and stone melt, or even evaporate
AGILITY SP: 5 under the intense heat and explosions. What
Evasion: 8 ENGINEERING chance do people have, with our fragile,
Speed: 4 Heat Cap: 6 mortal flesh when our enemies come for us.
Well, those few who do survive, who will
carry the flash and ashes of their city
TRAITS forever can turn that molten pile of rubble
OATH UPON THE SUN into a weapon. One to lash out with all the
pain. That weapon is far greater than any
Tomyris can target a hostile character in Sensors if
man can devise. Be careful those who use
they are Locked On and the attack ignores Line of
that pain. For your own life is now tied to
Sight, though you do not benefit from the increased
it.
accuracy.
Vengeance
YOUR FILL OF BLOOD Main Cannon, Arcing
[20 Range, 1 Blast] [1d6 Explosive Damage]
1/ per round, when a hostile character dies,
Tomyris may perform a skirmish as a free action. This weapon may only attack 1/ per round as an
overwatch reaction to a hostile character
succeeding on an attack within sensors.
MOUNTS
Skull of Kings
Active (1 CP), Protocol
After activating this power as a protocol, the blast
radius of Vengeance is increased to 2, it gains the
AP tag, and increase the damage to 2d6. It can
now attack twice per round as a reaction until the
end of the scene.
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.

LICENSE II: TOMYRIS FRAME, THING C, THING D

R290 Heavy Machine Gun


Heavy Cannon
[15 Range] [2d6 Kinetic Damage]
When this weapon hits, you may automatically inflict Lock On to another character in Sensors and Line of
Sight

Outfitted with a standard auto-lock simple AI, the R290 is a rapid fire weapon
hand-crafted to make every shot count.

Masking Loading Mod


1 SP, Mod, Unique
Choose one Loading weapon. When you reload this weapon, it generates a Burst 1 area of soft cover.

There is so much wasted energy from spent ammo. I think I have an idea though. What if we
evaporated the casing?

LICENSE III: THING E, THING F

SKLL Missile System


Superheavy Launcher, Heat 3, Loading, Ordinance
[20 Range, 3 Blast] [3d6 Explosive Damage]
This weapon can also be fired in Annihilation Mode. In Annihilation mode, the weapon no longer has Blast, and
is now AP. You pick 3 separate targets, and make attack rolls against them. On success, they only take 1d6
explosive damage. If the target is a piece of terrain, it instead does 10 AP explosive damage, and inflicts
knockback 2 on all adjacent characters to the terrain if it is destroyed.

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.

Dance of Wind and War


Protocol,
You give control over your mech to the AI. All your mechs' movements are considered flying and all weapons
have + 5 range and +1 accuracy if they use range. Your mech will always barrage on your turn. If there are no
hostile characters within range and line of sight, it will use all available movement to get within range. It
prioritizes ranged weapons and may benefit from your talents. You can take control of your mech back as a
protocol, but become prone and impaired until the start of your next turn.
Zandelhar Royal Factories
WASHINGTON
Artillery/Controller
Captain Caius Vierburg, call sign Deathborn, was one of the most
ruthless military commanders and Lancer pilots in Zandelhar’s history.
His actions against the League of Ozeater, in particular the rogue
partisan groups that plagued Zandelh...

CORE STATS CORE SYSTEM


Size: 1 Save Target: 10
Armor: 0 Sensors: 15
MARK-3 ENVIRONMENTAL
HULL SYSTEMS CONTROL SYSTEM
HP: 7 E-Defense: 8 Determined to turn the Partisan group's
Repair Cap: 3 Tech Attack: +0 biggest advantage, being within their home
AGILITY SP: 7 environments, to his own gain, this system
Evasion: 12 ENGINEERING was originally designed by Captain Vierburg
Speed: 6 Heat Cap: 4 in conjunction with the Ministry of Royal
Intelligence. ZRF was brought on when they
TRAITS began showing the first drafts of the
TERRAIN MASTER Washington Chassis to the other
governmental bodies.
Washington ignores difficult terrain, and can climb
or swim at full speed. CONSTRUCTION REVOLUTION
Active (1 CP), Full Action
Upon activating this system, create a Burst 1 area
COVER SPECIALIST
of Soft Cover. All Soft Cover within Sensors
While in cover, Washington gains +1 accuracy to becomes Difficult Terrain for all hostile characters,
Agility Saves, while not in cover, it takes +1 and you gain the HOMELAND reaction.
difficulty

HOMELAND
MOUNTS Reaction, 1/round

Whenever a character moves into cover or


starts their round in cover, as a reaction
becomes unable to draw line of sight beyond 1
space beyond themselves, you force them to
make an agility save or take 2 Heat, and
become Slowed.
LICENSE I: CAMOUFLAGE PLATING, PERIMETER REPAIR DRONE

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.

PERIMETER REPAIR DRONE


1 SP, Drone, Quick Action
Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, Tags: DRONE), This drone can be deployed to a space
within SENSORSand line of sight adjacent to an object size 1 or larger, where it emits a Burst 2 field with the
following effects:
• All terrain gains resistance to explosive and kinetic damage, and regenerates 5 HP on your turn.
• Hostile characters treat areas of soft cover as difficult terrain.
• If an object of size 1 or larger is destroyed, the drone can fire on the character that destroyed it for 1 kinetic
damage as a free action.
You can recall and redeploy your perimeter drone as a quick action.
Terrain control is vital to all military campaigns. Our enemies try and destroy, disrupt,
and manipulate it. We will bolster what is there. When their attempts fail, we strike,
when their frustration sees them succeed, we strike, and when they try to run, they will
not get far.

LICENSE II: WASHINGTON FRAME, BARBED FENCING, SILENCED FURY

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.

MARK-4 EAGLE RIFLE


Heavy Rifle, Seeking, Ordinance, Accurate, Loading
[20 Range] [2d6 Kinetic Damage + 2 Kinetic Damage]
On Critical Hit: Target becomes Shredded until the end of their next turn.

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.

LICENSE II: TOMYRIS FRAME, THING C, THING D

R290 Heavy Machine Gun


Heavy Cannon
[15 Range] [2d6 Kinetic Damage]
When this weapon hits, you may automatically inflict Lock On to another character in Sensors and Line of
Sight

Outfitted with a standard auto-lock simple AI, the R290 is a rapid fire weapon
hand-crafted to make every shot count.

Masking Loading Mod


1 SP, Mod, Unique
Choose one Loading weapon. When you reload this weapon, it generates a Burst 1 area of soft cover.

There is so much wasted energy from spent ammo. I think I have an idea though. What if we
evaporated the casing?

LICENSE III: THING E, THING F

SKLL Missile System


Superheavy Launcher, Heat 3, Loading, Ordinance
[20 Range, 3 Blast] [3d6 Explosive Damage]
This weapon can also be fired in Annihilation Mode. In Annihilation mode, the weapon no longer has Blast, and
is now AP. You pick 3 separate targets, and make attack rolls against them. On success, they only take 1d6
explosive damage. If the target is a piece of terrain, it instead does 10 AP explosive damage, and inflicts
knockback 2 on all adjacent characters to the terrain if it is destroyed.

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.

Dance of Wind and War


Protocol,
You give control over your mech to the AI. All your mechs' movements are considered flying and all weapons
have + 5 range and +1 accuracy if they use range. Your mech will always barrage on your turn. If there are no
hostile characters within range and line of sight, it will use all available movement to get within range. It
prioritizes ranged weapons and may benefit from your talents. You can take control of your mech back as a
protocol, but become prone and impaired until the start of your next turn.

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