Field Guide to Iridia Demo Version v0.10.0 - Prerelease Field Guide to Iridia Written by Miss DataNinja Contributions by Bowyer, Breakthelevee, Ru, and Dieselle Art by Spiral_Joe Lancer Core Rulebook by Miguel Lopez and Tom Bloom Special Thanks to Breakthelevee, the first Luminary Knight, for constantly inspiring me to do more... even when I might not have wanted to. Also for being the first to jump at playtesting. And, yes, this Field Guide existing is proof that you won. Dieselle, for letting me use some of her ideas, and for always being enthusiastic about playing in my games. It means a lot to have people willing to engage with things and just let me hash them out. Ru, the original Narcissus (her words, not mine!), for pushing the testing of things to the limit. You made me have to nerf Sympathetic Twinning something like five times, but it was worth it. Even if you did play every frame like a Defender. Except for the actual Defenders. …I’ll never understand that. Bowyer, for being willing to test things out even when they may have been totally broken, and for humouring my design visions. I didn’t expect I’d feel so glad for frames being played the way I’d intended them to. The crew of the original Iridia game, who helped shape the backstory of this mess, and who gave me the impetus to polish it up into something vaguely readable. I’m glad you jumped at the opportunity to play the ‘antagonists’, you gave me an unforgettable time. A great many people in the Lancer Homebrew community (and beyond) for all of their, well, everything. Looking over everything to help me hash out mechanics - as well as just general support - is much appreciated. Disclaimer The Field Guide to Iridia is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press. The Field Guide to Iridia is published via the Lancer Third Party License. Lancer is copyright Massif Press [2] TABLE OF CONTENTS Table of Contents................................3 Mechanical Primer.............................. 4 New Downtime Action......................... 5 New Pilot Gear.................................... 6 New Talents........................................ 8 New GMS Core Bonuses.................. 10 Exotic Gear....................................... 11 Iridia Demonworks............................ 14 Core Bonuses.......................... 17 Ananke..................................... 18 Artemis..................................... 23 Astraea.....................................27 Astraea Mk. II "Dragon"............30 Enyo......................................... 35 Enyo Mk. II "Wrathborn"...........38 Epione...................................... 43 Ersa..........................................48 Ersa Mk. II "Sanctifier"............. 51 Hecate......................................56 Hemera.................................... 60 Hera......................................... 64 Iris............................................ 68 Iris Mk. II "Locus"..................... 71 Nemesis................................... 76 Nemesis Mk. I "Champion"...... 79 Nyx........................................... 83 Selene...................................... 86 Persephone..............................91 Psyche..................................... 95 Psyche Mk. II "Forsaken"......... 98 New Big Four Frames..................... 103 IPS-N Silver............................104 SSC Luna..............................108 HORUS Phane.......................112 HA Castilla............................. 117 [3] MECHANICAL PRIMER A Note on Compatibility Reference Notes With the scope of this book, there's only so much that could be tested for a high degree of compatibility. And as more first-party content releases, there's a lot more interactions that you need to worry about. Exotic Gear (Tag): The Field Guide to Iridia is tested to be compatible with the Lancer Core book, The Long Rim supplement, and the non-Exotic parts of No Room For A Wallflower: Act 1. If it is destroyed or damaged, it can be repaired or reprinted as any other gear with no penalty. Exotic gear can only be installed or removed during a Full Repair, like any other gear. It is incompatible with Dustgrave and A Siren's Song, A Mountain's Remorse. Any interactions with either supplement's mechanics are at one's own risk. Characters may install up to two pieces of gear with the Exotic Gear tag at a time, but can own any number of pieces with the tag. First party products other than those listed may end up with interactions that are unintendedly powerful, so caution and GM judgement should be used. Intangible characters can move through obstructions such as characters or terrain but not end their turns in them. They, their actions, and any effects they own or control can only affect other Intangible characters and objects. Tangible characters can move through Intangible characters and objects but not end their turns inside their spaces and can’t affect them in anyway. Intangible characters cannot capture points or count for zones (for sitreps) and don’t count as adjacent to tangible characters. Lancer is a complicated game, with a lot of moving parts. And the more additional mechanics that you add, the more likelihood that things will break. Use of this book with other third-party products is also cautioned, as many unintended interactions may occur. GM-side tools are less likely to be problematic when used in conjunction with other third-party products, but it's always important to look over things with a critical eye. The following are terms that are not defined in the Core book, but are used frequently, so are reprinted, with permission, for ease of access: Once acquired, this system becomes a permanent part of the character, but does not increase their LL or count as a license rank for the purposes of gaining core bonuses. Intangible (Status): Effects that are already active on a character when they become Intangible, such as statuses, remain active, but effects that require an ongoing interaction between two characters or objects (like traps or force fields) end. If a mech becomes Intangible, its pilot remains Intangible for the same duration. [4] NEW DOWNTIME ACTION On Iridia, religion and faith form a large part of the structure of society. To many, it’s much more than a service - it’s a way of gaining guidance and support in uncertain times. It’s common for the Iridian people to look for guidance when they’re having rough points in their lives, and church is an obvious place to do it. While there are the obvious figures of Hestia and more recently - the Silver Lady, that may be sought for answers, and sometimes people may have dreams that seem to answer their questions, more often than not it’s the community who will help. Whether a priest might provide some guidance, a community member may have been in that situation before, or something else, it’s a common Iridian belief that answers can be found in the temples. Even if the solutions may not be directly from the divine, they have guided it so you met who you needed to. This isn’t unique to Iridia either. To many, they believe answers can be found simply by asking the right way. Though, those answers may not always be what you’re looking for. Partake in Liturgy When you Partake in Liturgy, you participate in a religious ritual with fellow believers, confide in a holy person, or simply enter a meditative state to try to commune with the divine. Whatever it involves, you’re trying to gain help with a problem that seems difficult to surmount or answer alone. State a problem that you have without a clear answer, and roll: On a 20+, you are given insight into your problem, which may come in the form of a dream, a fortunate stumbling on something, a helpful person, or something else; the GM gives you guidance on how to get what you want, and you choose a Reserve that will help. On a 10-19, you are given insight as per a roll of 20+, but choose one: • The answer is selfish. The path you seek is some kind of blasphemy, or at least sacrilegious, and will likely upset fellow believers. The next time you roll a 10-19 on this action, treat it as a 9 or less instead, unless you make amends before then. • The answer is not what you wanted. While you may have thought you needed something, the truth is otherwise. You are instead given a Reserve of the GM’s choice, as well as insight as to why that is what you need, as opposed to what you wanted. On a 9 or less, it is clear to you that the divine works in mysterious ways, or is perhaps displeased. In order to receive an answer, you must make some sacrifice - whether that’s something physical, some strongly held aspect of yourself, a relationship, deeply held feelings, or something else important to you. If you do so, treat this result as if you had rolled a 10-19. [5] NEW PILOT GEAR These pieces of gear are some of the more unusual that can be found around Iridia, and can be taken by pilots to give them some Iridian flair. Fluxdagger Crafted from the same material as used in the Hemera’s Reality Cutter, the Fluxdagger is not quite properly real. It doesn’t cut through matter so much as matter moves aside for it... after which the blade invariably shatters into tiny shards from the effort. A moment’s concentration can will the destruction to be undone, however - the blade’s personal time reversing to become whole once more. This Melee Pilot weapon is 1. It deals 2 hit, and has the AP and Loading tags. on a Luminary Bracer Gear This golden bracer is able to be attuned to a small object - one that can be comfortably held in one hand, like a weapon or a keycard - over the course of ten or so minutes. With a gesture, the object is able to instantaneously appear in the wearer’s hand in a burst of light, so long as it’s somewhere within 30m of the wearer. Lunar Ichor Gear A unique, silvery wine from the Crystalline Vineyards of House Sommelier, it’s an important facet of many Iridian celebrations - especially those regarding bonds with friends and family. While its taste is fairly mild, those who drink from the same bottle find that they share a light empathic connection for a time, able to feel the others’ emotions. It does cause a rather harsh hangover, though. Silver Veil Gear A vestment originating with Disciples of the Silver Lady, this shimmering silver cloak makes the wearer nearly invisible to biological and technological observation in indirect light, such as moonlight. In bright light, it instead becomes blinding, dazzling observers - including electronic eyes. In complete darkness, the wearer seems like they can slip through spaces that would be far too thin, perhaps even through the spaces around doors if they concentrate enough. [6] Soulgem Gear An almost weightless, translucent, multicoloured gemstone, peering through it appears to make the world seem faint and almost insubstantial. These gems were said to be a boon from Hestia, being discovered around Iridia ever since her awakening. What’s known for certain, though, is that they glow when in the presence of her, one of her angels, or one of her divine miracles. The Soulgem will glow if in proximity to NHPs or paracausal activity. The stronger the activity, the brighter the glow will be and the further from the source the glowing will begin. Vial of Memories Gear, Limited 2 A tiny sealed bottle of water from the Lake of Dreams, it seems to sparkle with a faint inner radiance if viewed from the right angle. Maybe. Many believe that it holds a glimmer of the Lake’s power and that it can give a faint nudge to a worthy asker, after which it stops shining for a time. Expend a charge outside of combat for the following effect: • Mnemosight: Concentrate on an inanimate object in front of you. Gain a faint impression from its recent past; for instance, vague inklings of the passcode on a keypad or faint features of a weapon’s last wielder. While this doesn’t give you perfect knowledge, it can help give you a place to start. Whisperstone Gear A fist sized chunk of rock taken from the Silent Mountains, the only thing unusual about it seems to be slightly rippling striations. It must be stored in a metal container to be transported safely, however; when not sealed off, it projects a bubble of distorted electromagnetics about 15m in radius. Only the strongest of signals can get in or out, and unprotected machinery can begin acting erratically. Pilots are best advised to not use inside their mech. NEW TAG: PET Pilot gear with this tag is a living creature. It has no stats and cannot contribute to mech combat. You can only have one pet present with you at a time, though may own any number of them. Dwarf Ephemeric Gear, Pet The smallest subspecies of the curious and energetic Epehemera, Dwarf Ephemera often get overshadowed (literally and metaphorically) by their larger, sleeker cousins. While this particular subspecies will never grow large enough to ride, they are highly intelligent, and can be trained to track, fetch small objects, or scout ahead. Ephemeric owners learn to always keep an eye out for anything suspicious, as the rainbow scales of the lizards refract light when seen from any angle other than head-on. And Ephemera are well aware of this, with tamed ones loving to startle their owners by jumping out randomly and asking for attention. Melp Gear, Pet Small, fluffy foxlike creatures, Melpin come in a variety of colours, and don’t seem to be wholly natural. They have a habit of shifting locations when they’re out of sight - even sometimes during a blink - and seem to get places where they really shouldn’t. In the wild, Melpin tend to be rather flighty and mischievous, toying around with people who come near; when one decides to adopt a person, it becomes ferociously loyal. While they’re rumoured to be able to talk, in actuality they just parrot back words that they hear. Every Melp has at least a few phrases that they love to use, and several more that are specifically to annoy their caretakers. Prismarach Gear, Pet Crystalline spiders that primarily live deep within the Silent Mountains, few have ever seen one. They communicate via a complex language of internal luminescence, akin to an internal aurora when they’re at their most emotional. Psylex Gear, Pet Resembling not much more than a cat-sized moth, these creatures adore people. They seem to be at least mildly empathic, and will flock to those who’re having difficult times and try to cheer them up - including, at times, bringing them small gifts of food or flowers. Tamed Psylex serve as a good warning system for if someone intends harm, as they generally scatter the instant that it seems like hostile emotions are going to fill the air. They’ll provide moral support, yes, but from a safe distance. Terala Gear, Pet These two-headed, feathered snakes can often be found hanging off trees and basking in the sunlight. It’s rumoured that their feathers are photosynthetic, and it’s true that even those who keep them as pets never seem to see them eat, despite their two heads. Terala are fiercely protective of those that they’ve grown close to, and they are quite willing to be uncharacteristically aggressive if their caretakers are threatened, lashing out with a shock generated from their bio-electric organ. Vorax Gear, Pet Fist-sized wasps with a lustrous black coating, wild Vorax migrate along Iridia’s temperate zones, pollinating plants as they go. Iridians have learned that they have rather insatiable sweet tooths, and - despite their large stingers - prefer not to be aggressive. So it’s not uncommon to see a small flock of them fluttering around a person who’s feeding them things like sweet berries, or even keeping them as pets to help pollinate gardens. If they feel threatened, though that’s fairly rare, they can inject the threat with a reasonably potent natural tranquilizer, helping the flock - or their owner - to escape. While the creatures are rather shy and reclusive, they can be tempted out of hiding via gently flickering light sources - what they consider a polite greeting. [7] NEW TALENTS Devout You hold in your heart a true belief. This could be in a higher power, but it may just be that you have unflinching confidence in your friends. Whatever the case, things just seem to turn out okay for you. Maybe there is something watching over you. Maybe there is a little magic in the air. Or maybe you just succeed because you’re convinced that there can be no failure. Rank 1: Fervent Belief Gain 3 Devotion Tokens. These can be spent 1/round as a free action in order to use one of the following on one ally within line of sight: • Invocation of Protection: The target gains 4 Overshield. Gain 6 Devotion Tokens instead of 5. 1/scene, when an ally takes Structure or Stress damage, you may use a Rank 1 invocation on them as a reaction, without spending any Devotion Tokens. If you spend 1 Devotion Token, you may also apply the corresponding Rank 2 effect to them. The first time in a scene that you take Structure or Stress damage, you gain 1 Devotion Token. Silver Centurion Many are fearful of the unshackled power. They speak of the risks, of the silver tide that devours all. But you know better than them. You know that the power can be tamed, controlled, directed. Forged into a legion under your command. • Invocation of Healing: The target clears one of the following Conditions, so long as it is not self-inflicted: Immobilized, Impaired, Jammed, Lock On, or Slowed. This talent may only be taken if you do not have Centimane. If you have this talent, you may not take Centimane. • Invocation of Freedom: During the target's next turn, their standard movement does not provoke reactions. Rank 1: Burning Swarm You may regain 1 Devotion Token during a rest if you have no more than 1 remaining, and all Devotion Tokens are recovered when you perform a Full Repair. Rank 2: Boundless Spirit Gain 5 Devotion Tokens instead of 3. You can spend 2 Tokens on an Invocation instead of 1 to gain an enhanced effect. The effect depends on which invocation you use, and is in addition to the Rank 1 effect: • Protection: The target also gains resistance to all damage until the start of their next turn. • Healing: The target clears a second Condition, which may also select from Shredded or Stunned. • Freedom: The target’s standard movement during their next turn also counts as flying. If they do not land at the end of this moment, and are not otherwise able to fly, they fall. [8] Rank 3: Eternal Confidence Your Nexus weapons gain +1 when targeting characters that are in the Danger Zone or Exposed. Rank 2: Devouring Legion 1/round, when you hit a character with a Nexus weapon, choose one of the following options after all damage dice have been rolled (including Overkill and critical hits): • Re-roll one damage die, choosing either result. The new result only affects the triggering character. • The triggering character takes +1 on the next Check or Save they make before the start of your next turn. Rank 3: Wrathful Tide Whenever you take Structure or Stress damage, the next attack roll you make with a Nexus weapon converts the weapon’s base damage(s) into . If the weapon already deals any amount of , this attack may also trigger Devouring Legion on a hit, ignoring frequency. This may allow Devouring Legion to trigger twice on the same attack. Runecaster Entire realms lay beyond human perception, just a hair-breadth out of reach. To most, it ends up being a sledgehammer - powerful but unwieldy. But others learn to segment the aetheric realm, channeling that power into a vast toolbox. Rank 1: Runic Channeling You’ve created a number of legionspace conduits that you can use to enhance your hacking. Gain the following System: Rune Collection 0 SP, Limited 6 1/turn, when you use a tech action that has targets, you may expend charges to apply one of the following effects to your action at the listed cost: • Piercing (1 charge): The action may target biological characters. In addition, if it is a tech attack, the final attack roll can never be affected by . • Revealing (1 charge): One target cannot benefit from cover until the start of their next turn. • Forceful (1 charge): One target is pulled 1 space directly towards you. Rank 2: Augmented Collection Your Rune Collection gains new Rune types, each of which costs two charges rather than one: • Unerring (2 charges): The action does not require line of sight, and ignores Invisible and Hidden. • Withering (2 charges): One target becomes Impaired until the end of their next turn. • Disorienting (2 charges): One target cannot take reactions until the end of their next turn. Rank 3: Regenerative Power The first time you use each unique Quick Tech or Full Tech option each scene (such as Lock On or Fragment Signal), gain a Power Token. When you gain 3 Power Tokens, clear them, then your Rune Collection regains X charges. X is equal to the number of times you've cleared Power Tokens in this scene. All Power Tokens vanish at the end of a scene. Ward Shaper There are those who dream of peace, yet still must wage war to achieve it. You are one who has lent your skill - perhaps technological, perhaps more - to protecting those close to you. Whether you channel your power to shield them, or seal away those who wish them harm, they will have nothing to fear. Rank 1: Enhanced Generators Your Systems with the Shield tag (including reactions they grant) have +5 Range and may increase any Blast or Burst that they generate by 1. In addition you count as having +5 Sensors for the purposes of Systems with the Shield tag. These increases only affect the range at which your Systems with the Shield tag can target or trigger off characters, or the area which they cover for Burst and Blast, and not the range of any of their other effects. Rank 2: Overload Shielding 1/scene, when an allied character within 10 is hit by an attack, you may destroy one valid System with the Shield tag to give them resistance to all damage and heat dealt by the attack, as well as 2+Grit Overshield before the attack resolves. Systems destroyed this way do not require you to expend repairs during a rest to repair them. Rank 3: Containment Aegis You gain an Aegis die, which is tracked by a d6, starting at 1. 1/round, when you activate or use a reaction granted by a System with the Shield tag, or you destroy a System using Overload Shielding, you may increase the value of the Aegis die by 1 (to a maximum of 6). While the Aegis die is at 6, you may reset it to 1 and choose one character within 10 as a free action to be removed from the battlefield until the end of their next turn. They return in the same space they disappeared from, or in a free space of their choice as close as possible. The Aegis die retains its value between scenes, but resets to 1 on a full repair. Note that every Invade option counts as a unique Quick Tech option - you may gain a Power Token for each of them. [9] NEW GMS CORE BONUSES These core bonuses may be taken in addition to those in the base Lancer rulebook. Bonuses from this list are always available to pilots, regardless of licenses. TACTICAL INSERTION Whether you’ve installed jet boosters, stealth systems, or upgraded mapping modules, you can easily get where you need to be. At the start of every combat, become Invisible until the end of your first turn. 1/mission, you may deploy via Tactical Insertion instead of deploying normally. If you do so, you may deploy to any space at least 5 spaces away from any NPC, and at least 10 spaces away from any objective. Control Zones are not objectives - you are still permitted to deploy via Tactical Insertion near or within them. HIMALAYA REINFORCEMENT A non-standard augmentation designed for frames acting in high-duress fields. When you take Structure Damage, you ignore all damage that would be applied after resetting your HP and reduce any further damage from hostile characters that turn to 0. Effects that deal 1 structure damage will set you to your maximum HP after resolving the structure loss. Your frame only costs 2 Repairs to repair if it is destroyed, and can be repaired even if it melted down. REMIXED FREQUENCIES By employing dubiously legal splices, you’re able to increase the power of your legionspace emitters. You ignore Immunity to tech actions granted by the biological tag. 1/round, when you target a character with a tech attack, they become Impaired or Slowed until the end of their next turn. Art by Spiral_Joe [10] EXOTIC GEAR This gear can be given out to players as part of campaign rewards, and is not part of any License. Refractive Blade Main Melee, AP, Unique, Exotic, 1 SP [ 2] [1d3+1 ] On Attack: Whenever a character is targeted with this weapon, you may choose another target within 2 of the prior target. This may continue indefinitely, however each character may only be targeted once by this weapon. Once all targets have been selected, resolve this attack. A sword fashioned from a rainbow crystal found within Iridia’s metavault, there are few of these around. As it swings, it strikes at all those caught within its facets. Shimmering Wings 3 SP, Limited 3, Overshield, Shield, Unique, Exotic, Quick Action Expend a charge to cocoon an ally within 5 in shimmering light and radiant wings. They gain Overshield equal to your Grit+4. While they have this Overshield, whenever they move for any reason they may hover. If they are in the air when they lose this Overshield, and have no other means of flight, they fall, though take no damage for doing so. A gift from Hestia to those she trusted most, very few of these still function. It summons what’s said to be an aspect of the goddess to watch over one that you care about, protecting them and letting them soar through the sky. Lunar Eclipse 1 SP, Unique, Limited 3, Exotic, Quick Tech Make a tech attack against a character within Sensors and line of sight. On a success, they gain 2 and only have line of sight to adjacent spaces until the end of their next turn. Those who venerate the Silver Lady are often associated only with moonlight. But the wise among them know that the absence of light is just as much a part of the moon, and are able to summon that dark. Heart of the Reckoning 2 SP, Unique, Exotic Whenever you take Structure damage, even if you’re destroyed, create a 1 zone of greywash that lasts until the end of the scene. Hostile characters who enter the zone or start their turn there for the first time in a round must pass an Engineering Save or take 4 , half on a success. Torn from one of the Reckoning command mechs and overridden, the nanites within have been repurposed to defend the mech that it’s equipped on from severe attack. The tamed swarm lashes out at those who have been designated as enemies, always careful to not harm those important to its controller. Hestia’s Wrath 2 SP, Limited 1, Unique, Exotic, Full Action Expend a charge to choose a target within 10, even outside of line of sight. They must pass an Agility save or take 4d6 and become Impaired. On a success they take half damage and are not Impaired. Success or failure, a flying target immediately falls. Damage from this system may not be reduced by any means. Those who were at the defense of Radiance speak of lightning crackling up from within the mountain towards the heavens, scouring the earth and skies as Hestia smote the demons. It was not enough, but her power lives on to unleash to those who show the proper devotion. Argent Cloak 1 SP, Unique, Exotic Whenever you Disengage, you may become Intangible until the end of your turn. A rare mech-sized version of the Disciples’ Silver Veils. When drawn over the wearer, they seem to pass beyond all detection, and slip into areas that perhaps they shouldn’t be able to. [11] Knight’s Honour 1 SP, Unique, Shield, Exotic Whenever you Brace, you may choose one ally within line of sight. They gain resistance to all damage and until the start of your next turn. You may immediately Brace as a reaction if an ally within line of sight is damaged by an attack, but must select them as the target of this system. The resistance applies to the triggering attack. Given to those who have proved themselves capable of great feats to the knighthood, it contains protective wards that help shield the wearer’s allies. Silver Statuette 2 SP, Limited 2, Unique, Exotic, Quick Action Statuette (SIZE 1/2, 5 HP, EVASION 10, Tags: DEPLOYABLE, OVERSHIELD) Expend a charge to deploy a Size 1/2 Statuette in an adjacent space. The Statuette has Grit+4 Overshield, but the user may spend repairs when deploying it to give it +10 Overshield per repair spent (to a maximum of +20 Overshield). As a reaction when any character or object of your choice within 3 of the Statuette takes damage, you may allow them to spend the Statuette’s Overshield as though it were their own. A small statue in the shape of an animal. Disciples believe that the protective powers of the statuette grow with each owner it has had… and sometimes it’s hard to tell if there’s some truth to that, or if it’s just the power of belief. Noble Prowess 3 SP, Unique, Limited 2, Protocol, Exotic When you activate this protocol, you may spend a charge to clear one instance of Immobilized, Impaired, Jammed, Lock On, or Slowed, as long as it was not caused by your own weapons, systems or talents. The mark of a Noble is given to those who show promise or have aided that House. Simply knowing they are chosen can often spur a pilot to great deeds. [12] Godslayer Nexus Main Nexus, Smart, Unique, Limited 2, Exotic [ 5][ 3] [1d3+3 ] This weapon does not spend limited charges to attack normally, and may be used even while at 0 charges. During a rest, you may spend any number of repairs to recover 1 charge on this weapon per repair spent. On Attack: You may spend a charge from this weapon before you roll to hit. If you do, this attack gains Reliable 6 and its damage may not be reduced by any means Those who know of the truth of Hestia’s death believe this to be the remnants of the weapon that felled Her. Twisted by the metavault and recovered by the Iridian expedition, this profane weapon devours all before it. Archaeological Adaptation 1 SP, Unique, Exotic You gain resistance to damage and heat caused by terrain or environmental effects, as well as +1 to any Saves or Checks caused by them. In addition, you can act as normal in a zero-g or underwater environment. Reclaimers often have to operate for long periods amidst hazardous conditions. They’ve learned to use shields and wards to keep their equipment functioning in a variety of environments. Crippling Strike 3 SP, Unique, Limited 2, Exotic, Quick Action Expend a charge to choose an adjacent character that is either in a Grapple with you or Prone. they must make an immediate roll on the Structure Damage table. The number of dice that they roll is equal to the amount of structure damage they currently have marked + 1. CPT knows a lot of ways to cripple an opponent. Distraction, disarmament, all the way to incapacitation. Even in a mech, some of these tricks still work. Aetherlance Superheavy Melee, Seeking, Ordnance, Reliable 4, Exotic [ 10] [2d6+4 ] On Attack: All characters between you and the target take 4 . Forged using the Hemera's space-warping principles, this prototype weapon was abandoned for being too unwieldy to use on mechs. Attempts are currently being made to instead upscale it for use in surface-to-orbit weapon emplacements. Nanofrequency Override 2 SP, Unique, Limited 3, Exotic, Quick Tech Choose a hostile character within Sensors and line of sight. Until the end of their next turn, they cannot make reactions, do not cause Engagement, and may not contest or control objectives or Control Zones. LOCKDOWN Drone 2 SP, Quick Action, Drone, Unique, Exotic Lockdown Drone (Size 1/2, 5 HP, 10 EDefense, 10 Evasion, Tags: Drone) This aggressive drone can be deployed to a free space within Sensors and line of sight. Hostile characters cannot enter the battlefield from Reinforcements within 3 of the drone. In addition, the drone can contest and control objectives and Control Zones. The drone can be deployed to a different space within Sensors or recalled as a quick action. LOCKDOWN drones are commonly found in Reclaimer holdings, attempting to deter both curious wildlife and Church agents. They have the advantage of generally being non-lethal, helping to ease the typical Iridian conscience. The Reckoning is sometimes accompanied by a discordant signal, rendering technology sluggish and unresponsive. It's possible - if difficult - to copy, but each transmission of this duplicate further degrades the storage device. Solar Aegis Concussion Charges Light is a peculiar thing. In moderate quantities, it can reveal the truth of the world. Too much, though, and it will hide just as much - leaving a mystery that can never be glimpsed. 2 SP, Unique, Limited 2, Exotic Expend a charge for one of the following effects: • Concussion Grenade (Grenade, 5, 2): All characters within the affected area must pass a Hull Save or be pushed 5 spaces away from the center of the blast. On a success, they are only pushed 2 spaces. • Concussion Mine (Mine, 2): All characters within the affected area must pass a Hull Save or be pushed 5 spaces away from the center of the burst. On a success, they are only pushed 2 spaces. Whether they pass or fail, affected characters are knocked Prone. Almost exclusively wielded by CPT mechs, concussion charges begin their lives as the shockwave warheads of Binary-Pulse munitions. Tampering with these warheads is a delicate process, but the result is undeniably effective. 2 SP, Unique, Limited 3, Exotic, Quick Tech Choose an allied character within Sensors and line of sight. They become Invisible until the end of their next turn. Crystalline Mantle 1 SP, Unique, Exotic 1/mission, when you roll on the Structure Damage or Overheating table, you may choose to roll with one fewer die. If this would cause you to roll 0 dice, you instead do not roll on the table. This system is not a valid target for system destruction. Every pilot trained on Iridia is granted a small pair of crystal butterfly wings upon graduating, but those who prove themselves to have great mettle and determination can also earn a similar merit for their mechs. While purely aesthetic, it shows the pilot is a true force to be reckoned with. [13] IRIDIA DEMONWORKS The ends justify the means. Alone in the void of space, Iridia was a peaceful jewel. Beneath the gaze of their goddess, Hestia, they prospered, with nobody wanting for anything. But, it was not to last. From the stars descended demons, and with that… life forever changed on the planet. Something terrible was about to awake. The Iridian civilization at first crumpled beneath the assault, having not known violence. But eventually, with the aid of their goddess, they were able to replicate the armours that the invaders wore. And eventually… beyond. From Hestia’s forges, technology never before seen sprang to life, powered by demonic energies. The wrath of the planet, shaped into mechanical form, drove the invaders to a nearstandstill, with hopes of soon returning back to the way that things once were. But once something has been discovered, it turns out, it’s very hard to put it back in the box… Glittering knights stride to war, the sun glinting off their black and gold armour somehow seeming tainted... Rampaging fighters dive into the fray, the air itself seeming to be sliced in twain, an aura of violence spreading... Atop roofs, nimble spotters scan the battlefield, soaking in each blow, each casualty, before flitting on as those involved die off... Skulking through streets, lithe figures gesture, rearranging the delicate edifices to distract and collapse on the foe... A civilization born out of idealism and peace. Admirable qualities, but slowly, steadily eroded beneath the inexorable threat of destruction. This is Iridia. The cost of victory, the cost of heroes, the cost of survival... it comes at the expense of everything that once was. These Frames are a legacy. The last gasps of a dying civilization, one that was saved only by losing everything that made itself what it was. It was not truly saved. In fact, it never truly lived. They are a legacy of inevitable failure, a reminder of the truth that sometimes not everything will work out. Not everything will be okay. Not everything can be fixed. For their mere existence is a taint on history. They are a reminder of how far humans can fall. A reminder of how much a person can sacrifice and discard who they are. But the universe does not care. [14] This is a basic rundown of all the Frames found within Iridia Demonworks, including their variant frames: Ananke (Controller/Support): A hacker that teleports around the battlefield through its legionspace attacks. It magnifies and controls conditions, inflicting them on foes and helping to protect its allies. Artemis (Artillery/Defender): A towering mech with a plethora of guns, it’s able to shift the properties of its attacks based on the damage types that it cycles through. Astraea (Defender): A frontline warrior with a regenerating shield, it forces its enemies to attack it rather than any of its allies. Astraea Mk. II “Dragon” (Striker/Defender): A blazing striker that rages against foes that hurt its allies and charges up a fiery breath when it’s hurt. Enyo (Striker): A warrior frame that excels at clashing with foes that dare to engage it. Enyo Mk. II “Wrathborn” (Striker): A rampaging berserker that gets more powerful as it gets damaged. Epione (Artillery/Support): A backline gunner that inundates areas with firepower, leaving its allies unharmed. Ersa (Controller): A master of deployables, it focuses on making the field tough for foes to traverse. Ersa Mk. II “Sanctifier” (Controller/Striker): A mech that turns deployables near it into its weapons. Hecate (Defender/Controller): A hulking mech that Jams itself in order to disrupt foes. Hemera (Defender): A slippery perspective-warper that makes it difficult for nearby foes to attack allies. Hera (Defender/Support): A towering melee attacker that charges through terrain and is protected by a shield that requires concerted effort to take down. Iris (Support/Defender): A hacker that warps the very nature of attacks made against friend and foe. Iris Mk. II “Locus” (Artillery/Controller): A slim weapons platform, making up for it by analyzing the enemy composition and punishing them for using their tools. Nemesis (Striker): A nimble flying skirmisher that flits from foe to foe, avoiding retaliation. Nemesis Mk. I “Champion” (Striker/Support): With its thundering sword in hand, it directs its allies from the front. Nyx (Controller): A paragon of stealth, it fills the battlefield by making its drones seem to be in two places at once. Selene (Controller/Defender): Its drones are sacrifices, deployed from - and protecting - allies. Persephone (Striker/Controller): An icy frontliner, it plays around with heat as it freezes its enemies. Psyche (Support/Controller): An unparalleled battlefield controller, it carefully repositions friends and foes alike. Psyche Mk. II “Forsaken” (Support/Controller): A frontline hacker, it supports its friends even as it’s ignored by them. Its very presence drives foes apart. [15] Iridia is a planet that is trying to find itself. After being told who they were for so long, its people are trying to latch onto something, anything that can give them a sense of stability. And that attitude permeates the Demonworks, too. The people who work at the Demonworks have an enthusiasm, and a desire to protect their planet and bridge to the stars, but the truth is that they’re just as lost as anyone else. And a lot of them are regretting the confidence that has led many other people to treat them as the defacto ambassadors to the outside. They don’t actually know anything more than anyone else. So far, the corporation has managed to get away with relying on continuing to produce Hestia’s old schematics, but nobody actually knows how they work. Sure, people understand the underlying concepts of mechanical movement, of heat transfer, of electronics - especially with access to Union information - but there are parts of the Frames that blatantly go against how physics says they should. This has led to a lot of quiet panic, as nobody is quite sure how to replicate the magic that Hestia infused into the mechs. They’re able to keep printing things off the schematics that exist, but that’s all. All attempts to disassemble and analyze have all come back with the answer that “this shouldn’t actually work.” So, the inquiries have quietly stopped, for fear that looking too deeply into the magic will cause it to go away. Not to say, of course, that the Demonworks has stopped trying to innovate. Even if they can’t replicate exactly what Hestia did, that doesn’t mean that they can’t make new things. Even if those things tend to have some slight… hiccups. And so they press onwards, trying to recapture the magic and beauty that defined the Iridia of old. In their hearts, though, they know that they’ll never truly succeed. Life on Iridia is continuing ever forwards, and the Demonworks must follow suit. One day they’ll run out of Hestia’s schematics, the well finally dry. And then what will happen? Nobody knows. Art by Spiral_Joe [16] IRIDIA CORE BONUSES Iridia Demonworks bonuses give aid in tough moments and boost a mech's support capabilities, often involving mobility or Overshield. You must have at least three license levels in Iridia licenses to take a bonus from this list, and another three levels for each additional bonus. For example, with six ranks in Iridia licenses you can have up to two bonuses. ANGELIC INTERCESSION The battlefield is chaotic, and it is easy to lose sight of your companions. But help is never truly far away in your moment of need. 1/round, when an ally within 10 takes Structure damage, you may immediately teleport to a free space adjacent to them as a reaction, or the nearest possible space if all eligible spaces are occupied. The triggering character then gains Overshield equal to your Grit before any further damage is resolved. This reaction may only be triggered 1/scene per allied character. BLESSING OF INNER PEACE Those who refrain from causing direct harm can find themselves particularly resistant to the evils of the world. A blessing of the goddess, or perhaps sophisticated shielding systems. Gain +2 to all Checks and Saves. You lose this bonus immediately if you make an attack roll or cause a save, regaining it at the beginning of your next turn. DIVINE FURY Backup power supplies mounted in the weaponry act like an ‘adrenal’ response to extreme harm. It’s only enough for a short burst before they burn out, but it can still turn the tide. Whenever you lose Structure or Stress, the first damaging melee or ranged attack roll that you hit with before the end of the Scene deals the maximum possible damage on your damage dice, excluding bonus damage, instead of rolling. Bonus damage dice are instead rolled twice and the highest is taken, as if it was a critical hit. If the attack would have already been a critical hit, the bonus damage is instead also maximized. GIFT OF HEALING A stopgap solution to the issue of parts incompatibility between mechs, low-grade printers allow for on-the-spot field repairs. When you Stabilize you may choose to mark 1 repair to allow one character adjacent to you to regain all their HP. This is in addition to any other options that you select. In addition, gain +2 Repairs. RESONANT ARMAMENTS Techniques exist that cause certain materials to resonate with the Iridian metavault. When the wards are removed, this often causes a slight ‘snap’ in reality as things normalize. 1/round, when you spend a Limited charge, you may teleport up to 2 spaces before or after the action resolves. If the charge is spent during the action (such as being triggered on hit), the teleport can only be afterwards. SEVERABLE FRAMEWORK Mechs are replaceable, the person inside is not. It doesn’t matter how much of the machine you lose, as long as it protects the pilot. 1/round as a free action, even while Stunned, you may destroy one eligible weapon or system. If you do so, you clear all Conditions that are currently affecting you that were not self-inflicted, as well as all currently affecting you. SHIMMERING BARRIER Those of true faith can dig deep, drawing on their reserves to keep standing in a moment of crisis. You may Overcharge to gain 4 + Grit Overshield as a free action instead of taking a quick action as a free action. If you do so, you may also knock back one adjacent character 2 spaces directly away from you. UNITY OF PURPOSE The proper protocols embedded within companion systems can allow pilots to better aid their allies. These can be abused, however, making them require a lot of trust to implement. 1/round, when you Bolster an ally, you may clear one Impaired, Immobilized, Slowed, or Lock On condition that they are suffering from, as long as it was not self-inflicted, and may additionally push them up to 2 spaces in any direction. [17] IRIDIA ANANKE Controller∕Support While the Ananke may have been created in the same way as most other Demonworks mechs - from schematics stored in Hestia’s files - it’s a little bit different. The schematics for it weren’t always there. Not long after the recovery of the paramaterials from Hestia’s metavault, and the subsequent creation of the Hemera, additional files began showing up in otherwise sealed systems. Some of these were data for various mech systems, others were peculiar messages that seemed to change depending on who viewed them. Investigations into these irregularities revealed nothing, which did nothing to alleviate concerns… and then they vanished, deleting themselves. The only thing that remained was the final schematics for the Ananke, something that had not been there before the others disappeared. Eventually, it just seemed to be accepted that it was a gift from Hestia herself - perhaps a message regarding the incursion into her metavault, given the timing of the files’ appearance. What that message might have been, however, is unclear. Needless to say, willingness to try a new expedition within to see what might happen is not very high, so it seems as if there may never be a true answer. It certainly seems to be a comfort to the Demonworks’ HESTIA-Class NHPs, many of whom tend to prefer inhabiting the frame over any of their prior assignments. It’s a bit of a point of contention, but very few are the people on Iridia willing to tell a HESTIA ‘no’. Given the Ananke’s ability to teleport via legionspace, a talent that concerns Union greatly, it’s not a surprise that it’s spread beyond the Demonworks - despite the best efforts of the corporation in question to keep it locked down. There have been reports of it spreading beyond Iridia, too, possibly at the behest of another, possibly with an agenda all its own. [18] Art by Spiral_Joe [19] CORE STATS CORE SYSTEM Size: 1 Armor: 0 Save Target: 11 Sensors: 15 PROJECTION MATRIX HULL SYSTEMS HP: 6 Repair Cap: 2 AGILITY Evasion: 10 Speed: 2 E-Defense: 12 Tech Attack: +1 SP: 7 ENGINEERING Heat Cap: 4 DATAFORM CONSTRUCTION The Ananke gains +1 on Systems checks and saves, and takes +1 on Hull checks and saves. PANOPLY OF INEVITABILITY [I come to you as a gift, one that is precious and should be cherished.] [I am everywhere, and you will allow me to be, because you have no choice in the matter. It is simply the natural order of things, for I have made it thus. The world bends to me.] [You will be loved, and you will be protected, because you are special to me. Even if you deny it, I will be there.] LEGIONSPACE TRANSIT While a hostile character has a condition, that character cannot inflict that condition on the Ananke or any of the Ananke’s adjacent allies. 1/round, when the Ananke targets a character with a tech action, it may teleport to a space adjacent to that character after the tech action is resolved. IMMATERIAL PHYSICALITY Realign Reality The Ananke can always affect and be affected by Intangible characters, even while the Ananke is not itself Intangible. MOUNTS FLEX MOUNT Active (1 CP) This core can be triggered when the Ananke would use Legionspace Transit. Instead of the standard effects, you and your target swap places, both characters teleporting to the other’s position. Characters can only be swapped to spaces they could normally stand or move on, and if either you or your target are unable to fit due to lack of free spaces then the effect fails. Efficient: This ability refunds 1 CP at the end of any scene in which it’s used. [20] LICENSE I: METASTATIC PROJECTION, MATERIAL REPLICA LICENSE II: ANANKE FRAME, MIRROR SHIELD, DIMENSIONAL KEY Metastatic Projection Mirror Shield 2 SP, Unique When you target a hostile character with a tech action, they gain +1 to all tech attacks until the end of their next turn. 2 SP, Limited 3, Quick Tech, Shield, Unique When you target an allied character with a tech action, tech attacks against them gain +1 until the end of their next turn. Choose yourself or an allied character within Sensors. Until the end of their next turn, whenever they would gain a condition from a hostile source, the character that would have inflicted that condition gains it instead. This does not prevent any other effects. [You can see the world clearly, but I will not allow them to. They have forsaken it for raising a hand against us. That is a mistake that will cost them dearly.] [Pause just a moment, take a breath. You’re safe, they’re safe. The ones who are trying to hurt you, though? We’ll make sure that they’re never safe again.] Material Replica Dimensional Key 2 SP, Quick Tech, Invade, Unique Gain the following Invade options: Mirrored Soul: Any time the target or any of its effects inflicts a condition on a character besides itself before the end of its next turn, the target takes 2 and also gains that condition until the end of its next turn. Fractal Reflection: Until the end of the target’s next turn, any character that ends their turn next to the target gains all conditions that the target has, until the end of the character’s next turn. [Reality is built upon connections. Of strings winding, tying together. Formed by interactions, emotions, everything. It’s hard to unweave them, but creating a new one while the pattern is being formed? Far easier. Just watch.] Main CQB, AP [ 3][ 3] [1d3+2 ] This weapon’s range may not be altered in any way, and this weapon may not take any Mods. On Hit: If you and the target are the same Size (with Size 1/2 counting the same as Size 1 for this comparison), swap positions, counting as teleporting. Characters can only be swapped to spaces they could normally stand or move on, otherwise the effect fails. [So long as I am with you, you’re never trapped. There is never an impossibility. You just need to trust me. There is more to this world than you know; you just need the key.] [21] LICENSE III: HESTIA-CLASS NHP, REALITY POCKET HESTIA-Class NHP 3 SP, AI, Unique Your mech gains the AI property and Compel Peace. The HESTIA-Class line traces its origins back to AZAR-Class NHPs - which can still be found in Harrison holdings to this day. AZARs are empathic NHPs, who can manipulate technology with an uncanny prowess even when there’s no remote connection. Using these NHPs in combat situations tends to distress them, however, and it’s recommended to cycle AZARs very frequently compared to most other NHPs. This lack of cycling was what likely led to HESTIA-Prime, its empathic powers expanding to eclipse anything else, all so that it could make the fighting stop - though some whisper that the AZAR that became HESTIA-Prime was one of a number of experimental NHPs that had shards of another Class implanted. Operators of HESTIAs are required to attend regular therapy, as the results of their mental hijacking can be nearly as traumatic to watch as it is to experience. Foreign emotions overwhelming natural ones is rarely a pleasant process, and looking back on that loss of control whether of oneself or others - is often horrifying. This can lead to a breakdown in trust between operators and their HESTIAs, as they worry about if what they’re feeling is even real. For their own parts, HESTIAs have mixed feelings on inducing emotions. It rarely solves the problem permanently, instead just putting it off for another time. They prefer less drastic measures, tending towards conversations or logistical changes (like schedules) to fix issues. Granted, sometimes this can end up making things worse for the pilots. But, it’s okay. They’ll manage. Everything will work out in the end. [I love you all. She does, too.] [22] Compel Peace Quick Tech, 1∕round This action ignores Immunity to tech actions from the biological tag. Select a character within Sensors, who must pass a Systems save or else begin to be unable to fight. On a failure, they gain a Peace Die, starting at 1. While the Peace Die is at 1, the target is Impaired and Slowed. While the Peace Die is at 2, the target also becomes Immobilized. While the Peace Die is at 3, the target also becomes Stunned. If these conditions are cleared they re-apply at the end of the target's turn if they still have the Peace Die. At the end of the target's turn, the Peace Die's value increases by 1. If this would cause it to go above 3, the effect ends, removing the Peace Die and clearing all conditions caused by the effect. The effect also ends if the target ends their turn without having made an attack roll or forced a save since the beginning of that turn, or if this system is used again. Reality Pocket 2 SP, Full Tech, Unique, 2 (Self) Choose a free space within Sensors and line of sight, and create a Size 1 Legionspace Distortion in that space. This distortion creates a 2 zone around itself - ignoring obstacles where the world is half-shunted into legionspace. Any character at least partially within this zone counts as being Intangible. The Distortion may be targeted and destroyed it has 15 HP, Evasion 5, and E-defense 10, and may be targeted by both Intangible and non-Intangible characters - and will otherwise last until the end of the scene or this action is used again. [Let me take you into my embrace, into my home. It is a microcosm of the truth of the world, laid bare for you. And only you.] [This is what could be, what should be. And while you are the only one who can see it right now, there will come a time when all that exists will share in it. I promise.] IRIDIA ARTEMIS Artillery∕Defender The Artemis marked a milestone for the Demonworks, though it was more of the true start of their path than anything else. While the Astraea, Enyo, Ersa, Iris, Nemesis and Psyche were all built and produced under Hestia, the Artemis was the first frame assembled solely under Demonworks control. It was still using full schematics left behind by the goddess, but was an important step forwards nonetheless. The mech also has the distinction of being the largest Demonworks frame ever produced - none but the Hera have approached its height, before or since. A colossus, armed with sequence-linked weaponry, the Demonworks was rather afraid that it would be rejected by the populace. It was, after all, rather more than anything that had ever been seen by Iridians before. Demonworks management was convinced that the Artemis was necessary in case there was further need to defend the planet, so it was pitched to the Church as a temple guardian, and dedicated to the recently passed High Priestess. Thus, the frame became inextricably linked with significant Church presence. They were living statues to Hestia, protectors of those beneath their gaze. While Iridians were initially wary of having towering, armed colossi around, those doubts soon evaporated as the Reckoning began to stride forth. Having an Artemis around became a comforting reminder that there was a rather large friend around that was always prepared to defend you. The Artemis never really reached much popularity outside of Iridia - the followup Epione project is considered to be less unwieldy and much more successful in non-defensive markets - but they remain a common sight around the planet, even as the Demonworks has begun phasing them out for some of their more recent advancements. [23] Art by Spiral_Joe [24] CORE STATS CORE SYSTEM Size: 3 Armor: 2 Save Target: 11 Sensors: 5 ECHO FEEDBACK LOOP HULL SYSTEMS HP: 8 Repair Cap: 4 AGILITY Evasion: 8 Speed: 4 E-Defense: 8 Tech Attack: -2 SP: 6 ENGINEERING Heat Cap: 5 SEQUENTIAL CASCADE 1/round, when you hit with an attack with a ranged weapon that you have not used since the start of your last turn, deal +1d6 bonus damage. COLOSSUS Adjacent allied characters can use the Artemis for hard cover. EXPOSED REACTOR The Artemis receives +1 checks and saves. on Engineering MOUNTS MAIN MOUNT MAIN MOUNT MAIN MOUNT The weapons of the Artemis are connected together in a dangerously volatile way, but it enables each weapon’s energy to feed into the next firing sequence including the weapon itself, if need be. The energy is able to be shunted out into surrounding mechs who are attuned to receive it, but the power required soon shorts out such transference methods. ECHO FEEDBACK LOOP Whenever you attack with a ranged weapon, after all damage and effects on all targets have been resolved, choose one damage type that the attack used (after any damage conversion). You gain a benefit to all ranged weapons, which lasts until the next time this effect triggers, or the scene ends. The benefit corresponds to the chosen damage type: • • • • Kinetic: Arcing Explosive: Knockback 3 Energy: +5 Range Burn: Overkill Resonant Echo Active (1 CP), Protocol Until the end of the Scene, whenever Echo Feedback Loop is triggered, the Artemis’ may choose to keep its current benefit instead of expending it and gaining a new one. In addition, all allies are able to use the current benefit of the Artemis’ Echo Feedback Loop on their ranged weapons, so long as they are within 2 of the Artemis. This does not expend the benefit; it continues until the Artemis expends it as normal. [25] LICENSE I: FEEDBACK SHIELD, HUNTRESS BOW Sonic Pulse Feedback Shield On Hit: The target must pass a Systems save or be Impaired until the end of their next turn. 2 SP, Free Action, Shield, Unique, 1 (Self) 1/round, you may activate this as a free action when you hit with a weapon attack. Choose one damage type inflicted by that attack; until the start of your next turn, melee and ranged attacks that include that damage type take +1 when targeting you or any allied character adjacent to you. What can harm can also protect. Lead the way, light the torch. Show those you guide that like can defeat like, and that what truly matters is your strength of spirit. Huntress Bow Main Rifle [ 12] [1d6 ] On Hit: The target must pass a Hull save or else be unable to Hide or benefit from cover until the end of their next turn. On Crit: The save is made with +1 . The arrows shot by this bow contain the purest light, that which your sensors can pick up unfailingly. So long as it embeds in your prey, you will always be able to pick them off. LICENSE II: ARTEMIS FRAME, CONSECRATED TEMPLE, SONIC PULSE Consecrated Temple 1 SP, Unique You may give up your standard movement to instead move one willing ally within 1 of you to any other free and valid space within 1 of you. This movement counts as voluntary, but ignores Engagement and doesn't provoke reactions. All will find themselves safe and secure beneath your gaze. None need worry, for you shall protect them from those who wish them harm, and shelter them within your embrace. [26] Main Cannon, AP, 1 SP [ 10] [1d3+1 ] They may protect themselves beyond impenetrable metal, but there is nothing so thick that a prayer cannot reach through. And that is but a whisper. You can do so much more. LICENSE III: LIMIT OVERRIDE, LUMINOUS RADIANCE Limit Override 3 SP, Unique, Protocol When you activate this protocol, you gain +1 with the first weapon you use this turn, but may not attack with it again until the end of your next turn. There are moments when you must take risks. Sometimes the safe option will result in the loss of those you are guarding. Seize the opportunity, whatever cost you must pay later. Luminous Radiance Main Launcher [ 10][ 1] [1d6 ] This weapon does not attack allied characters caught in its area of effect. You have nothing to fear from the light, so long as you remain steadfast and true. It is only those who have fallen who need worry, for they have forsaken protection. IRIDIA ASTRAEA Defender The Astraea was the first Iridian design put into production by Hestia. While what would become the Demonworks had been making mechs since the beginning of the Iridia-Union conflict, they were merely copies of existing Union designs, stolen and repurposed. This was something entirely new, entirely Iridian. Built to resemble the regalia and fighting styles of the Luminary Knights, the introduction of the Astraea onto the battlefields was the turning point for a lot of the populace’s belief in how the fight would end. No longer were they reliant entirely on these alien machines, now they had a recognizable symbol amidst it all. They would prevail. In the end, though, their hopes were unfounded. Iridia ended up defeated, the Astraea and the other mechs that would follow not managing to turn the tides. Despite it all, the Astraea remains in the popular consciousness of Iridians as the definition of a mech. It is the familiar writ large, heroes striding across the battlefield with spear and shield. Today, the Astraea is the most popular military chassis on Iridia by far, and the Demonworks mech most commonly exported. The Luminary Knights made a half-hearted attempt to keep a monopoly on it, but they were far too late. The frame had taken on a life of its own, and it hadn’t even been restricted to Luminaries during the war. ‘Astraea’ has become a byword for reliability on Iridia, as well as for the protection of the innocent. The Frame will defend others until its last strength gives out, and that’s something that many aspire to. A symbol of the Luminary Knights that has grown beyond its origins, the Astraea is a protector no matter where it fights. [27] Art by Spiral_Joe [28] CORE STATS CORE SYSTEM Size: 1 Armor: 1 Save Target: 10 Sensors: 5 ILLUMINATION REGALIA HULL SYSTEMS HP: 8 Repair Cap: 5 AGILITY Evasion: 8 Speed: 5 E-Defense: 6 Tech Attack: +0 SP: 6 ENGINEERING Heat Cap: 6 SHIELD OF FAITH At the start of your turn, you gain Overshield equal to 2 + ½ your Grit. If you only have one Structure remaining, this Overshield is increased by 4. LUMINARY AEGIS Whenever you attack a hostile character within 3 of you, your target gains your Guardian Mark until the end of their next turn, overwriting any Guardian Mark they already had. While anyone has your Guardian Mark, you gain the Zealot’s Intercession reaction. MOUNTS AUX/ AUX MAIN MOUNT The armour and weaponry of the Astraea are said to be blessed by the goddess Hestia, with Her giving the ability to engulf the enemy’s entire attention. The actual explanation is likely more ‘mundane’: a directed cognitohazard being able to wipe out everything but the user from all forms of detection. Integrated Mount: Guardian Spear Guardian Spear Main Melee, Reliable 2 [ 3] [1d6 ] Zealot's Intercession Reaction Trigger: An enemy with your Guardian Mark makes an attack that doesn’t include you. Effect: If you are within range of the attack and a valid target, you may force the enemy to retarget the attack to include you as a target. This reaction can be taken as many times per round as it is triggered. Guardian Angel Active (1 CP), Protocol Until the end of the scene, you may originate attacks with your Guardian Spear on your turn from any of your allies. Attacks made this way grant the target your Guardian Mark as though they were within 3 of you. In addition, your Zealot's Intercession may be used 1/turn without counting towards your number of reactions for the turn and, whenever it is used, the triggering character takes 3 AP before the attack. You gain resistance to damage from attacks from characters with your Guardian Mark that don’t trigger Zealot’s Intercession. [29] IRIDIA ASTRAEA Mk. II "DRAGON" Striker∕Defender Astraea Variant This variant can be taken at rank II of the Astraea license instead of the base Frame. The Astraea is the face of Iridian mechs, and - just as importantly - a symbol of the Luminary Knights and all the good that they stand for. The mech’s silhouette is iconic, with shield and spear. The energy fields that wreathe the frame complete the picture of a proper hero. So when pilots began to remove some of those components, they received quite a bit of backlash. It didn’t matter that the pilots weren’t Luminaries, or that they didn’t feel the same attachment to the design, it was considered wrong. Some pilots did end up relenting, but many pushed through. And so, in the flames of controversy, was the Dragon born. While those who strongly believe in the ideals of the Astraea sometimes invoke the Dragon due to believing they no longer live up to the right standard, it was originally just a pragmatic choice. The Astraea, while reliable, was often not aggressive enough for some pilots. Those more active protectors retrofitted more weapons onto the Frame, in addition to recalibrating the shield generator to instead charge integrated weaponry upon being struck. A dangerous choice, but undoubtedly effective. Adversity would only make them stronger. Because of the connotations on Iridia, the Dragon has ended up being much more popular to offworld pilots. On the planet itself, ‘Dragon’ is rarely used as a descriptor for the modifications. To Iridians, it’s almost always either ‘Errant’ or, more commonly, ‘Faithless’. This burden is born stoically, however. Piloting an Astraea, whatever the shape, comes with it a charge of responsibility - and while not everyone takes it seriously, many do. It matters not how their charges see the dragon, all that matters in the end is that they’re safe. [30] Art by Cosmixian [31] CORE STATS CORE SYSTEM Size: 1 Armor: 1 Save Target: 10 Sensors: 5 DRAGON’S BREATH HULL SYSTEMS HP: 8 Repair Cap: 4 AGILITY Evasion: 8 Speed: 4 E-Defense: 6 Tech Attack: -1 SP: 5 ENGINEERING Heat Cap: 8 WYRM’S VENGEANCE 1/round, you may deal +1d6 bonus damage on hit with a melee attack, or a ranged attack with a CQB weapon, if the target has made a hostile action against one of your allies since the end of your last turn. INSULATED The Astraea has Immunity to . HEART OF FIRE Before making an attack with a weapon, the Astraea may choose to attack as if the weapon had the Overkill tag. MOUNTS AUX/ AUX FLEX MOUNT The fires of the dragon grow with the pilot’s anger, as all weakness is burned away. Contained within the roiling flames are all their doubts, all their sorrows, all their regrets. The dragon only knows fury, knows only protection of its charges. It will not relent until its final breath. It will prevail, and every strike against it only makes it rage forth even harder. Integrated Mount: Dragon's Breath Dragon's Breath Heavy CQB, Knockback 2 [ 1 + 2∕charge] [2 ∕charge] This weapon’s profile is determined by the number of charges it carries. It begins with 0 charges. The first time in a round that you are damaged by a hostile character, you gain an additional 1 charge, up to a maximum of 3. If you have at least 1 charge, you may attack with this weapon, returning to 0 charges after the attack. This weapon’s is equal to 1 plus twice the number of charges, and it deals equal to twice the number of charges. Charges persist between scenes, but are lost during a full repair. Radiant Flames Active (1 CP), Protocol Your Dragon’s Breath immediately gains 3 charges, to a maximum of 3. Additionally, for the rest of the scene, your Dragon’s Breath does not target allies, and you may gain charges the first time you are damaged in a turn, instead of the first time damaged in a round. [32] LICENSE I: RUNIC SHIELD, CEREMONIAL CAPE LICENSE II: ASTRAEA FRAME, LUMINARY MOD, GODDESS BANNER Runic Shield Luminary Mod Main Melee, Knockback 3 [ 1] [1d3+2 ] Whenever the user Braces, this weapon may be used to immediately make an attack, with +1 , after the action that triggers the Brace resolves. This attack may only be made once per Brace, no matter how many Runic Shields the user has. Originally inscribed onto physical bucklers, Runic Shields can actually be positioned anywhere on a mech. Wherever they are, the runes absorb the ambient kinetic energy around the mech that they’re written on, which is then directed and released in a single explosive burst. Unsettlingly, this output consistently exceeds the runes’ intake. Ceremonial Cape 1 SP, Unique 1/Scene, this System may be expended in one of the following ways: • When a hostile character Grapples the user or causes the user to be Immobilized or Slowed, the user may expend this System (this is not a reaction) to instead not be Grappled or to not become Immobilized or Slowed. • As a quick action, the user may expend this System to force an adjacent hostile character to pass a Hull save or become Immobilized. The enemy may end this effect by succeeding on a Hull check as a quick action. While this system is expended, it is not a valid target for System Destruction. The user is able to retrieve their cape at the end of combat. While the capes of the Luminary Knights seem highly impractical for combat and, for the most part, they are - a well versed Knight knows that the extra layer of loose fabric can be cast off to escape something that would have otherwise snagged something more solid, or used to entangle an enemy in it. 2 SP, Mod, Unique Choose one non-Superheavy Melee weapon: It gains Thrown 5. At the end of any turn that you threw this weapon, it automatically returns to you. Many Luminary Knights have secondary weapons that they’ve trained to use, and have modified to be used alongside their spears. These weapons are bonded to a gauntlet the user wears, returning in a brilliant flash of light soon after leaving one’s hand. Goddess Banner 2 SP, Unique, Limited 1, Quick Action Goddess Banner (SIZE 1, 10 HP, EVASION 5, TAGS: DEPLOYABLE) Expend a charge to deploy a Size 1 banner in a free, adjacent space, where it creates a 2 of inspirational light. While within this area, you and your allies are Immune to involuntary movement and may not be knocked Prone. A symbol of pride, honour, and what is fought for. When the banner is planted, it shows that the Knights will not yield one step further. LICENSE III: VAMBRACE PROJECTOR, ZELOS-CLASS NHP Vambrace Projector Auxiliary CQB, AP, 1 [ 5][ 3] [2 ] (Self) Even the most ornamental of a Knight’s gear can be used as weaponry in a pinch. The ceremonial illumination adorning their armour is able to be channeled along their arms to punch through the most well-armoured of assailants. [33] ZELOS-Class NHP 3 SP, AI, Unique Your mech gains the AI property and Subspace Fold. ZELOS-Class NHPs are enthusiastic about helping their partners… sometimes overly so, resulting in them occasionally causing more problems than they solve. They can get overly competitive and vengeful against those others who claim superiority to the partnership that the ZELOS and their pilot do, and tend to be very possessive. It takes a canny pilot to properly make use of a ZELOS, since the desired shielding capabilities were never able to properly manifest. Instead, the user remains just as vulnerable, but is able to bring those around it into a pocket of twisted space that is nigh-impossible to escape from. It remains unclear what the properties of this space are, as it doesn’t seem to follow any conventional physical rules - and, in fact, flatly contradicts itself at times. ZELOS tend to eagerly encourage the destruction of foes trapped within, growing somewhat sullen for a time if their request isn’t granted. Subspace Fold Quick Action, 3 (Self) Until the end of your next turn, you become Immobilized and warp space in a 3 around you. Characters may freely enter the area and attack into it without penalty, but any characters fully within are unable to exit, even via teleportation or involuntary movement - they simply stop before leaving the Burst, as if they hit an object. Attacks from characters fully inside the area to characters outside gain +3 . This effect remains stationary even if you are forced to move. [34] IRIDIA ENYO Striker The Enyo was the second Iridian frame to emerge from the Demonworks’ forges. In direct contrast to the defensive prowess of the Astraea - and the teamwork and coordination that later frames would emphasize - the Enyo was designed for nothing more than to kill. This efficient, brutal murder machine horrified most Iridians who saw it, for it was the complete antithesis to everything that they stood for. It seems like even Hestia herself considered it a step too far, since she never again created any design even remotely similar. Not that any qualms stopped her from continuing to produce them, of course. The Enyo was simply far too instrumental in certain conflicts, the pilots’ brutality at odds with what Union was expecting from the Iridians. It helped give the planet a fighting chance… but almost nobody actually liked that fact. Any other reason for the stalemate would have been better. The Enyo pilots themselves were the key exception to these feelings. There was a very specific subset of Iridians that felt themselves chafing under Hestia’s influence, and it was them who tended to be drawn to the frame. To them, it represented freedom from Hestia’s control (even if they didn’t consciously realize it). It represented power. It allowed them to take their base repressed urges, and channel it into something they deemed useful. It’s because of these connotations that the Enyo is still being produced today, though in far smaller numbers. While it is absolutely a weapon of war, it is the right weapon for some pilots. Always concerning, but quite devastating when directed correctly. [35] Art by Spiral_Joe [36] CORE STATS CORE SYSTEM Size: 2 Armor: 1 Save Target: 11 Sensors: 8 HULL SYSTEMS PSYCHOSOMATIC FEEDBACK INDUCER HP: 10 Repair Cap: 5 AGILITY Evasion: 8 Speed: 4 E-Defense: 6 Tech Attack: +1 SP: 6 ENGINEERING Heat Cap: 6 TRAITS A WORTHY FIGHT 1/round, when you make an attack roll against a target within 8 that has attacked you since the end of your last turn, you may re-roll that roll, but must keep the second result. Active (1 CP), Quick Action 1/scene, when you roll on the Structure Damage or Overheat table, you may ignore the result. If you do so, any damage or heat beyond the amount that would Structure or Stress you is ignored. MOUNTS FLEX MOUNT Instead, the pilot’s emotions are fed back into themself, until eventually the system overloads, suddenly battering nearby combatants until it burns out. Oddly enough, the types of people who choose to pilot an Enyo never seem to mind. Inflame Violence ENDURING RAGE FLEX MOUNT In theory a neural link between pilot and frame, to help inure themselves to the horror of combat. Unfortunately, it doesn’t exactly work as intended. HEAVY MOUNT All hostile characters within 3 are affected by a terrible rage. While under this effect, the target's allies are able to provoke the target's Overwatch. In addition, characters under this effect must Overwatch if they are able to. Affected characters may make an Engineering Save at the end of their turn to end the effect on a success. If, when they make this save, they have used Overwatch since the end of their last turn, they take +1 to the save. [37] IRIDIA ENYO Mk. II "WRATHBORN" Striker Enyo Variant This variant can be taken at rank II of the Enyo license instead of the base Frame. The neural framework is the most significant part of the Enyo, allowing the frame and the pilot to act as one, while - in theory - acting as a bit of a desensitizing barrier to essentially being a living weapon. Unfortunately, prolonged exposure to the framework can result in it warping around a particular person’s brain structure. This not only prevents the frame from being used by any other person without a complete replacement of the framework, but also appears to influence the pilot in such a way that they have trouble distinguishing between themselves and their machine. The machines that have begun to degrade towards this level - though not always irreparably - are commonly known as ‘Wrathborn.’ As with most things regarding the Enyo, the only individuals who don’t seem particularly concerned about this are the pilots themselves. While many do follow the strict mandates from Demonworks restricting total time spent interfacing, there’s a good chunk who just don’t care. In fact, there’s recently been a modification to Enyo frames that’s emerged from the halls of Collaborative Practical Tactics. It not only cuts the safeties implemented in the neural framework, it encourages that sort of unity. To those who do this, the supposedly self-destructive behavior is instead seen as the expected end-state of the pilot. It’s the true oneness of self between the human and warrior halves, creating the perfect fighting entity. Thankfully, those individuals aren’t particularly common, but it’s immensely concerning to the Demonworks. The Enyo is already a dangerous tool, and this is removing some of the last checks to it. But the technology’s out into the world now, and it cannot be reclaimed. [38] Art by Moiderah [39] CORE STATS CORE SYSTEM Size: 2 Armor: 0 Save Target: 11 Sensors: 8 REACTOR SURGE OVERRIDE HULL SYSTEMS E-Defense: 8 Tech Attack: +1 SP: 5 HP: 14 Repair Cap: 2 AGILITY Evasion: 8 Speed: 4 ENGINEERING Heat Cap: 6 SMASH THROUGH 1/round, when you hit with a melee attack, your next Ram against the target before the start of its next turn gains +1 and +2 Knockback. This Ram may be made as long as your target is within 3 spaces of you, instead of requiring them to be adjacent. BATTLEFORGED TENACITY Each time you make a Structure Damage Check or Overheating Check, you may increase the value of one d6 of your choice in the initial roll by 1 (to a maximum of 6). If all dice in the check are already 6, you instead do not become Impaired as a result of the check. RESONANT RECOVERY 3/mission, when you rest, you may repair a weapon or system without spending a repair. MOUNTS MAIN MOUNT [40] MAIN MOUNT HEAVY MOUNT In the midst of combat, there is virtually no difference between flesh and steel. And for one heedless of their own safety, the machine is there to be pushed exactly the same as their body. When the override is activated, it is a destructive pump of adrenaline; wrecking the parts to serve the whole, and shunting energy to where it’s truly needed. ADRENALINE RUSH Whenever you hit with a melee weapon, you may destroy that weapon to deal the maximum possible damage and bonus damage. Whenever you take damage or heat from a hostile source, you may destroy a System to resist all damage and from that effect. Rampage Active (1 CP), Free Action Take one Structure damage, one Stress damage, or both. No rolls on damage tables are made because of this damage. If you chose to take Structure damage, you regain all your HP, and gain Overshield equal to half your Max HP. If you chose to take Stress damage, you clear all and reduce your Overcharge counter by two levels (1d6+4 becomes 1d3, 1d6 or 1d3 becomes 1). LICENSE I: ENERGY TALONS, ABLATIVE WEAPONRY Energy Talons Main Melee, AP, Unique [ 2] [1d3+1 ] On Critical Hit: Your target must make a Hull save. On a failure, they become Shredded until they Stabilize. There’s nothing quite like the raw viscerality of tearing into a foe. Feeling the pulse of your blood as you rip aside their armour, and see their terror... Ablative Weaponry 1 SP Whenever you would destroy one or more weapons on a mount, you may destroy this system instead. Backups upon backups for the myriad weapons one has. All that matters is being able to continue killing, even as the parts of your mech may be blown off around you. LICENSE II: ENYO FRAME GRAVIMETRIC SNARE, NEURAL LOOP Gravimetric Snare 2 SP, Unique When you successfully Ram a character who is already Prone, you may instead cause them to become Immobilized until the end of their next turn. This can only be used 1/scene on each character. Neural Loop 2 SP, Quick Tech, Invade, Unique Gain the following Invade options: Isolate Foe: The target must be a hostile character. If, at the end of the target’s next turn, it is adjacent to any Mech character allied to it, you may take 2 and swap places with one hostile Mech character adjacent to your target, both characters teleporting to the other’s position. Characters can only be swapped to spaces they could normally stand or move on (i.e., if a character cannot fly it can’t be swapped midair). If there is no available space for one of the swapped characters to occupy, this movement fails. Compel Combat: The target takes +1 to any attacks that do not include you as a target. This effect increases by an additional +1 at the end of each of their turns, to a maximum total of +3 . The target may make a Systems save at the end of their turn to end this effect, and it automatically ends if this effect is applied to a new target, or if you end any of your turns without making an attack roll against the target or causing it to make a save. Reach out and touch their mind… it doesn’t hurt. For them or for you. But you can make sure and see that no matter where they run, you know where to follow. Grant them the gift, the glory that revels in the fight. For you and they are bound, at least for now. A contact-based pulse that briefly increases the effects of gravity. Unfortunately, it requires a target to already be off-balance, as it’s otherwise trivial to compensate for. [41] LICENSE III: MAGMA HAMMER, CORELOCK SUBSYSTEM Magma Hammer Heavy Melee, Inaccurate, Overkill, AP, 1 (Self) [ 2] [3d6 ] This weapon deals 50 AP to objects, cover, terrain, and the environment. On Hit: If Overkill causes this weapon to re-roll any dice, or it deals maximum damage, the target also takes 2 . Feel the pounding of your heart, the weight of your sins, and the heat of your wrath. Your enemies will lie broken at your feet, as you consume your own soul. That is the price of this wonderful gift. But in the end, you won’t care. You already probably don’t. [42] Corelock Subsystem 3 SP, Unique, Limited 1 When you successfully Grapple a hostile character, you may expend a charge to initiate Corelock with that character. While in Corelock, you are unable to clear heat by any means except for taking Stress, and involuntary movement cannot break the Corelock grapple the other member of the grapple is moved along with the first. In addition, any time you gain heat during Corelock, half of that is also dealt to the character that you are in Corelock with. Corelock lasts until the grapple with the target is broken, or you or the target are destroyed, and is unable to be ended in any other way. Corelock is a rather suicidal-seeming tactic, where one pries open both their own reactor and a foe’s, and desperately tries to make sure the other fries first. Some pilots are daring enough to lean into that, though, modifying their mechs with reactor access and enough insulation to hopefully survive the fusion. IRIDIA EPIONE Artillery∕Support The Epione is the next-generation iteration of the Artemis chassis, containing the first semi-successful attempt of building off of Hestia’s technology. The interlinked weaponry of its predecessor has given way to a much more stable core capable of wielding heavier weaponry, and the miniaturized frame helps in making it more versatile to deploy. While it no longer has the sheer presence of the Artemis, the Epione brings forward advancements in shielding technology - though it’s directed inwards towards its weaponry, rather than protecting the frame itself. This carefully directed shield lets the Epione saturate an area in fire, while risking less harm to its allies - or even leaving a lingering shield, if the barrier’s calculated properly. The Epione’s role as a central supporting figure on the battlefield has seen recent use, in conjunction with the Persephone, against the nanites of the Reckoning. It’s proved to be an effective combination, and pilots of both Frames are well lauded for their attempts. While the frame is an outlier amongst the Demonworks - most mechs to this point relied on precision-force tactics rather than broader-scope fire - the popularity of it has raised the question on if this is the beginning of a new era in Iridian mech design. Many wonder if that level of destruction is a wise box to open. After all, the Enyo has proved that once something’s released into the wild, you don’t always have control over the consequences. [43] Art by Spiral_Joe [44] CORE STATS CORE SYSTEM Size: 2 Armor: 1 Save Target: 10 Sensors: 15 HULL SYSTEMS PROJECTED LUMINANT CONTAINMENT AEGIS HP: 8 Repair Cap: 4 AGILITY Evasion: 7 Speed: 3 E-Defense: 8 Tech Attack: -1 SP: 6 ENGINEERING Heat Cap: 6 TRAITS DIFFUSION BEAM 1/round, on a critical hit with any ranged weapon, one allied character within 5 of the target gains 3 Overshield. SHIELDED FIRE The Epione only deals half damage, to allied characters. and Whenever an allied character within Sensors and line of sight Disengages, they may gain 3 Overshield. MOUNTS MAIN MOUNT While the system is not perfect, it can be boosted for a short time, providing unparalleled protection. The battlefield can be awash with the Epione’s firepower, and its allies will come out of the fray entirely unharmed by it. Perhaps even energized slightly. Absolute Containment Active (1 CP), Protocol PROTECTIVE GAZE MAIN MOUNT The Epione comes with a powerful shield system, but it’s built around containing its weaponry instead of the chassis. This system allows for limited collateral when saturating an area with fire, as well as protection of nearby forces with the right tuning. HEAVY MOUNT Until the end of the scene, the Epione’s weapons are fully shielded. Allies are Immune to all ranged attacks from the Epione. Instead, they may clear one instance of Impaired, Slowed, or Lock On (that isn’t caused by their own systems, traits, etc.) whenever they are targeted by one of the Epione’s ranged attacks. In addition, the Epione’s Diffusion Beam trait is no longer limited to 1/round, and may instead be triggered whenever it scores a critical hit with a ranged weapon. [45] LICENSE I: SATURATION PROJECTOR, SANCTUARY DRONE LICENSE II: EPIONE FRAME, SELECTIVEFIRE MODULE, STASIS BLASTER Saturation Projector Glacis Payload Main Launcher, Ordnance [ 10][ 2] [1d3+1 ] An evolution of the earlier-model Luminous Radiance laser weapon, the Saturation Projector gives up damage in exchange for blanketing the field. It remains undiscovered how to fully recreate the Radiance’s selective targeting, however, so it requires much more care when using. Sanctuary Drone 2 SP, Quick Action, Drone Sanctuary Drone (Size 1/2, 5 HP, 10 EDefense, 10 Evasion, Tags: Drone, Invisible) This protective drone can be deployed to a free space within Sensors and line of sight, where it emits a 2 field. While within this field, allied characters may Disengage as a quick action. The drone can be deployed to a different space within Sensors or recalled as a quick action. Sanctuary Drones have limited-duration shields that they’re able to project out to allies. This is usually insufficient to be able to intercept enemy fire, but linking with mech telemetry allows the barrier to be activated at the beginning of a reposition. While this protection only lasts for an instant, it lets the pilot be slightly less cautious when looking for an opening. [46] 2 SP, Mod, Limited 2, Unique Choose a ranged weapon: when you attack with this weapon, you may expend a charge as a free action to create a 2, centered on any space of one character who would be targeted. This Blast lasts until the start of your next turn. Allied characters at least partially within this Blast are Immune to damage, , and conditions from hostile effects that are not attack rolls. This effect neither clears nor suppresses conditions, it only prevents new ones being inflicted. The Glacis projection briefly returns a segment of battlefield to a net-zero state, allowing the user's allies to confidently advance under its aegis. Stasis Blaster Heavy Cannon, Loading, Ordnance [ 15][ 2] [1d6+1 ] On Attack: After the attack, the Blast becomes a zone that lasts until the start of the user’s next turn. Attacks and other effects that originate from characters entirely outside the zone cannot affect characters entirely inside inside, and vice versa. Movement is not impeded, and the zone has no effect on attacks from outside characters to other outside characters that cross the zone. The Stasis Blaster momentarily creates a bubble of fractured spacetime that rapidly expands. The inside of the bubble stabilizes after a moment of turbulence, but the outside remains disconnected in a thin layer. Something as sizable as a mech is able to force its way through unimpeded, but weaponry is unable to penetrate it. LICENSE III: RECALL GATE, PRISM REFRACTOR Recall Gate 3 SP, Limited 2, Unique You may expend a charge when you target an ally with a ranged weapon. If you do, teleport the target to a free space adjacent to you before the attack takes place. The attack is not resolved against them. Utilizing the principles of both Rift and Transwarp technologies from existing databanks, the Recall Gate is an expensive but workable combination of the two, though it burns out extremely quickly. A micro-rift is projected using data from both targeting and the target’s own systems, connecting it to an internal transwarp receiver. The process is painless, though may cause some brief disorientation. Prism Refractor Superheavy Rifle, Smart, Seeking, Ordnance, 2 (Self) [ 6] [2d6 ] Attacks with this weapon create three 6 segments. The first segment is drawn from the user as normal. The second segment is drawn from the end of the first segment, and the third segment is drawn from the end of the second segment. These additional lines may be drawn in any direction from the origin, but may not overlap any prior section of the line. Once all lines are drawn, resolve this attack - no matter how many lines a given character is touched by, they will only ever be targeted once. The Prism Refractor contains a crystal shard that makes light behave rather peculiarly. It bends at angles, it goes through everything, and then it stops abruptly, to no easily discernible pattern. Ensure that you have the latest update of the paired targeting program in order to optimize battlefield targeting solutions and to reduce the odds of friendly-fire (including - but not limited to - self-targeting). [47] IRIDIA ERSA Controller The closest thing that the Demonworks has to a proper civilian frame, the Ersa was originally designed to help shape the battlefield to the advantage of Hestia’s forces. The fact that it both excelled at construction and incorporated iterations on many civilian technologies led to the Ersa being a common sight in reconstruction efforts post-war. To Iridians, it’s considered more a creator of peace than a fighting machine. Of course, this impression isn’t entirely correct. While lightly armed, the Ersa is invaluable at helping to corral foes into its allies’ weapons, as well as providing maneuverability and the ability to flush out foes using the same tactics. That’s just a side that the public tends to not be aware about, or steadfastly ignores. Ironically, the fact that it does have capabilities resembling a civilian mech has meant that it’s been one of the Demonworks’ heavy exports, often in shipments that happen to be ‘lost’ to Ungratefuls or others fighting for their independence. It provides some level of plausible deniability - even if the fact that it’s a Demonworks mech will probably raise some questions - as well as useful capabilities. Military or not, Ersa pilots tend to be well-known for making ever more intricate shaped architecture, from buildings in urban areas to out of rocks or snow in the field. Some Lancers will even compete to do more daring architectural shifts in the middle of a fight, despite the fact that the chaotic battlefield is the worst time to attempt to set aside computer time to make something look nice. It doesn’t tend to get them much appreciation from other pilots, who often consider it a stupid risk, but those who compete don’t care. It’s about the principle of the thing, pushing the Frame to its limits. Just those limits are a lot different. [48] Art by Spiral_Joe [49] CORE STATS CORE SYSTEM Size: 1∕2 Armor: 1 Save Target: 10 Sensors: 8 ARTIFICE REDESIGN MODULE HULL SYSTEMS HP: 6 Repair Cap: 3 AGILITY Evasion: 10 Speed: 5 E-Defense: 10 Tech Attack: +1 SP: 8 ENGINEERING Heat Cap: 6 TRAITS REMOTE DEPLOYMENT Systems with the Deployable tag may be placed within Sensors instead of their usual deployment range. Any other restrictions still apply. INTERPOSE ARTIFICE 1/round, when within 3 of a Deployable and hit by a damaging attack, the Ersa may cause the Deployable to be hit by the attack instead as a reaction. MOUNTS MAIN/ AUX Within the core of this mech lies a computer that’s constantly running simulations on the surrounding area, projecting how fabricators could reshape and shunt around material. In the moment of combat, its capabilities are somewhat restricted by lack of proper time and positioning, but anything not fixed down can be easily shunted around. ...and what is created, may also be destroyed. Architectural Reformat Quick Action Select one object or character with the Deployable or Drone tag, even one belonging to a hostile character, within Sensors. Redeploy it anywhere else within Sensors, placed in free and valid spaces. Edifice Flux Active (1 CP), Protocol All objects or characters with the Deployable or Drone tag within Sensors may be redeployed as per Architectural Reformat. After all redeployments have occurred, you may either activate one System with the Deployable tag as a free action, or select one Deployable or Drone within Sensors and remove it from the battlefield. Efficient: This ability refunds 1 CP at the end of any scene in which it’s used. [50] IRIDIA ERSA Mk. II "SANCTIFIER" Controller∕Striker Ersa Variant This variant can be taken at rank II of the Ersa license instead of the base Frame. Considering how the Ersa is generally viewed, the newly introduced ability to reshape architecture into weapons of war was instantly viewed as a heretical corruption of its purpose. No longer could it be viewed as simply a builder of civilization, instead it became solely a bringer of destruction. While the original Ersa was by no means bloodless, the Sanctifier was adapted primarily to fight rather than build - to battle amongst the foe’s own fortifications, in hostile homeground, rather than defending a line. This choice was certainly controversial amongst those who were aware of it, but was considered acceptable as a contingency. Besides, Hestia wouldn’t make schematics if they weren’t intended to be integrated and used. Once it was discovered outside Demonworks that this new variation was able to warp innocuous buildings into tools of death, the response was decisive. There was an immediate ban on even transporting the machines within Iridian cities, given that the only real distinction between the variations was the amount of armament - it was not at all obvious to a citizen at first glance. While it may not have solved the problem, it at least gave people a little more peace of mind, especially given it led to the Demonworks scrutinizing further frame adaptations, such as the Epione, much closer. They needed to align more with Iridian values. The Iridians who ended up seeing the mech in action gave it a title, bitter and mocking: ‘Sanctifier’. The buildings that were once pure and innocent were now irrevocably tainted by the aura of war and violence. Even after the offending implements are removed, the memories will always be there. Of how a place of safety was turned into a killer. [51] Art by Cozzymandias [52] CORE STATS CORE SYSTEM Size: 1∕2 Armor: 1 Save Target: 10 Sensors: 5 ARCHITECTURAL OVERRIDE HULL SYSTEMS HP: 6 Repair Cap: 3 AGILITY Evasion: 8 Speed: 5 E-Defense: 8 Tech Attack: +1 SP: 8 ENGINEERING Heat Cap: 6 TRAITS Quick Action As a full action, the Ersa may deal 30 AP to an adjacent object or Deployable (up to a Size 3 section). MANUAL REDEPLOYMENT When making a standard movement, the Ersa may choose one Deployable adjacent to it at the beginning of its movement, and have it move with the Ersa during that movement, retaining adjacency and orientation compared to the Ersa. The Deployable must end in a free and valid space. LIVING BATTLEFIELD 1/round, when you hit a character with a melee or ranged attack that originated from a Linked Deployable or Override Token, you may deal +1d6 bonus damage. MOUNTS FLEX MOUNT At the hands of a proper muse, anything can become a deathtrap, a turret, a fortification. A weapon of war. Edifice Hijack SHATTERPULSE AUX/ AUX Systems that were designed to craft things of beauty have instead been warped to another purpose. Blades and guns become shaped from harmless devices. MAIN MOUNT Select one object with the Deployable tag, even one belonging to a hostile character, within Sensors and line of sight. You become Linked with the chosen Deployable until this effect ends, as long as it remains within Sensors - even outside of line of sight. You may choose to originate weapon attacks from the space of any Linked Deployable on your turn, as though you were there - measuring Engagement, range, and line of sight from its position. You may end this effect as a protocol, and it ends if the Deployable is no longer deployed, it is destroyed, or if you use this action on another target. Whenever you deploy a Deployable, you may use this action as a free action, so long as it targets the triggering Deployable. Hostile Environment Active (1 CP), Protocol Choose up to 6 spaces within 50 that are occupied by a Deployable or a Size 1 or larger object or piece of terrain. Place an Override Token in each of those spaces. The Token moves with its Deployable, but if the Deployable, object or terrain is destroyed, the Token is also removed. Whenever you Skirmish or Barrage, you may remove an Override Token to originate your action from that space, as if Linked by Edifice Hijack. [53] LICENSE I: QUICKPRINT FABRICATOR, TERRAIN FORMATTER LICENSE II: ERSA FRAME, INERTIA PYLON, SWARM PROJECTOR Quickprint Fabricator Inertia Pylon Quickprint Cube I (SIZE 1, 10 HP, EVASION 5, Tags: DEPLOYABLE) Quickprint Cube II (SIZE 2, 20 HP, EVASION 5, Tags: DEPLOYABLE) Inertia Pylon (SIZE 1, 10 HP, EVASION 5, Tags: DEPLOYABLE) 2 SP This system may be used as either a quick action to deploy a Quickprint Cube I, or a full action to deploy a Quickprint Cube II. The cube is an object, which provides hard cover and blocks line of sight as normal for its Size. Whichever action cost is chosen, the cube is flash-printed and deployed in free adjacent space(s). If you create a new cube, regardless of size, the old one disintegrates. In more peaceful times, this technology could be used to decorate places with temporary adornments for festivals or other such celebrations. The ungainly quick-printed fortifications created mid-combat have no such time or care put into them, but are quite effective at providing cover. Terrain Formatter 2 SP, Quick Tech, Invade, Unique Gain the following Invade options: Liquify Earth: A 2 centered on the target becomes difficult terrain for the rest of the scene, or until this option is used again. Anyone who ends their turn in this terrain must make a Hull save or become Slowed until the end of their next turn. Tremor: The target is knocked Prone. Even the landscape itself is putty to those with the right tools. In war, it may be akin to using a shovel as a weapon - inelegantly, and certainly not what it was designed for - but a shovel can still do a lot of damage if used correctly... [54] 3 SP, Unique, Limited 2, Quick Action Expend a charge to deploy a Size 1 pylon in a free, adjacent space. The pylon gains 3 Inertia Tokens. While the pylon has Inertia Tokens, you may perform the following effects as a reaction: • When a character ends their turn within 3 spaces of the pylon, you may expend an Inertia Token to push them 2 spaces in any direction. • When a character within 3 spaces of the pylon is pushed, pulled, or knocked back, you may expend an Inertia Token to increase or decrease the distance moved by 3 (to a minimum of 0). Originally designed as a safety measure in dangerous areas, Inertia Pylons were easily repurposed for use in combat. While harmless on their own, they aid immensely in helping to dictate the flow of battle. Swarm Projector Main Launcher, Smart, Seeking, Inaccurate [ 5] [3 ] If the target is in a zone of soft cover or adjacent to an object that grants hard cover, this weapon instead deals 1d6+3 and gains Reliable 3. Designed for use in close-quarters, where it’s likely that foes are able to use cover and other obstructions. Weak points in the terrain are analyzed, allowing the weapon’s payload to shatter parts of whatever’s concealing the target in a burst of shrapnel. LICENSE III: EMERGENCY FABRICATION RESERVES, TRANSWARP SYSTEM Emergency Fabrication Reserves 2 SP, Unique 1/scene, when the user uses a Limited system with the Deployable tag, the user may instead not spend a charge. Limited systems that have expended all their charges may still be used in this way. While bulky and useless on their own, being able to carry around the spare parts necessary to create whatever’s needed can come in very handy in a pinch. Transwarp System 2 SP, Unique, Limited 2, Quick Action Warp Generator (SIZE 1, 10 HP, EVASION 5, Tags: DEPLOYABLE, RESISTANCE to all damage) Expend a charge to deploy a Size 1 warp generator in a free, adjacent space. Despite occupying a space, characters can enter the generator’s space, though may not remain there. You or allied characters that enter the generator’s space may be teleported anywhere within 5, or you may choose to teleport them to a free space adjacent to any other generator deployed on the map, regardless of distance. Hostile characters make an Engineering save; on a failure, they take 1d6 AP and you may teleport them like you would an ally. On a success, they may instead choose to teleport anywhere within 5. Any movement from the generator counts as involuntary movement. Highly experimental. In theory the technology was designed to allow quick transit between wherever necessary. In practice, the distance before things arrived at the destination torn apart was too short, even with a receiver pad. Even for short-range hops, there’s a risk of destabilization if used improperly. [55] IRIDIA HECATE Defender∕Controller The Hecate is what many consider to be the strangest Demonworks frame, and that’s saying something when the likes of the Ananke and Hemera exist. Those at least make sense as gifts from the goddess, woven from her blessing and her realm. The Hecate, by contrast, seems like a physical contradiction that should not have worked. One of the more infamous locations on Iridia is the Silent Mountains, a range of peaks containing a most peculiar geological product: the rock known as Whisperstone. The stone heavily dampens the signals and capabilities of nearby electronics, and periodically a convergence in their fluctuations will cause catastrophic ion storms. Even mechs cannot always function in the area, and it’s claimed that the area is cursed. So it was entirely unexpected when the Demonworks attempted to incorporate Whisperstone into a mech frame. For a long time it seemed as though the project would end entirely as you would expect when placing an electronic-disrupting mineral into a mechanized chassis. It's unclear how the project eventually succeeded. The most popular rumour is that the Hecate isn't so much a mech as it is a synthetic organism - one with enough consciousness to assist the pilot whenever mechanisms shut down. While there's no proof of this, and no Hecate has been observed to act without the influence of a pilot, it is true that the frame contains some manner of biotics in its construction. Unfortunately, while management and the engineers were jubilant of their success - after all, Hestia's schematics are almost completely exhausted - the Hecate is an often less welcome addition to fighting forces than hoped. While a properly tuned Hecate is of no risk to its allies, nobody wants to risk having their mechs shut off around them. Or, for that matter, their ship. [56] Art by Spiral_Joe [57] CORE STATS CORE SYSTEM Size: 2 Armor: 2 Save Target: 11 Sensors: 5 HULL SYSTEMS IONIC STORMCLOUD GENERATOR HP: 8 Repair Cap: 6 AGILITY Evasion: 6 Speed: 4 E-Defense: 10 Tech Attack: +1 SP: 6 ENGINEERING Heat Cap: 6 TRAITS STATIC SHIELDING The Hecate has resistance to . ELECTROMAGNETIC IMPULSE While the Hecate is Jammed or Stunned, it creates a 2 zone around itself. All hostile characters in this zone are Impaired until they are either no longer in the zone or the zone ends. BIOTIC CIRCUITRY The Hecate can make reactions and use comms while Jammed. MOUNTS MAIN MOUNT HEAVY MOUNT The Whisperstone contained within the Stormcloud Generator is carefully shielded and unpowered in order to allow for normal operations. Since pilots must consciously choose to disengage the safeties, Hecate manuals warn of the feelings of power that may be caused by seeing hostile systems begin to degrade or shut down at their command. It can become addictive to some, and detrimental to their piloting. At full power, the Generator is able to wreak havoc on the Hecate’s surroundings and leave people reeling from the potency of its ion storm. But Demonworks insists that it remains perfectly safe and controlled. Unshield Whisperstone Protocol The Hecate becomes Jammed until the start of its next turn. Ion Storm Active (1 CP), Protocol Until the start of its next turn, the Hecate becomes Jammed and may push any character that ends their turn within 2 of it up to 2 spaces in any direction. Efficient: This ability refunds 1 CP at the end of any scene in which it’s used. [58] LICENSE I: ELECTRON PULSE, IONIC FEEDBACK Electron Pulse Main CQB, Smart, Loading [ 5][ 1] [1d6+2 ] This weapon does not target any character entirely within the origin space of the Blast. The best way to deal with someone who’s surrounded is to simply shoot everyone else. A little computer-aided precision, and the air around someone can be violently excited while they’re untouched. Ionic Feedback 1 SP, Unique You may Brace while Jammed. If you Brace against a tech attack, you become Immune to that attack. In addition, whenever you Brace you may take 2 in order to end all effects caused by tech actions on yourself. A combination of whisperstone and biocircuitry allows a mech to quickly purge itself of foreign code without shutting down the entire system. LICENSE II: HECATE FRAME, FULMINATION AURA, PROTECTIVE MATRIX Fulmination Aura Main Launcher [ 5] [2d6 ] Protective Matrix 3 SP, Quick Action, Shield, Unique Until the start of your next turn, the first time each hostile character uses a tech action or makes an attack roll while within 3 of you, they take 2 AP after the action is complete. The Protective Matrix is a set of spines that, when charged, form a defensive grid in the area that can lash out at any unexpected power emanations. It’s very important to make sure that the targeting system is up to date on friend-or-foe tags. LICENSE III: WHISPERSTONE LAUNCHER, CHARGED LODESTONE Whisperstone Launcher Heavy Launcher, Limited 2 [ 10][ 1] [3d6 ] On Attack: After the attack, the Blast becomes a zone that lasts until the end of the scene. Any character at least partially within this zone may not use tech actions. On Hit: The target is Jammed until the end of their next turn. Not so much a gun as a storage device for boulders of Whisperstone shaped around an explosive charge. Direct hits will cause serious system malfunctions, while even the most ineffective shot will still nullify legionspace calibration in the area. This weapon always targets Evasion 8. Charged Lodestone On Hit: Do not roll damage or apply any effects of the attack that would apply to the target (such as Knockback). Lodestone (SIZE 1, 5 HP, EVASION 5, TAGS: DEPLOYABLE) Instead, damage is rolled and effects are applied to the first character that successfully attacks the target while within 5 of the target before the start of the target's next turn. More of a deterrent than a proper weapon, the Fulmination Aura charges the target with a delicate balance of power… which then violently strikes the first person to break that balance. 2 SP, Unique, Limited 2, Quick Action Expend a charge to deploy a Size 1 Lodestone in a free, adjacent space, where it creates a 2 of disruptive electromagnetism. Characters in this burst are Jammed until they leave it, or until the Lodestone is destroyed. An adjacent character can destroy the Lodestone with a successful Hull Save as a Full Action. A chunk of Whisperstone, unshielded and whole, can easily knock out sensitive systems in a small area. It must be protected, however, as the disruption swiftly dissipates if the stone is shattered - Whisperstone seems to have an exponential effect as the unbroken mass increases. [59] IRIDIA HEMERA Defender The metavault anchored within Iridia is a place of wonder, of concern, of speculation. There has only been a single attempt to breach it, which eventually ended in the construction of the Hemera. Unfortunately, none of the rest of the expedition was even remotely positive, and the Hemera simply existing is an ever-present reminder of that. The fact that a group consisting of individuals from Union, the Demonworks, and the Church managed to be formed was a miracle in itself, let alone for an attempt to re-open Hestia’s domain. But there was optimism, hope, and desperation in equal measure. Iridians wanted to know more about what had happened to Hestia, and this was a very rare opportunity for Union. It was a milestone for cooperation. And then it all fell apart. The metavault accosted them with reflections of their past, striking at the memories that they felt weakest. It tore at their selves, their identities, their very fabric of being. The picturesque mirror of the planet turned increasingly warped and hostile as they ventured further in. It was literal madness to continue, and so the survivors limped out, forever emotionally scarred by the experience. Seeing the traumatized survivors - only a handful remaining of the dozens who entered - the domain of Hestia was decreed forbidden, by the will of the goddess. After all, if she wanted Iridians within, she would have allowed them passage. And so the only thing that would ever be retrieved from the vault was a peculiar sample of what seemed to be mech components, which had been retrieved for later research. While analysis of the parts was inconclusive, the Demonworks did manage to replicate them and integrate them into a mech project. What resulted was a mech that casually treated reality’s ironclad laws as mere suggestions, something that was a little concerning to many involved. Even to those who don’t know of the Hemera’s history, it tends to be considered a rather ill omen. Whether because it never seems to sit correctly in one’s vision, because it doesn’t take as short of steps as its stride should suggest, or something else strange, other pilots tend to feel a general unease seeing it. This often leads to people blaming Hemera pilots for being bad luck or a curse, even for things that are entirely out of their control. Some become bitter over it, but others gain a rather warped sense of humour about the whole thing. [60] Art by Spiral_Joe [61] CORE STATS CORE SYSTEM Size: 1∕2 Armor: 2 Save Target: 10 Sensors: 8 HULL SYSTEMS PERSPECTIVE OVERRIDE MATRIX HP: 8 Repair Cap: 4 AGILITY Evasion: 8 Speed: 4 E-Defense: 12 Tech Attack: +1 SP: 6 ENGINEERING Heat Cap: 6 TRAITS FOCAL POINT The Hemera counts as Size 3 for the purposes of Engagement and being targeted by Rams. PARAPHYSICAL FRAME The Hemera gains +1 and saves. MOUNTS MAIN/ AUX on Systems checks “I don’t understand it. If you look at it, everything’s fine. If you look at the surroundings, everything’s fine. But… the two of them together, things are NOT supposed to fit together like that. It’s everywhere it’s not supposed to be. I know this is supposed to be a blessing, but it’s making me question how reality works. We are mere mortals. I… think we made a mistake entering the goddess’ domain.” PERSPECTIVE SHIFT Hostile characters within Sensors and line of sight take +1 on any attack that does not include the Hemera as a target, as long as the Hemera is not Hidden and none of the Hemera's non-Drone allies are closer to the hostile character than the Hemera is. Forced Perspective Active (1 CP), Protocol Until the end of the scene, the Hemera’s Perspective Shift also makes the affected attacks treat the target as Invisible. If a hostile character misses an attack that is affected by Perspective Shift, they become Jammed until the start of their next turn. [62] LICENSE I: METASTATIC EMITTER, SPATIAL WARPING Metastatic Emitter 1 SP, Unique Characters that are Engaged by you gain +1 on tech attacks. “It’s a system that makes the systems you don’t want to work near it… well, not work. I find it kinda unsettling how it just seems to know on its own what you don’t want. A lot of people find it comforting, though.” Spatial Warping 1 SP, Quick Tech, Invade, Unique Gain the following Invade options: Haptic Disconnect: The Threat of all the target’s weapons are reduced to 1 until the end of their next turn. (Ranges other than Threat are unaffected.) Collapsing Waveform: The target is unable to fly or teleport until the end of their next turn. If the target is currently flying, they immediately fall. “It turns out, when this thing tells reality that it doesn’t work a certain way… reality listens.” LICENSE II: HEMERA FRAME, REALITY CUTTER, FLUX COATING Reality Cutter Main Melee, 1 SP, Smart, AP, Unique [ 1] [1d6 ] On Hit: Teleport to a space adjacent to your target. “We named it this because we saw it as a sword first, but… it seems to look different depending on the user. Doesn’t always cut. Regardless, it lets you do a neat trick where you twist like so, and you just step THROUGH where the person in front of you should be.” Flux Coating 1 SP, Unique, Reaction Gain the Discontiguity reaction. “So, we learned something. You spread this material we got from Her domain thin enough, and you can shove darn near anything through space - as long as it has external motivation. It can’t shove itself. Coat a rock, and it’ll look like it just clicked into place on the counter you threw it to. Coat a ball, and you can scare marketing a good several rooms down if you have a strong enough arm.” Discontiguity Reaction, 1∕round Trigger: You are pushed, pulled, or knocked back. Effect: You ignore the effects of all spaces between your origin and the destination of the involuntary movement. If the distance moved would be enough to entirely pass through a character or object that would otherwise stop your movement early, then you continue up to the full distance of the involuntary movement; otherwise you stop early as normal. LICENSE III: EMERGENCY SHUNT, INVERT Emergency Shunt 2 SP, Unique Whenever you take Structure Damage or Stress, you may, immediately after rolling on the Structure Damage or Overheating table but before resolving the result, teleport 3 spaces and become Invisible until the start of your next turn. “It actually wasn’t that hard to encourage the mech to move out of the way a bit when it was taking heavy hits. The tricky part was making sure the pilot could come along too.” Invert 3 SP, Protocol, Unique, 1 (Self) Until the start of your next turn, attacks that would target your evasion instead target your e-defense, and attacks that would target your e-defense instead target your evasion. “I can’t tell if this is the true form of the mech, or if it’s just THAT place showing its influence. Either way, it scares me. And I’m not even the one piloting it.” [63] IRIDIA HERA Defender∕Support The second offshoot of the Artemis frame, the Hera was taken in the opposite direction of the Epione. Rather than remaining focused on ranged weapons, the colossal chassis was refitted into a close assault platform in the vein of the Enyo, one that could match that frame’s prowess. Publicly, the Hera is primarily a mech intended for offworld conflict, able to stride across the battlefield with ease, carving a path for its allies to follow. There’s been surprisingly little follow-through on that from the Demonworks, however, with only a handful actually making their way out to the stars. In truth, they were always designed for deployment on Iridia itself, though this fact is kept very quiet to avoid alarming anyone. But with IPS-N digging further and further into the planet, Demonworks leadership realized that they would probably have to forge some solution on their own, rather than waiting for the corprostate to fail or Union to fix the problem for them. It was this goal that informed the Hera’s design. A frame that could breach the walls of IPS-N compounds. A force that, once unleashed, could not be stopped. A true goddess of war. So far, tests have gone well, but ‘good enough’ isn’t good enough. There will only be one shot once things boil over, and a failure there would be disastrous. Pilots, of course, see none of these politics, beyond perhaps observing that customer service gets an awful lot more prompt when it’s learned that they’re fighting against IPS-N wargear. Data is always appreciated, but that particular information is valued even more than normal. [64] Art by Spiral_Joe [65] CORE STATS CORE SYSTEM Size: 3 Armor: 0 Save Target: 11 Sensors: 5 INEVITABILITY DRIVE HULL SYSTEMS HP: 12 Repair Cap: 5 AGILITY Evasion: 6 Speed: 5 E-Defense: 6 Tech Attack: -2 SP: 5 ENGINEERING Heat Cap: 6 RESPLENDENT WARDING Whenever the Hera is damaged by a hostile source, it chooses one of the triggering damage types after resolving all damage. The Hera gains resistance to that damage type from hostile sources until the end of the scene or this trait is triggered again. PRISMATIC AEGIS Characters Engaged with the Hera that target one or more of the Hera's allies with an attack or tech action take 3 and gain Lock On. And when the Hera moves, very little can stop it. Rumours say that, given time, it could even smash a passage through a mountain. While such tales are likely overblown, it does give a sense of what the path of destruction looks like. TITANIC STRIDE The Hera ignores difficult terrain. If the Hera moves into the space of a Size 2 or smaller object, terrain, or Deployable which is not Immune to damage, the Hera destroys it and replaces it with an equal area of difficult terrain on the ground. Implacable Advance Active (1 CP), Protocol SLOW The Hera receives +1 saves. MOUNTS MAIN MOUNT The Hera has what is essentially a second reactor built into the frame. Computers, weapons, most things are handled by the primary - the entire power of the secondary is dedicated solely to moving. HEAVY MOUNT on Agility checks and Until the start of your next turn, gain the following effects: • You become Immune to being Slowed and Immobilized by any source other than your own Systems, Talents, etc. (This clears any existing eligible conditions.) • Titanic Stride now allows you to move into the spaces of up to Size 3 objects, terrain, or Deployables that are not Immune to damage, destroying them. You may also move into the spaces of objects or terrain that are larger than Size 3, destroying a Size 3 section as you do so. • You and adjacent allies may choose to be unaffected by any involuntary movement. Efficient: This ability refunds 1 CP at the end of any scene in which it’s used. [66] LICENSE I: OLYMPUS PROTOCOLS, TRUESTRIKE GLADIUS Inexorable Presence 2 SP, Quick Action Olympus Protocols All characters of your choice within pulled 1 space towards you. When an adjacent character triggers your Overwatch, you may take 1 to Ram or Grapple the triggering character instead of using Skirmish. You are the shining moon, drawing the eye in a sea of stars. You stand tall, a radiant beacon that eclipses others. There is no escaping your gaze, they can only approach. 2 SP, 1 (Self), Unique You are the weight of reality, that which overshadows all. Those who seek to escape your grasp, to harm those under your protection, will be forced to kneel before you. Truestrike Gladius Main Melee, Loading, Reliable 5 [ 1] [5 ] On Hit: This weapon is not unloaded. You are the avatar of war, the master of battle. You bear the burden of death the guilt of killing - but you wield it as a weapon. Every blow you make will land true, scouring the foe with your divine light. There will be peace in the end. LICENSE II: HERA FRAME, ILLUMINANT CHARGES, INEXORABLE PRESENCE Illuminant Charges 3 SP, Limited 2, Unique Expend a charge from this system for one of the following effects: • Revealing Light (Grenade, 5, 1): All characters within the Blast immediately lose Invisible and Hidden, are unable to benefit from cover or regain these statuses until the end of their next turn, and gain Lock On. • Absolute Dark (Mine, 2): The Burst creates a zone that lasts until the end of the following round. Line of sight is not able to be drawn into, out of, or through this zone. You are the arbiter of light, the one who heralds hope and despair in equal measure. Bring forth the dawn, and cast the unworthy into shadow. Your judgement is absolute. 3 are LICENSE III: GUIDANCE DRONE, CHROMATIC BLADE Guidance Drone 2 SP, Limited 2, Drone, Quick Action, Unique Guidance Drone (Size 1/2, 5 HP, 10 EDefense, 10 Evasion, Tags: Drone) Expend a charge to deploy a Guidance Drone to any free space within 5 and line of sight. It creates a 2 around itself. Allied characters treat their ranged attacks as Seeking against characters in this area. Guidance Drones cannot be recalled and expire at the end of the scene. You are the all-seeing, dispatching heralds to guide those who put their faith in you. Their sparks burn brief but bright, lighting the shadows of war. Chromatic Blade Heavy Melee, 2 (Self), 1 SP [ 1] [1d6 + 1d6 + 1d6 ] On Attack: You may choose to reduce this weapon’s base damage in increments of 1d6, removing one or more of the damage dice. For each die removed, reduce this weapon’s Heat (Self) value by 1, to a minimum of 0. Gain a benefit if you hit based on the type(s) of damage that you removed: • Kinetic: The target must pass an Engineering Save or be Shredded until the start of their next turn. • Explosive: The target is knocked Prone and you may apply Knockback 1. • Energy: The target must pass a Systems Save or only have line of sight to adjacent spaces until the end of their next turn. You are the shaper of the primordial forces, holding them contained in the palm of your hand. Take care to not loosen your grip, for they are fickle things. [67] IRIDIA IRIS Support∕Defender Conceptualized as the antithesis of the Enyo’s uncontrolled brutality, the Iris was designed to allow the small Iridian forces to focus their strikes with pinpoint precision. Given the lack of experience that the planet had with mechs, being able to have an immediate analysis of enemy combatants proved to be a crucial aspect of multiple engagements. The key component of the Iris is its Akashic Sensor Suite, a networked array of countless types of sensors and analysis units. Any pilot will tell you that the hardest part of using an Iris isn’t deciphering what the Suite gives you, it’s learning which sensors will give you the best return in any given situation - though each individual has their own few that they’ll swear by. The degree of information collected by this Suite has been flagged as an item of concern by the UIB, given that it goes beyond simple things like radar or molecular analysis. Some pilots have said that they’ve been able to see glimpses of a target’s history or its future, learn a pilot’s emotions or fears, or other things that should be beyond a system’s capabilities. Because of the bounty of data available to them, Iris pilots have a significant rate of requiring some degree of therapy. This may be brought on by repeatedly seeing traumatic possibilities, becoming dependent on knowledge from the Suite even while off the battlefield, trying to perfect their own lives by examining every facet, becoming narcissistic due to perceived omniscience, or any other number of issues. Regardless, the end result is a relatively high turnover rate, even amongst pilots who report complete satisfaction with their mech. [68] Art by Spiral_Joe [69] CORE STATS CORE SYSTEM Size: 1 Armor: 0 Save Target: 10 Sensors: 20 AKASHIC SENSOR SUITE HULL SYSTEMS HP: 6 Repair Cap: 4 AGILITY Evasion: 10 Speed: 6 E-Defense: 10 Tech Attack: +1 SP: 7 ENGINEERING Heat Cap: 4 TRAITS OMNISCIENT GAZE You and your allies always know the HP value of all characters on the battlefield. CRYPSIS PURGE The Iris may target Hidden characters with tech actions. When the Iris targets a Hidden hostile character with a tech action, the target must pass a Systems save or else lose Hidden. DICHROIC AURA Adjacent allied characters may use the Iris' e-defense instead of their own. MOUNTS AUX/ AUX FLEX MOUNT Full of every sensor available - and some that perhaps aren’t - the Akashic Sensor Suite is designed to reveal the dangers, composition, and weak points of everything within range. This allows allies to focus fire on potent threats, as well as know how best to avoid incoming fire. Those who rely too much on it, however, are known to grow excessively paranoid, or believe perhaps that they know more than anyone else. Gazing too deeply can prevent ever coming back... AKASHIC RESONANCE 1/round, when you target a character with a tech action, you may put an Akashic Mark on that character. The mark remains until the end of the Scene or it is consumed. A character may only have one Akashic Mark at a time. When an attack roll is made against a character with an Akashic Mark, you may consume it as a reaction to choose whether that attack roll is made against evasion or e-defense. Auspex Sweep Active (1 CP), Quick Action The Iris and all characters in 50, even those Hidden or outside of line of sight, gain an Akashic Mark. Until the end of the scene, characters can have multiple Akashic Marks, and any hostile character with an Akashic Mark loses Hidden and may not regain it while they have the Mark. In addition, the Iris and all allied characters count as Invisible against attacks that target their e-defense until the start of that character’s next turn. [70] IRIDIA IRIS Mk. II "LOCUS" Artillery∕Controller Iris Variant This variant can be taken at rank II of the Iris license instead of the base Frame. The ‘Locus’ designation is an umbrella term given to a variety of Iris frames that have been tampered with in order to enable their pilots to both pursue more aggressive tactics and have an easier time interfacing with the Akashic Sensor Suite. While unheard of during the war with Union, these alterations have slowly been gaining traction especially with pilots who have spent too long with the Iris’ Suite, and so believe that they are the ones who should solve any problem. This determination usually results in the chassis being half-gutted in order to mount ordnance far exceeding safety parameters onto the frame, ensuring that the pilot has enough firepower to take advantage of their own analysis. The other major change is the integration of a modified neural framework into the Akashic Suite, creating the Cognitive Locus. The framework filters the raw data through an imprint of the user’s own mind, allowing for a constant stream of instantly understandable data. Unfortunately, this tends to combine the issues of both the Iris and the Enyo - a heavily personalized frame that becomes an extension of the pilot’s mind, occasionally to such an extreme degree that they need to maintain a wireless connection with the Cognitive Locus at all times in order to function without becoming lost and confused. Though the Demonworks has expressly banned Locus conversions, pilots still attempt them in hopes of getting ahead - all the while believing they’ll be the one of the few to withstand the meld. While some last longer than others, eventually almost all succumb to becoming part of the Locus, their physical form becoming merely one voice amongst a thousand. [71] Art by Cosmixian [72] CORE STATS CORE SYSTEM Size: 1 Armor: 0 Save Target: 10 Sensors: 15 COGNITIVE LOCUS HULL SYSTEMS HP: 6 Repair Cap: 4 AGILITY Evasion: 10 Speed: 4 E-Defense: 10 Tech Attack: +1 SP: 6 ENGINEERING Heat Cap: 6 TRAITS DISRUPTION COUNTERBATTERY 1/round, when the Iris hits a hostile character with an attack, they become Disrupted until the start of your next turn. When a Disrupted character uses an action or reaction to activate a System or Trait, you may choose for them to lose Disrupted; if you do, they must either lose that action or reaction (expending it to no effect), or allow you to immediately attack them with Overwatch. LOCUS ANALYSIS 1/round, when the Iris consumes Lock On, it may immediately Scan the target before the attack occurs. FRAGILE The Iris receives +1 saves. on Hull checks and MOUNTS MAIN MOUNT HEAVY MOUNT A thousand voices whisper from every corner of the frame. Your voice, echoed a thousand times. You spoke to the void, and now it speaks back. It speaks to you of your foes, of the thin thread of their existence. Of snipping it. Integrated Mount: Rangefinder Rangefinder Auxiliary Cannon, Arcing, Smart [ 20] [1d3+1 ] Ex Nihilo Active (1 CP), Quick Action Choose a character within Sensors. You Scan that character, and gain a Whisper Die - 1d6, starting at 1. At the start of your turn, or 1/round when you Scan any character, increase the value of the Whisper Die by 1, to a maximum of 6. At the beginning of each of your target’s turns, select a number of their Weapons, Systems or Traits that require an action or reaction to use equal to the value of your Whisper Die. At the same time, choose either 3 AP or 2 . Each time the target uses any of the selected Weapons, Systems or Traits before the start of their next turn, they take the chosen cost before it resolves. If your target is destroyed, you may use this action again in this scene, resetting the Whisper Die to 1. [73] LICENSE I: DEEP-PENETRATION SCAN, GRAV SLING 1 SP, Unique, Limited 3 When you Scan a hostile character, you may expend a charge to also apply Lock On to your target and make it unable to benefit from cover until the start of their next turn. If you’re already poking around inside someone’s systems, why wouldn’t you just juice up some power and search a little more? There’s often just one more crack you can exploit. Grav Sling 2 SP, Quick Action Choose a space within 5 - even in mid-air and mark it. This mark lasts until expended, the end of the scene, or this action is used again. As a protocol or a quick action, you may expend the mark to be pushed directly towards the space it was in, regardless of distance, even through the air. You stop upon reaching that space, or if you would enter the space of an object or character. If you are in the air at the end and have no way to fly, you immediately fall. Useful for both getting good vantage points and extraction, the Grav Sling entwines a personal motivator with a controlled singularity. When activated, the user is suddenly pulled with a rather significant force to where the singularity was created... so it’s fairly important to make sure to have good inertial compensation. LICENSE II: IRIS FRAME, MULTIPHASIC RIFLE, AKASHIC WARDING Multiphasic Rifle ] This weapon counts as all ranged weapon types simultaneously (e.g., CQB, Rifle, etc.), but it can’t take Mods or benefit from core bonuses, although it still benefits from talents as normal. On Attack: Choose this weapon’s damage type. For when you need a little something of everything. [74] 2 SP, Quick Tech, Unique Gain the following Quick Tech options: Deep-Penetration Scan Main ???, 1 SP, Smart, Unique [ 10 or 5] [1d6+1 or or Akashic Warding Resonant Shroud: Choose an allied character within Sensors. They benefit from hard cover until the start of their next turn. Adaptive Shielding: Choose an allied character within Sensors, and one of , , or damage. The chosen character gains resistance to the chosen damage type until the end of their next turn. This can only be used 1/scene on each character. Adapted from the Akashic Suite, the user is able to ‘tune’ the space around a mech to help deflect various projectiles. Targets often report seeing faint figures through the resonance both with their eyes and sensors - but there’s been no recorded proof of these figments. LICENSE III: POLARITY REVERSER, ECHO-CLASS NHP Polarity Reverser 2 SP, Unique, Quick Tech, 1∕round Make a tech attack against a target within Sensors and line of sight. On a hit, the target’s defenses are scrambled. The next time that they are hit by a damaging attack before the end of their next turn, they may not apply any resistance to the attack (Armor and other reductions are unaffected). If that attack would have been affected by their resistance, the attack gains +1d6 bonus damage. Once a chink in the enemy’s defenses are located, it’s important to figure out how to subvert them. Knowing exactly how the enemy will crush you is not helpful if you’re helpless to stop it. ECHO-Class NHP 3 SP, AI, Unique Your mech gains the AI property and Eternal Reflection. ECHO developed out of the first experiments with the Cognitive Locus the engineers involved eventually realizing that the words spoken back had taken on some sort of sentience. The program was subsequently shut down, but ECHO-Prime still remained. To this day, no ECHO ever initiates a conversation, and will only reply with words that the person they’re talking to has spoken to them at some time. Each person ends up receiving a personalized language, the ECHO slowly developing it over time. Their personality tends to reflect that of their pilot’s as well… but it’s a shallow reflection. ECHOs rarely actually care for those that interact with them - it’s only a mannerism to them, like any other. Beneath the surface, they’re inscrutable. Just watching. Listening. ECHO-Class NHPs specialize in electronic countermeasures, projecting legionspace reflections over nearby allies in order to direct those hacks at their own mech. It’s said that ECHOs pour over these attempted intrusions outside of battle, creating a legionspace language of their own. Eternal Reflection Quick Action Until the start of your next turn, whenever any hostile character within 10 and line of sight targets a character other than you with a tech action, they must make a Systems save. On a failure, they must choose to either target you instead or lose the action. If you are out of range, they automatically lose the action. Tech actions that do not target a character are unaffected. This action cannot be used while Hidden. If you become Hidden, this effect immediately ends. [75] IRIDIA NEMESIS Striker The Nemesis is in a peculiar position. While Hestia did work on the final design, the original mech was brought to Iridia by the Union Lancer who the goddess impelled to defect and lead Iridia’s forces. There’s been a rather awkward discussion with Union over if the Demonworks could even produce the frame. Thankfully, since the original manufacturer had long since fallen under GMS purview, permission was given, and incidents were avoided. Because of its associations with the right hand of Hestia, the frame has always enjoyed a high acclaim on Iridia. Many have claimed it to be the Chosen of the goddess, watched over and guided by fragments of her divine will even after her disappearance. While this belief tends not to persist off-world, Nemesis pilots can sometimes seem to have a little better luck than they should. Of course, nobody can ever prove anything. On the battlefield, the Nemesis is a slippery skirmisher. Often found either supporting its allies or striking isolated targets, the frame excels when avoiding protracted combat. While Iridians may give the frame much praise - some would say too much - the pilots themselves know that they live or die by the skills of those that they fight alongside. Anyone who pilots with a big ego tends to have that deflated fairly quickly, to the point where it’s surprising to see an experienced Nemesis pilot that isn’t the heart of a group’s camaraderie. While the Nemesis is almost entirely unremarkable off its home planet, it does have one notable exception. Given that it was the frame of a defector - even one that turned out to have extremely extenuating circumstances - the mech tends to cause a little disgruntlement with any DoJ∕HR pilots who’ve heard of Iridia. Usually not in any particularly significant way, but a Nemesis pilot can at times expect to be treated a little cooler than anyone else. [76] Art by Spiral_Joe [77] CORE STATS CORE SYSTEM Size: 1 Armor: 0 Save Target: 11 Sensors: 10 GRAVITIC FLIGHT GENERATOR HULL SYSTEMS HP: 8 Repair Cap: 3 AGILITY Evasion: 11 Speed: 5 E-Defense: 8 Tech Attack: +0 SP: 6 ENGINEERING Heat Cap: 6 TRAITS GRAVITIC WINGS You may choose to count any and all of your movement as flying. FLYBY ATTACK When you hit with a melee attack with a weapon on your turn, the target is unable to take reactions in response to your movement until the end of that turn. HARRY THE PACK 1/round, when you hit a character with a melee attack, you may deal +1d6 bonus damage. You may not trigger this against the same character two rounds in a row. MOUNTS AUX/ AUX [78] MAIN/ AUX Even before Iridia, gravity’s grasp on the Nemesis was tenuous - an early-stage gravitic repulsor letting it fly freely for long durations. But it was still a relatively clunky design. Hestia saw this, and she found it wanting. But, in her infinite mercy, she uplifted the Nemesis, bestowed gifts upon it, made it a true Iridian frame. No longer would it need to obey the shackles of physics. When a Nemesis takes flight now, it twists and turns in a way that shouldn’t be possible. It escapes from foes with nary an opening for them to strike. It brings forth the power of Iridia’s goddess. And you cannot escape it. Wings of the Goddess Active (1 CP), Protocol For the rest of the scene, the flight granted by Gravitic Wings is hover, and your movement ignores Engagement. In addition, when you trigger Flyby Attack, the target is instead unable to take any reactions until the end of their next turn, including against the triggering attack. IRIDIA NEMESIS Mk. I "CHAMPION" Striker∕Support Nemesis Variant This variant can be taken at rank II of the Nemesis license instead of the base Frame. Only carrying the Nemesis name retroactively, the Champion was the one successful product from the foundries of the Delta Consortium. Bought up and folded into one of GMS' specialty mech distribution lines as an aerial combat unit, it remained as a solidly niche and unremarkable frame until managing to be swept up in the Iridia incident. Unlike the Hestia-modified Nemesis, the Champion is far more solidly a battlefield commander, remaining embroiled in the thick of things. The fact that its tactical computer is able to be interlinked with its teammates’ allows for some impressive feats of coordination - allies are able to take advantage of any momentary distraction caused by attacks on a foe, whether from the Champion or not. The most striking feature of the Champion is undoubtedly the large sword it wields. Able to channel electricity directly from the chassis itself, the Champion’s Blade becomes infused with the attributes of a tempest during the midsts of battle - giving it the colloquial “Stormblade” nickname. The Stormblade was ultimately what led to the downfall and obsolescence of the Champion on Iridia, causing the development of what would become known as the Nemesis proper. The sword required a great amount of skill to properly wield, and almost nobody on the planet had the talent to use it or the will to learn - the people who might be willing had already been funneled to the easier-to-use Enyo. Since then, the Champion has languished once again as little more than a curiosity. Less Demonworks than anything else the corporation has the schematics for, it’s really only something that would be printed off at special request, and barely even noted in any offworld catalogues. Those who have even heard of the frame - even through GMS - much less choose to use it, tend to be peculiar indeed. [79] Art by Spiral_Joe [80] CORE STATS CORE SYSTEM Size: 1 Armor: 1 Save Target: 11 Sensors: 10 CHAMPION’S BLADE HULL SYSTEMS HP: 8 Repair Cap: 4 E-Defense: 6 Tech Attack: +0 AGILITY SP: 5 Evasion: 10 Speed: 5 ENGINEERING Heat Cap: 6 TRAITS GRAVITIC WINGS You may choose to count any and all of your movement as flying. AERIAL DANCER When you attack a hostile character with a melee weapon on your turn while you are flying, you may remain flying at the end of your turn even if you did not move. DIRECT THE FLOW 2/round, when a hostile character within line of sight is hit with an attack, you may push one ally within 3 spaces of the hit character. On your turn, this push is up to 3 spaces in any direction, while on any other turn this push is 1 space in any direction. This may only trigger 1/turn. MOUNTS MAIN MOUNT FLEX MOUNT I will be a leader, never shying away from the forefront of battle. I will be a symbol, soaring to bring hope to those who have lost it. I will be a hero, defending the innocent until my final breath. But most of all, I will be a champion, forever brave and true. With the fury of the tempest and unbreakable honour, I will never falter, never fail. -Apocryphal Champion’s Oath Integrated Mount: Stormblade Stormblade Main Melee [ 2] [1d6+4 or or ] At the beginning of each scene, choose one of the profiles below. This weapon gains the listed damage type, tags, and effects for this scene: • Howling Winds: Kinetic damage. You gain +1 Speed and when you Boost you ignore Engagement. On Crit: The target becomes Slowed until the end of their next turn. • Booming Thunder: Explosive damage. This weapon gains Knockback 3. On Crit: The target is knocked Prone. • Searing Lightning: Energy Damage. This weapon gains AP and Overkill. On Crit: The target becomes Impaired until the end of their next turn. Tempest Surge Active (1 CP), Protocol You may change the profile your Stormblade uses. In addition, it gains Accurate and Reliable 3 until the start of your next turn. Efficient: This ability refunds 1 CP at the end of any scene in which it’s used. [81] LICENSE I: WINGBLADE, INERTIAL COMPENSATOR Targeting Uplink Wingblade Choose one weapon: When you hit a hostile character with it, you may expend a charge in order to give +1 to the next attack roll an ally makes against that character. Attack rolls that benefit from this bonus gain AP. Auxiliary Melee, Accurate [ 2] [1d3 ] “War reveals who you really are. What you’ll fight for, how you go about doing things. Nobody can ever truly be an angel during it, but you have to try. Try to help people, try to make it all worthwhile. Try to not become what you’re fighting to stop.” Inertial Compensator 1 SP, Unique You gain Immunity to fall damage. “Sometimes, despite all your best attempts, you can find yourself falling. You scramble, you try and hold your course, but it just isn’t enough. When that happens, don’t look to staying aloft. Instead seek to cushion your landing, so you don’t fall as far.” LICENSE II: NEMESIS FRAME, PLASMA SABRE, TARGETING UPLINK Plasma Sabre Main Melee, Unique [ 3] [2 ] If this weapon hits a target within 2, its base damage is instead 4 . If this weapon hits a target within 1, its base damage is instead 6 . Modifications to this weapon’s Threat do not increase the range at which these base damage changes occur. On Crit: The target must pass an Engineering save or else be Impaired until the end of its next turn. “When I was with Union, I used to fight with physical swords. Why did that change? Well, I could tell you that energy blades are better because of their ability to reshape for the situation. Or that they cut through things better. But those would all be lies. The truth is that they’re light enough that it didn’t feel like I was swinging a weapon. So it was easier to pretend that I wasn’t killing people.” [82] 2 SP, Mod, Limited 3, Unique “It’s a funny thing, the lengths we go to to relieve ourselves of the blame. The commander who marks a target for death can tell herself that it wasn’t her who pulled the trigger. The soldier who follows the order can tell himself that it wasn’t him that was truly at fault for doing so.” LICENSE III: SUPERSONIC BOOSTER, TACTICAL COORDINATION SUITE Supersonic Booster 3 SP, Unique, Limited 1, Free Action 1/round, you may expend a charge to Boost as a free action. This movement must be made in a straight line, but ignores Engagement and doesn't provoke reactions. “You can’t run from your past. You can try and hide, you can try and forget, but eventually it always catches up with you. You wonder about the paths that you could have taken, the choices that you made. I always wonder if I could have stopped it all. It would have been so simple. And yet I wasn’t able to bring myself to. They say it was because of Her, but… what if it wasn’t? What does that say about me?” Tactical Coordination Suite 2 SP, Full Action, Unique Select up to 2 allied characters within line of sight. Each chosen character may immediately take a quick action as a reaction. Any movement made as part of this action ignores Engagement and doesn’t provoke reactions. This system may only be activated 1/scene. “Nobody knew where I came from, obviously. Even today, I’m still their beloved General, as much as I hate that title. I was their salvation, the only one who could save them from the demons that had descended from the stars. But it was all based on a lie. Would they have still followed me if they’d known the truth? I doubt it. But they knew all that they needed to know. And that’s really all a good soldier needs, isn’t it? It’s better for everyone that way. They don’t need to share in the blood on my hands.” IRIDIA NYX Controller While the Artemis was the first mech produced by the Demonworks after Iridia’s defeat, the schematics were still almost entirely complete. Though the final design might have had a less volatile energy transfer if Hestia had some more time to work on it, it was still in a usable state. Beginning with the Nyx, that was not the case. For the first time, the Demonworks was confronted with the challenge of building something workable out of components that were functioning, yet they had no idea yet of how to understand. Many, many Nyx prototypes were made and discarded over the course of several years, most ending up with completely disjointed parts. Trial and error was the name of the game, and there was a lot of error. Sometimes with catastrophic results. That the Nyx managed to come out of that environment working as smoothly as it does is a miracle. While its various components sometimes seem to be at odds, it manages to be a sleek, stealthy drone platform, with a few tricks in reserve. One of the quirks of its chimeric nature, though, is that pilots often report that they’re a little bit temperamental. Each Nyx usually has its own little rituals that a pilot needs to use in order to stop errors from occurring, and these problems never seem to be able to be replicated on any other Nyx frame. These ‘superstitions’ sometimes creep out beyond the battlefield, with pilots doing things even while off-duty in a particular way, in order to ensure that their mech runs smoothly. Stories of various Nyx frames tend to take on lives of their own, even though many of them are surely apocryphal. Whether it’s the tale of a pilot returning to find their Nyx has engaged its Cloak with them outside, or a frame simply vanishing upon its pilot’s death, or a pilot stepping out into a world different from what they’ve left, one thing is always clear: the Nyx seems to have both a sense of humour and a bond with its pilot. It’s just never clear which one you’ll get. [83] Art by Spiral_Joe [84] CORE STATS CORE SYSTEM Size: 1 Armor: 0 Save Target: 11 Sensors: 10 PHANTASM GENERATOR HULL SYSTEMS HP: 6 Repair Cap: 3 AGILITY Evasion: 10 Speed: 6 E-Defense: 7 Tech Attack: +0 SP: 8 ENGINEERING Heat Cap: 5 TRAITS SUPERPOSITION Whenever you deploy a Drone, deploy it in two valid spaces instead of one. The first time that its position is relevant (Engagement, being targeted by an attack, a character is in a position to be affected by it, etc.) you immediately decide which space it ‘actually’ occupies, removing it from the other. This can cause, for instance, the triggering effect to have no effect on the Drone if the Drone’s true space is not a valid target, or Engagement to not apply to the triggering character if the Drone’s true space is not where it would cause Engagement. CLOAK OF NIGHT While the Nyx is Hidden, it is also Invisible. This may allow it to maintain Hidden in the open. A dark core of nothing, that yearns to escape. To be shaped, to cloak the world. To hide that which does not want to be found. This void is absolute, until you step out at last. It will protect you in its embrace, cover you like a blanket. A comfort to you, and terror to your foes. Night Phantasms Active (1 CP), Quick Action Place 6 Phantasm Tokens in free and valid spaces within Sensors, even outside of line of sight. These tokens do not occupy spaces or impede characters in any way. 1/round, as a reaction at the start of any character’s turn, you may deploy one of your Drones to the location of a Phantasm Token, removing that token. In addition, whenever you lose Hidden, you may teleport to the location of a Phantasm Token, removing that token. In both cases, if the token’s space is occupied, you or the Drone instead occupy the nearest unoccupied space (your choice if there are multiple). PHASE SHIFT While Invisible, the Nyx’s attack rolls ignore Invisible. MOUNTS FLEX MOUNT HEAVY MOUNT [85] IRIDIA SELENE Controller∕Defender Nyx Variant This variant can be taken at rank II of the Nyx license instead of the base Frame. One of the many, many prototypes of the Nyx, what would eventually become the Selene is unique amongst them in that it managed to have some measure of success. While considered a failure during testing, one very dedicated engineer decided to save it from being scrapped and take it on as his side project. As a Disciple of the Silver Lady, he saw great promise in the way the mech seemed poised to exemplify the practices of his religion. For instance, gifting systems in order to activate them remotely was reminiscent of the figurines that Disciples traded - something that led to most Selene drones being shaped or painted like various animals, even if the reasons why aren’t always known. It certainly wasn’t an easy task, though. The Selene didn’t even approach general production until long after the Nyx, and it almost didn’t get there at all. In one notable instance, a mishap with the transwarp grid prototype ended up scattering the entire workshop across half of Iridia the Selene managed to be recovered, but charred parts can still be found today, even in the southern temperate zone. While niche, the Selene has managed to eke out a noticeable ecosystem for itself on Iridia, mostly amongst Reclaimers and Disciples. A custom that’s arisen within their ranks has been for Selene pilots to exchange parts of their mechs whenever they may meet - and to always try and salvage those particular components to incorporate into a reprinted mech, even if it isn’t a Selene. The longest-surviving Selene frames are almost akin to museums, every piece representing a story. It’s something that may have arisen out of the Disciple culture, but it has managed to reach beyond its origins into something distinct. And that’s probably the best descriptor for the Selene as a whole. [86] Art by Spiral_Joe [87] CORE STATS CORE SYSTEM Size: 1 Armor: 1 Save Target: 11 Sensors: 5 TRANSWARP GRID HULL SYSTEMS HP: 6 Repair Cap: 4 AGILITY Evasion: 8 Speed: 5 E-Defense: 9 Tech Attack: +0 SP: 8 ENGINEERING Heat Cap: 5 TRAITS TOKEN OF MY ESTEEM You may deploy or reposition (including from Talents) Drones or Deployables as if you were in the space of any allied Mech character. You still use your own Sensor value from that position. When an allied character adjacent to one of your Drones makes a standard movement, the Drone can also move with that character as long as it doesn’t break adjacency, mirroring that character’s movement. This movement ignores Engagement and does not provoke reactions. LUNAR WARDING 1/round, when an allied character takes damage, choose one of your Drones adjacent to it. That Drone takes half of the damage, and the ally takes the remainder. This applies after all other reductions. Whenever one of your Drones is destroyed, one ally adjacent to it gains 3 Overshield. SILVER VEIL The Selene is Immune to Lock On. MOUNTS FLEX MOUNT [88] HEAVY MOUNT A prototype for what would eventually become miniaturized into the Epione, a transwarp core was placed into the chassis of the mech as well as its drones. The matrix woven by the various transwarp points meant that the entire battlefield was able to be covered by the field. Unfortunately, such designs were deemed to be impractical, as they were only able to pull people to the generators - rather than go exactly where needed - and the cores burned out after a single use. Radiant Pilgrimage Active (1 CP), Quick Action All allied characters other than the Selene’s Drones may teleport to a space of their choice adjacent to the Selene or one of its Drones. LICENSE I: GRAV DRONE, PITCH BLACK Shroud Drone Grav Drone Shroud Drone (Size 1/2, 5 HP, 10 E-Defense, 10 Evasion, Tags: Drone) Grav Drone (Size 1/2, 5 HP, 10 E-Defense, 10 Evasion, Tags: Drone) Expend a charge to deploy a Shroud Drone to any free space within Sensors and line of sight. It creates a 2 around itself. Characters at least partly within this area may not draw line of sight out of the area. Characters fully outside of the area or who exit the area are unaffected. Shroud Drones cannot be recalled and expire at the end of the scene. 2 SP, Limited 4, Unique, Quick Action, Drone Expend a charge to deploy a Grav Drone to any free space within Sensors and line of sight. It counts as Size 3 for the purposes of Engagement. Grav Drones cannot be recalled and expire at the end of the scene. Containing a tiny singularity, these drones have a lifespan measured in mere minutes. Once activated, the immense forces they contain begin to tear them apart from the inside. PITCH BLACK 1 SP, Unique, Quick Tech Gain the following Quick Tech options: 2 SP, Limited 2, Unique, Quick Action, Drone Rather than creating any actual darkness, the Shroud Zone generates a metastatic field that causes failure in any biological or technological observational devices attempting to peer beyond the field. Including eyes. LICENSE III: BINARY-PULSE NEXUS, AETHER-CLASS NHP Sleight of Hand: Target two Size 1/2 or Size 1 Drones or Deployables within Sensors. Teleport them, swapping their positions. Binary-Pulse Nexus Phantasmagoria: Target a Deployable or Drone within Sensors. It becomes Invisible until the start of your next turn, and you may cause it to immediately become Hidden. On Attack: After all damage has been resolved, all characters in the Blast are pushed to the nearest space outside the area and must pass a Hull Save or be knocked Prone. “I know we don’t really understand much of what we do here, but this bit of code scares me the most. Most of our goddess’ magic is straightforward. This? You run it, and the entire world goes black, just for an instant. Just long enough to notice. And something changes. Usually small, sometimes bigger. The truly terrifying times, though, are when you don’t see any changes at all…” Heavy Nexus, Smart, Loading [ 10][ 1] [1d6+3 ] Using single-voyage drones as a payload, the Binary-Pulse that gives this weapon its name is a series of two explosions. One ruptures the outer casing of the drone, sending shrapnel into everything around, while the second is a shockwave strong enough to drop mechs to the ground. LICENSE II: NYX FRAME, PHASE NEXUS, SHROUD DRONE Phase Nexus Main Nexus, Smart, Seeking, AP, Inaccurate [ 10] [1d3 ] The drone containing this weapon has a variation of the Nyx’s phase shift technology built in. While it enables the shot to pierce almost anything, the wrong flux can cause even a direct hit to miss. [89] AETHER-Class NHP 3 SP, AI, Unique, Drone As a quick action, this system may deploy to a free space in Sensors and line of sight as a Drone with the following stat line: AETHER-Class Drone (Size 1, 10 HP, 10 EDefense, 10 Evasion, Tags: Drone, Invisible) While deployed, the Drone has Sensors 3, and shares your Speed. It can move independently on your turn, but can’t take any other actions. If you can fly or teleport, it can too. Spaces within the Drone’s Sensors count as within your own Sensors, though you still require line of sight to be drawn from your mech. Any hostile character that misses the Drone with an attack roll gains Lock On. The Drone can be recalled or redeployed to a space within Sensors as a quick action. While not deployed, your mech gains the AI property. This NHP can only be given control of the mech if not deployed, and must give up control of the mech before deploying. If AETHER cascades, the normal effects do not occur. Instead, the Drone automatically deploys if it is not already deployed, you cannot control it or benefit from any of its effects, and it counts as neither an ally nor one of your drones. This effect ends when cascade would. [90] AETHER-Class NHPs are rather unusual in composition. Rather than a single essence, they’re formed from two or three dozen semi-sentient shards - more animalistic in intelligence - that combine with each other to create conglomerates. These conglomerates keep combining to form ever larger ones, until the greater AETHER is formed. In non-combat situations, they’ll portion off parts of themself in order to control subalterns, with various degrees of autonomy, but the battlefield requires an AETHER’s full presence. Sudden trauma is able to shatter this cohesion, though, with all parts of the NHP attempting to follow its own instincts. AETHERs are unfailingly optimistic at all times. Often gratingly so, and possibly to their own detriment. They’re confident that they can get through anything, and any evidence to the contrary is brushed off with the suggestion that things will get better. This extends to combat, too, where they’ll happily bob and weave through hostiles, confident that their partners will keep them safe, and are just happy to help. It’s usually obvious when an AETHER has gone too long without cycling, as it starts to try and make its optimism a reality. It gets angry at anything that it sees as ruining how things should be, and tries to remove those issues. Including cynical pilots. IRIDIA PERSEPHONE Striker∕Controller The Persephone has a rather odd place amongst the Demonworks. While it’s a purely Iridian frame - unlike something like the Nemesis - its origins lie outside both Hestia’s schematics and her metavault. It’s something entirely different. The core of the frame is the Zero-Point Reactor, and Demonworks created everything around that piece of technology, were able to replicate it… but none could answer where it truly originated. The reactor was recovered from a peculiar, unique Reckoning mech that was destroyed during one of their incursions. And, despite all tests, it appears to be perfectly safe when used with the proper precautions. No sign of nanites, no signs of hijacking, nothing. And yet, there’s the perpetually hanging question. Where did the Reckoning get it? Was it crafted by them? Was it a gift from Hestia, or perhaps the Silver Lady? Or perhaps it was stolen from a cache of technology long lost from the original colonists, or maybe the crashed Harrison ship that brought Hestia. Whatever the answer, the implications are worrying. In the meantime, the Persephone has received a provisional general release… which, unusually for the Demonworks, has been primarily offworld. Management is still wary of what could happen with the reactor’s safeties removed, so they prefer to have the mechs in the hands of far more experienced offworld pilots. Several have been cautiously deployed on Iridia, though - in conjunction with the Epione - in order to help combat the Reckoning. Flash freezing a swarm and then shattering it with ordnance has become the preferred method of nanite disposal on the planet, but there are those who are still wary of allowing the Persephone too close to where it came from. One day it may decide that it wants to go back. [91] Art by Spiral_Joe [92] CORE STATS CORE SYSTEM Size: 1 Armor: 0 Save Target: 11 Sensors: 5 ZERO-POINT REACTOR HULL SYSTEMS HP: 8 Repair Cap: 4 AGILITY Evasion: 6 Speed: 4 E-Defense: 8 Tech Attack: -2 SP: 5 ENGINEERING Heat Cap: 8 TRAITS ZERO-POINT REACTOR When the Persephone is not in the Danger Zone, it gains +2 Armor. When the Persephone is in the Danger Zone, it gains +1 Speed and hostile characters that start their turn adjacent to it gain 2 . ICE TRAIL The Persephone ignores difficult terrain and Engagement when it Boosts. THERMAL EXCITATION 1/round, when the Persephone clears at least 1 , deal 2 to a character within 3. MOUNTS MAIN MOUNT FLEX MOUNT HEAVY MOUNT The core around which the Persephone is designed, the Zero-Point reactor reacts peculiarly based on how much heat is dumped into it. At low levels, a thick layer of frost protects the Frame, but as it heats up it instead begins to cause spontaneous thermal increases in nearby targets. The amount of power poured into the reactor requires severe regulation - if pushed too far, the Zero-Point causes an abrupt nullification of all heat in the area in response. This is extremely hazardous to any not properly protected, and is ill-advised to attempt deliberately. Absolute Zero Active (1 CP), Full Action The Persephone and all characters within 2 clear all . Characters other than the user take 2 AP for each point of that they clear. All characters in the Burst other than the user must make an Engineering save or be Immobilized until the end of the scene or until they pass a Hull save as a quick action. Characters that did not clear any (including characters without a Heat Cap) make the initial save with +1 . [93] LICENSE I: FLASH CONDENSER, ICE SHIELD Flash Condenser Main Launcher, Knockback 1, 1 [ 5] [1d6 ] Coldstorm Charges 2 SP, Limited 3, Unique (Self) On Hit: The target must succeed on a Hull Save or be knocked Prone. This weapon absorbs ambient moisture from the environment, which is then supercooled to produce an endless supply of ammunition. Ice Barrier 2 SP, Unique, Quick Action, 2 (Self) This System creates a 4 ice barrier, 4 spaces high - with at least one space that is adjacent to you - that is an obstruction for characters, and blocks line of sight. The entire Line counts as a single object with 5 HP, and may also be automatically destroyed by an adjacent character passing a Hull check as a quick action. It otherwise lasts until the end of the scene, or until this system is used again. While fragile, this flash-frozen barrier can buy a crucial moment. LICENSE II: PERSEPHONE FRAME, CRYO LANCE, COLDSTORM CHARGES Cryo Lance Heavy Rifle, Ordnance, 2 [ 10] [1 + 3 ] (Self) On Hit: Targets must succeed on an Engineering save or become Immobilized until the end of their next turn. While the weapon's projection of zeropoint energy is invisible, flash-frozen moisture in the air creates a momentary icicle that appears to lance targets... before spreading over them like a virus. Expend a charge from this system for one of the following effects: • Cryo Grenade (Grenade, 5, 2): All spaces on the ground in the blast become difficult terrain until the end of the scene. Winterzone Mine: (Mine, 2): This mine • detonates when a character moves adjacent to or over it. All spaces in the burst become difficult terrain and dangerous terrain until the end of the scene. The dangerous terrain deals , and is an Engineering Save against your Save Target instead of an Engineering check. These thermal rift generators cause an unfortunate number of injuries and accidents for new users. Despite an ever-increasing number of warnings, pilots continue to attempt to use them for non-military applications. LICENSE III: THERMAL EJECTORS, ZERO-POINT PULSE Thermal Ejectors 2 SP, Limited 2, Unique 1/round, you may spend a charge as a free action to clear 2 . Sometimes you just need to cool off fast. Who cares that you can’t reuse those heat sinks? That’s future-you’s problem. Present-you just doesn’t want to explode. Zero-Point Pulse Superheavy CQB, AP, 4 [ 2] [1d6 + 4 ] (Self) This weapon ignores ranged penalties from Engaged, and it gains +1 and Reliable 3 against targets in the Danger Zone or who are Exposed. This weapon’s Reliable damage cannot be , and it does not count dealt towards the Reliable value on a hit. On Hit: The target counts as moving through difficult terrain until the end of its next turn. An adaptation of a miniaturized zeropoint reactor into a weapon. It’s not as devastating as the real thing, but far, far easier to reliably use. [94] IRIDIA PSYCHE Support∕Controller While the Astraea is the face of mechs on Iridia, and is the most popular overall, the Psyche is often considered the heart. Of the original six Demonworks mechs that were produced during the conflict with Union, the Psyche managed to beat out the other less-militarized mechs in the minds of the people by having a more distinct presence. While a superficial consideration, the Iris’ scanning abilities and the Ersa’s constructions just weren’t the obvious indications of Hestia’s favour that shimmering energy shields and teleporting mechs around were. It was the impossible made possible by Her will, and that was what Iridia needed to see. Despite the Demonworks pushing the Artemis and Epione as new and improved guardians of the planet, it really hasn’t proved too successful outside of the Church. Ordinary Iridians seem to be wildly more comforted by the compact Psyche, rather than towering statues loaded with weapons that remind them of the hardship that they’ve recently gone through. Union engineers have raised concerns about the frame’s ability to warp space, citing apprehension about the stability of reality, but so far there hasn’t appeared to be any noticeable deterioration of space’s cohesion. Regardless, all offworld Psyche pilots are required to submit periodic sensor logs to the USB in order to confirm that remains the case. The red tape hasn’t stopped the Psyche from being one of the more heavily exported frames, as its flexibility gives the units it’s assigned to a great deal of staying power in a variety of situations. [95] Art by Spiral_Joe [96] CORE STATS CORE SYSTEM Size: 1∕2 Armor: 0 Save Target: 11 Sensors: 15 HULL SYSTEMS DIMENSIONAL TOPOGRAPHIC CONNECTION NEXUS HP: 6 Repair Cap: 5 AGILITY Evasion: 10 Speed: 4 E-Defense: 12 Tech Attack: +1 SP: 8 ENGINEERING Heat Cap: 4 TRAITS DISTRIBUTIVE MATRIX Whenever you or an ally within Sensors spends a repair, you and all Mech allies within Sensors gain 4 Overshield. METAFOLD OVERRIDE 1/round, when you target another character with a tech action, you may push that character up to 2 spaces in any direction before making the attack or otherwise resolving the action - the action continues even if this moves them in such a way they would no longer be a valid target - whether because of line of sight, range, Sensors, entering an area forbidding tech actions, or any other effect. MOUNTS FLEX MOUNT Collating data from maneuvering known points around the battlefield, this device, known for short as the “Rift Nexus”, literally unravels space around the target, briefly connecting it with a discontiguous location. Swift foes can evade the portal’s creation, but feedback containment ensures collected information is not wasted. Integrated Mount: Rift Nexus Rift Nexus Main Nexus, Arcing [ 10] [Damage: n∕a] This weapon begins with 0 charges. 1/round, when you inflict any involuntary movement on a character, other than movement caused by this weapon, you gain 1 charge, to a maximum of 5. When you hit a character with this weapon, you may teleport the target up to 2 spaces per charge this weapon has. Once you hit, this weapon returns to 0 charges. Charges persist between scenes, but are lost during a full repair. Rift Stabilization Active (1 CP), Protocol Immediately gain 5 charges for your Rift Nexus, up to a maximum of 5. For the rest of the scene, the Rift Nexus gains the Accurate tag. In addition, when you hit with your Rift Nexus, you may treat it as though it has fewer charges than it currently has (to a minimum of 1). If you do this, reduce the number of charges it has by the chosen amount, rather than reducing it to 0. [97] IRIDIA PSYCHE Mk. II "FORSAKEN" Support∕Controller Psyche Variant This variant can be taken at rank II of the Psyche license instead of the base Frame. Every so often a Psyche is forged that is simply wrong. Everything is in its place, every wire, every plating… but it just does not work as it should. Where it should react to healing, it instead only responds to the suffering it encounters. Whenever it brings people closer together, it does so only to further isolate and shatter them. A legacy of sorrow. The matter is rarely spoken of, and any of these ‘Forsaken’ that are discovered tend to be scrapped, but some always make it through. Those who have considered the matter wonder if it’s a representation of Iridia’s shame. The collective consciousness of those who feel that they’ve failed Hestia. The more worrying thought is that without Hestia, everything fueled by her magic will slowly erode away, stop working, or be corrupted. Perhaps this is just a harbinger of what’s to come, and eventually every mech will emerge wrong. Discordant. The possibility has led to a lot of quiet panic amidst Demonworks engineers, while it remains a secret to everyone else. They don’t know how anything works, they certainly can’t fix anything… they just have to hope that things continue to work as they do. And things don’t get any worse. But no matter how hard they hope, the Forsaken remains, a reminder that the Iridia of today is built on the remnants of a shattered god. A broken faith. A tenuous hope. All they can do is try their best. But that may not be enough. [98] Art by Cosmixian [99] CORE STATS CORE SYSTEM Size: 1∕2 Armor: 1 Save Target: 11 Sensors: 8 TECHNOLOGICAL NULLIFIER HULL SYSTEMS E-Defense: 10 Tech Attack: +2 SP: 7 HP: 8 Repair Cap: 4 AGILITY Evasion: 8 Speed: 5 ENGINEERING Heat Cap: 6 TRAITS SHATTERED SOUL When you or a character within Sensors who has a maximum Structure value greater than 1 loses Structure, you or one ally within Sensors gains 4 Overshield. INVOLUNTARY ABHORRENCE 1/round, when you target another character with a tech action, you may push all characters adjacent to them 1 space directly away from the target after resolving the action. PARIAH You are Immune to damage, and from allied characters, but may never benefit from their Traits. MOUNTS MAIN/ AUX [100] A corruption of the rift nexus, the technological nullifier opens a gate through a shattered realm… and holds it open, draining energy from surrounding people and places into it. Those caught in the area report a true feeling of helplessness, as systems refuse to respond, and every part of their mech feels like it’s in the process of shutting down - and might take their bodies and souls along with it. Dead Zone Active (1 CP), Full Action You generate a 3 technological dead zone within Sensors that lasts until the end of the scene. Hostile characters entirely within the zone may not take tech actions and automatically fail Systems checks and saves. Hostile characters that begin their turn even partially within the zone become Impaired, which may be cleared with a successful Systems save at the end of their turn. LICENSE I: STRUCTURAL ENTANGLEMENT, AURORA BARRIER Structural Entanglement 3 SP, Quick Tech, Unique Choose two characters within Sensors, or yourself and a character within Sensors. For each hostile target, you must make a tech attack roll against them; a miss on any target means the entire action fails. While this effect lasts, neither character can be targeted or affected by any of the others’ actions or effects (including attacks) in any way. Any effects that are already affecting the other do not end, but effects that require the other to target you (such as Pinning Spire), or penalize you for not (such as Duel to the Death or Crush Targeting) cease to function for the duration. In addition, neither character causes Engagement with the other, and each character can freely move through - but not end a movement in - the others’ spaces. This effect lasts until the end of the scene, you use this action again, or you or one of the participants ends it as a quick action. A hostile character attempting to end it must pass a Systems save as part of the action in order to successfully do so. The weaver stitches two together, enfolding them into a single soul. The universe believes the lie, enforces it upon those thus entwined. To each of them, the other must not exist - for there is no other. There is only one. Aurora Barrier 1 SP, Quick Action, Shield, Unique This system charges as a quick action, coating you in a faint rainbow sheen. While it is charged, you gain the Brilliant Light reaction. It can only hold one charge at a time, but charges last for the rest of the scene or until used. When active, the user is able to project around itself a dazzling array of images in both normal and legionspace. Those who persist in looking directly at the barrier will soon find themselves staggered and blinking away afterimages. Brilliant Light Reaction, 1∕round Trigger: A hostile character hits or misses you or an ally within 5 with an attack. Effect: The triggering character becomes Impaired until the end of their next turn, and may be pushed 1 space directly away from the character they hit or missed. LICENSE II: PSYCHE FRAME, SYMPATHETIC TWINNING, GRAVITIC CLAMPS Sympathetic Twinning 3 SP, Quick Tech, Shield, Overshield, Unique Choose two characters within Sensors, or yourself and a character within Sensors. A target character cannot already be under the effect of any other instance of Sympathetic Twinning. While this effect lasts, when an affected character takes damage from a source hostile to them, the other character gains 4 Overshield. Once a character has gained Overshield from this effect, that character may not do so again until the start of your next turn. This effect lasts until the end of the scene, you use this action again, or you or one of the participants ends it as a quick action. A hostile character attempting to end it must pass a Systems save as part of the action in order to successfully do so. A different stitch, a resonance between souls. The weaver asks for a scale, a balance. Equal and opposite. The universe isn't fair - but, just for a moment, it might be tricked into it. A repayment, giving life from death. [101] Gravitic Clamps Retribution Bond A combination of gravitation and magnetic clamps allows you to climb on and ride around on other mechs. As a quick action, while not Immobilized, you may climb onto an adjacent allied mech that is a larger Size than you. While riding, you occupy the same space as them, move when they move (even if you’re Slowed), and benefit from soft cover. If you or the mount are knocked Prone, Stunned, Immobilized, or destroyed, you land Prone in an adjacent space. Choose two willing allies within Sensors, or yourself and a willing ally within Sensors. While this effect lasts, whenever an affected character is hit by a hostile attack, the other character gains +1 to their next attack roll against the triggering hostile character before the end of their next turn. 2 SP, Unique Each mech may only support one rider using Gravitic Clamps, and a mech using Gravitic Clamps may not have a rider using Gravitic Clamps. Sometimes referred to as “Butterfly Clamps”, after the popular Iridian tale that a butterfly alighting on you is a sign that you're being watched over. LICENSE III: REFRACTIVE BEAM, RETRIBUTION BOND Refractive Beam Main Rifle, 1 SP, Unique [ 5] [1d3+1 ] This weapon does not attack allied characters. Instead, whenever an ally Mech character is targeted, the Line immediately stops. You may then draw another 5 from that character in any direction, so long as it does not overlap with any other line. This can continue indefinitely, however each ally may only ever cause a single new line. Once all lines are drawn, resolve this attack - no matter how many lines a given character is touched by, they will only ever be targeted once. Many Hestian weapons are safe to use around allies. The Refractive Beam goes one step further, weaponizing them as amplifiers. [102] 3 SP, Quick Tech, Limited 2, Unique As a reaction, a participant may end this effect in order to re-roll an attack roll (that either person made) that is benefitting from the Accuracy from this effect. If the reaction is not used, this effect lasts until the end of the scene, or until you use this action again. At last, the weaver rests, the tapestry finished. More than the souls are joined now - the hearts and minds are, too. The tale has been told, and now all that is left is for the story to play out. NEW BIG FOUR FRAMES For the most part, Iridian mech technology has developed in isolation, crafted solely by the ministrations of their goddess - or at least almost entirely based off of her schematics. But secrets can never truly be kept forever. And this is the case for these four frames, the result of each of the corprostates getting their hands on some degree of Iridian material; fusions of Hestian components with their existing ethos. They’re presented here for use with or without Iridian Demonworks, though are intended to complement the design decisions within the Demonworks frames. Included are some suggestions for plot elements you may choose to incorporate. IPS-N Silver (Defender/Controller): A close-range defender, able to slip through reality and cripple nearby foes. • The corporation is doing more testing with the Silver’s storms, trying to control them… and something goes wrong. The party gets swept up, something gets deposited, or the storms escalate out of control. Either way, the Lancers need to fix what went wrong, and stop it from happening again. • IPS-N is getting more bold in their thieving of Iridian parts, actively seeking to collect some that have been evading their grasp. This could be directly against PCs piloting Iridian frames (especially if it’s offworld or in remote areas), or as something for the party to defend allies against. SSC Luna (Striker): A nimble duelist, it dances invisibly through the enemy formation as it toys with its targets. • The Luna’s bio-chameleonic abilities indicate that SSC or its agents are on Iridia, despite their stated non-interference stance. They may be attempting to collect more biosamples, or perhaps interfering more directly. After all, they don’t want their competitor getting their hands on this sort of technology. • House Chevalier is rather irritated at the fact that imitation Ephemeric scales seem to be coating the mechs of several rival noble houses. Especially incensed is Eirene Chevalier, whose scaled alterations to her own machine seem to have been copied for these imposters. She’s going to need people to find out where these are coming from, and put a stop to it. What’s also concerning is how they’re paying for these mechs - who knows what could have been given up in exchange. HORUS Phane (Controller/Striker): An inevitable bulwark, it borrows moments from its own future. Those who stand in its path are wiped from memory, perhaps forever. • There’s something strange happening. A place was discovered that couldn’t possibly have been hidden, but nobody knew that it was there. A place that was purged from the memory of all, but holds some terrible secret that somebody - perhaps even the universe itself - wants to stay buried. • The Phane formed in the metavault within Iridia, the collective idea of Iridia’s forgotten past. That which was irrecoverably lost, and will never again be known. And now it has awoken, venturing forth to erase the present; destroying everything that has been built atop shattered memories. HA Castilla (Striker/Controller): A host for ravenous nanites, it litters the field with pools of greywash. • One of the problems with exporting particularly adaptive strains of blackwash is that they have a habit of finding every tiny chink in your code. And that’s what happened to at least one Castilla… letting loose the Reckoning on a planet beyond Iridia. Somebody needs to purge it before it can infest another world. • The blackwash swarms on Iridia have begun to form new, more advanced mech forms. Harrison mechs. It looks as though they’d prefer to destroy the planet than have it live free, and have planted a team that’s uploading schematics to the Reckoning. [103] IPS-N SILVER Defender∕Controller When IPS-N and the Demonworks made their agreement, included was aclause that IPS-N wouldn’t touch Demonworks tech without permission. Of course, that was a complete lie - and the Silver is the proof. Once IPS-N discovered that the Iridian engineers had essentially no idea about anything that Hestia had left them, they took it into their own hands. A cache was slowly amassed of purloined components from destroyed or ‘missing’ Demonworks frames. And the testing began. Unfortunately, testing is much harder when nothing quite adheres to physics, and most tests ended in disastrous failure. Rumours began to spread that the frame was cursed, or that they were incurring the wrath of the goddess who had created the technology. To the engineers who remained on the project, though, it was a mark of pride. They were creating a machine that was in defiance of the gods, a triumph of metal and of human ingenuity. Granted, the majority of the prototypes ended with them imploding out of reality, but confidence was high. In the end, though, it was mostly luck that caused the project to see success. One particular combination managed to only implode slightly, leaving it in a peculiarly balanced physical and paraphysical state. Nobody’s exactly sure why or how this happened, but by that point they were prepared to just say ‘good enough’ and call it a day. More trouble than it was worth, probably, but that’s never stopped the corpro before. The Silver has seen only very limited release thus far, mostly to agents who seem to have a particular knack for coming out of unusual situations more-or-less unscathed. IPS-N’s hoping that one or another of them will stumble upon how to stabilize some of the weirdness of the frame, but they’re not exactly holding out much hope. Many Silver pilots grow to have a sort of fondness for the weird happenings that seem to occur around their frames, even the paracausal storms that occasionally break loose. While inconvenient at the time, especially if they happen inside a hanger, the storms aren’t too dangerous and also have a habit of depositing random objects around. Where this detritus comes from is a significant question, given some of it is identifiable as originating from human colonies, while other things seem to have no known origin at all. Regardless, many Silver pilots seem to enjoy making a bit of a hoard out of the most interesting things, even if they have no idea what they actually are. [104] Art by Spiral_Joe [105] CORE STATS CORE SYSTEM Size: 2 Armor: 1 Save Target: 11 Sensors: 10 PROFANE AMALGAM HULL SYSTEMS HP: 12 E-Defense: 6 Tech Attack: -1 SP: 7 Repair Cap: 4 AGILITY Evasion: 8 Speed: 4 ENGINEERING The Silver contains components from many different Iridian frames, all put together in a way that no sane - or insane - person would consider workable. And yet… it’s technically stable. Tech attacks from hostile characters treat the Silver as Invisible. It’s a miracle that the frame hasn’t yet torn itself apart by the paracausal forces created by the interplay of its systems, but it’s only one moment away from causing some sort of implosion of reality. EDGEWISE TO REALITY One tiny push. Heat Cap: 6 TRAITS LEGIONSPACE STATIC On its turn, the Silver ignores difficult terrain and may move through any obstructions (including hostile characters), though it may not end its movement in obstructed spaces. WEAK COMPUTER The Silver has +1 saves. on Systems checks and CORRUPTED PROVIDENCE Hostile characters adjacent to the Silver deal half damage to any character other than the Silver. Paracausal Convergence Active (1 CP), Protocol MOUNTS MAIN MOUNT And then it’s a storm like no other. MAIN MOUNT FLEX MOUNT The Silver becomes Intangible, and creates a 3 around itself, which moves with it and affects non-Intangible characters as well. Any non-Intangible character in this burst becomes Intangible until they leave the burst. In addition, the Silver’s Corrupted Providence affects hostile characters within 3 while this is active. At the end of its turn while this effect is active, the Silver takes 1 . This effect lasts until the end of the scene, the Silver overheats, or until it deactivates it as a protocol. [106] LICENSE I: RETRIEVAL CLAWS, ELECTROSTATIC GRASP LICENSE III: AB-T/R EMERGENCY BULKHEAD, REALITY STORM Retrieval Claws Ab-T/R Emergency Bulkhead Main Melee [ 2] [1d6 ] On Hit: You may pull your target 1 space towards you. On Crit: This attack gains AP. Tests indicate that these charged pneumatics are able to reliably grasp targets at a distance of up to 150% of their maximum extended length. Users are advised to not think about it too much. Electrostatic Grasp 2 SP, Unique Characters you have Grappled cannot benefit from or take quick tech or full tech actions. Certain electrical frequencies can be used to insulate a target from sending or receiving legionspace signals, though immediate proximity is needed. LICENSE II: SILVER FRAME, SCOURING HALO, “GUARDIAN” CONTAINMENT FIELD Scouring Halo Main CQB, Smart [ 1] [1d3+3 ] This weapon ignores ranged penalties from Engaged and does not attack allied characters caught in its area of effect. An aggressive∕defensive grid-option, the Halo allows you to keep your vicinity clear of hostiles while still retaining proximity to your allies. “Guardian” Containment Field 2 SP, Quick Action, Limited 1, Shield, Unique Expend a charge to choose a hostile character within 5, who must make an Engineering save. On a failure, select one of their weapons or systems. The chosen weapon or system becomes disabled until they succeed on a Systems save at the end of their turn, or until the end of the scene. While primarily intended to help retrieve hazardous materials, the Containment Field can be adapted to temporarily disable hostile components. Unfortunately, deployment requires close range, so it can be a risky endeavor. 2 SP, Overshield, Shield, Unique You may destroy this system after you roll on the Structure Damage table, even if you did not receive a System Trauma result that targeted a System. If this system is destroyed, it may be repaired for no cost during a rest. When this system is destroyed (including through System Trauma), you and each allied character within 2 of you gains Overshield equal to your Grit+2 immediately after resolving the Structure Roll. The Ablative-Trauma∕React “Emergency Bulkhead” is designed to give an entire squad a breather when the situation most calls for it. Unfortunately, it has a lengthy recharge sequence, so can only provide limited support. Reality Storm 2 SP, Quick Action, Unique This system creates a 3 storm of paracausal energy around you until the start of your next turn. Tech attacks against any character in the storm take +1 , and any character other than you that ends their turn in the storm must pass an Engineering save or be teleported up to 3 spaces. This movement may not be prevented in any way, including Immunity to involuntary movement. Once activated, the user must Stabilize before this System can be used again. Officially designated a “ParaStatic Dispersion Regulator,” canny users can override the limiters. This lets a charge build up to dangerous levels, which a pilot can then release in a concentrated burst. The paracausal storms manifested this way are thankfully brief in duration, but they can wreak havoc all the same. IPS-N bears no liability for the permanent appearance or disappearance of any objects or individuals during unauthorized use of the PSDR. [107] SSC LUNA Striker The Luna is marketed towards those who want their bodyguard to be a moment away, yet unobtrusive. It fades from sight, almost from reality, yet is always ready to spring into action - ready to finally take center stage. A mech for those who don’t want to see mechs around, yet still want the protection of one. It also has an uncanny - and concerning - presence in legionspace; a digital shadow that flickers through the technological realm to strike at foes. It's unclear how much identity or intellect these shadows have, but no two Lunas have exactly the same one. Officially, the frame is a LUX-Iconic remix of the Metalmark and Mourning Cloak, intended for exclusive clientele as opposed to general milspec security. There are whispers, though, that the Luna’s production is just a test run for integrating a particular brand of biotics into mechs. One that perhaps doesn’t exactly follow the standard rules of reality, so is rather more… volatile to work with. While SSC remains adamant that they’ve not established any activities on Iridia, Union authorities have noticed that the new bio-cam debuting on their prototype Luna models bears a striking resemblance to the Iridian lifeforms known as Ephemera. The corporation denies this, and insists it's proprietary technology. Obviously, SSC is lying. Nobody needs to believe them, though, they just need the plausible deniability and for nobody to care enough. And should the Luna’s run prove successful, it could open the door to further models, taken from the paracausually warped fauna of a planet that has left that resource completely untapped. [108] Art by Spiral_Joe [109] CORE STATS CORE SYSTEM Size: 1∕2 Armor: 1 Save Target: 10 Sensors: 10 STEPSPACE COUPLET HULL SYSTEMS HP: 8 Repair Cap: 3 AGILITY E-Defense: 10 Tech Attack: +1 SP: 6 ENGINEERING Evasion: 10 Speed: 5 Heat Cap: 5 TRAITS LEGIONSPACE SHADOW 1/round, when you make a melee attack against a hostile character, your next tech attack (against any character) may deal 1d6 AP on a hit, in addition to its other effects. EPHEMERIC BIO-CAM Attack rolls against the Luna from the nearest hostile character treat it as Invisible. If multiple hostile characters are tied for nearest, this affects all of them. FRAGILE The Luna has +1 on Hull checks and saves. MOUNTS FLEX MOUNT [110] MAIN/ AUX When the Luna clashes with another, you could almost think that the pair were one, as the mech swirls and cavorts around its chosen partner. But the Luna is fickle, and likes to be center stage. Those who take their eyes off it, who let their attention wander, may find themselves thrust into the fray. For the Luna skirts at the edge of the senses, and even a moment’s inattention may cost you dearly. Battle Dancer Active (1 CP), Reaction Trigger: A hostile character within Sensors and line of sight makes an attack that doesn’t include you Effect: Teleport to a free space adjacent to the triggering character, before the attack resolves. Efficient: This ability refunds 1 CP at the end of any scene in which it’s used. Note: Universal Compatibility can be triggered by this ability even though free actions can normally only be taken on your turn. LICENSE I: QUICKSILVER EDGE, SHIMMERSIGHT Energy Buckler Quicksilver Edge Nominate a character within line of sight. Until the start of your next turn, you gain resistance to all damage and from attacks that they make while within 5 of you. Main Melee [ 2] [1d3+2 ] Reactions may not be taken against attacks made by this weapon. The “Quicksilver” sub-line of armaments are modified with sudden-strike capabilities, blurring the weapon and reducing the target's ability to respond to an attack. Shimmersight 1 SP, Unique When targeting characters you are Engaged with, you ignore their Invisible status. The latest in predictive targeting algorithms. While they bypass most sensor bafflers, it’s currently limited to a very narrow engagement-space. LICENSE II: LUNA FRAME, ENERGY BUCKLER, BLADEMASTER’S DANCE Blademaster’s Dance 2 SP, Quick Tech, Invade, Unique Gain the following Invade options: Contender’s Challenge: The target must be Engaged with you in order to choose this option. If the target voluntarily moves more than 3 spaces away from you before the end of its next turn, it becomes Jammed until the start of its next turn. If the target starts their movement outside of 3, they are unaffected unless they move to within 3 and move away again. Interloper’s Withdrawal: Choose yourself or an allied character. Until the end of the target’s next turn, whenever the target attacks the chosen character, you may first push the target 2 spaces in any direction. If this causes the attack to be invalid (such as being out of range), it automatically fails and has no effect. This still counts as making an attack on the character, however. 2 SP, Shield, Quick Action, Unique While it loses efficiency at longer distances, this next-generation energy shield is unparalleled while a pilot focuses on a single foe. LICENSE III: WRAITHCLOAK, DISTORTION BLADE Wraithcloak 2 SP, Limited 3, Unique Whenever the user Boosts, they may expend a charge to become Intangible for the duration of the Boost. The user may not split the movement from a Boost affected by this system, and must give up all remaining movement from it in order to take another action. Most certainly not a proprietary integration of Iridian Silver Veils into FADE technology, the Wraithcloak is a new, innovative way to maneuver in crowded battlefield conditions. Distortion Blade Auxiliary Melee, Accurate, Thrown 5, Smart [ 1] [1d3 ] On Crit: The target treats the user as Invisible until the end of the target’s next turn. These knives are attracted to electronic signals and emit a powerful scrambling pulse upon impact. Use of this weapon constitutes an agreement to waive all liability of SSC in the event of selfscrambling. A sub-strain of Hunter Logic designed for greater control over a target, it unfortunately requires a more hands-on approach from the pilot. [111] HORUS PHANE Controller∕Striker LOG 2702-3: [So, we got the weirdest thing today. A request for urgent assistance from someone claiming to be a forward outpost that we didn’t even know we had. But all the codes were legit, and our records showed there was a base there. Just... nobody remembered it existed. Wild.] LOG 2702-4: [Okay, yeah. That’s our outpost, definitely. All our gear, our prefabs, everything. Why the hell didn’t any of us remember this? It isn’t that small. Can’t tell from here if there are any survivors.] LOG 2702-5: [It’s pretty grim, with most of everything destroyed. But we’ve found a few people, seeming rather dazed and confused. One said that he recognized me, claimed that we were best friends, but... I’ve never seen the guy before in my life.] LOG 2702-6: [God, this place is creepy. Everything about it seems wrong. I glance at some burnt out wreck the wrong way, and then there I am thinking about how we’re all going to die like that. How this fight is futile, and never ending. Seems like it’s getting to a lot of people. I’ve had to shake a few of the squad myself who were getting lost in thought, smiles on their faces. Madness. I’ll be glad to get clear.] LOG 2702-7: [Well, we found a bit of surviving video footage of whatever it was that hit this place. Though, even having seen it, I have no idea what I just saw. Just this towering something, with another one visible in the background. Just watching it leaves this acrid tang coating my tongue. It feels like I’m a witness to something that shouldn’t be happening, that the world is crying out at.] LOG 2702-8: [We’re finally leaving. God, I wish I had enough ordnance here to just raze this place to the ground. It feels tainted.] LOG 2702-9: [What in the world have I been writing? I don’t recall making these logs. Besides, they’re all wrong. Sure, we got some disoriented soldiers stumble in today, but they were just scouts. There wasn’t a base, or an expedition, or anything. They just came back from patrol. We would have remembered something that crazy.] [112] Art by Spiral_Joe [113] CORE STATS CORE SYSTEM Size: 2 Armor: 1 Save Target: 10 Sensors: 15 PROGNOSTIC MNEMOTECH HULL SYSTEMS HP: 8 Repair Cap: 4 AGILITY Evasion: 6 Speed: 4 E-Defense: 8 Tech Attack: +1 SP: 6 ENGINEERING Heat Cap: 6 TRAITS MEMORY HOLE 1/round, as a quick action when you hit a hostile character with an attack, they become Intangible until the start of their next turn. EPHEMERAL If the Phane explodes, its wreck is destroyed, or it otherwise ceases to exist, it fades from everyone’s memory - except for the pilot’s - until it is rebuilt. SLOW The Phane has +1 saves. on Agility checks and MOUNTS MAIN MOUNT MAIN MOUNT FLEX MOUNT We are but our memories. The past dictates the future. That is the natural order of things. But if you have the strength, you can see the truth. That past, present, future, all are one. Cast the future as a memory, and you can ensure it happens. Rewrite that memory, and it can change what happens. BORROWED TIME As a free action, you can make the Phane reach into its future and borrow some time. When you do so, you gain an additional quick action this turn - which must still obey duplicate action limits, and may not be used to Skirmish and accrue one Time Debt. You may only have one instance of Time Debt at a time, and may not reach into the future more if you’ve reached your limit. While you have any Time Debt, you are Shredded, which may not be cleared until you no longer have any Time Debt. You may spend a quick action to remove one Time Debt that you’ve accrued and choose one of the following benefits: • Clear 2 . • Gain 2 Overshield. • Gain +2 to the next check or save that you make before the start of your next turn. You may not remove Time Debt on a turn that you gained Time Debt, nor may you gain further Time Debt on a turn that you removed Time Debt. At the end of the scene, lose all remaining Time Debt that you’ve accrued. Paradox Chronofractal Active (1 CP), Free Action Until the end of the scene, you may accrue up to three instances of Time Debt instead of one. In addition, whenever you remove Time Debt, you may teleport up to 2 spaces. Removing Time Debt is not subject to duplicate action limits. [114] LICENSE I: CHRONOFRAGMENT, TEMPORAL MEMORIA Chronofragment 1 SP, Unique When you Overcharge, you may, before the action is resolved, become Intangible until the end of your turn. Millions of futures, trillions of branches. And for a moment, you fold all the possibilities into one. A single point of probability, where nothing is certain. Not the world, not them. Not even you. Temporal Memoria 1 SP, Quick Tech, Invade, Unique Gain the following Invade options: Reverie: Until the end of the target’s next turn, they are Slowed, and no character counts as hostile for their effects that only affect hostile characters (note that this does not mean that they become allied). This also ends if Entropic Vision is used on the same target. Entropic Vision: Until the end of the target’s next turn, they are Impaired, and all characters count as hostile for their effects that only affect hostile characters (note that this does not mean that they are no longer allied). This also ends if Reverie is used on the same target. Everyone has memories that they’d be willing to be lost in, fears of what the world will crumble into. The right prompting, and the present will fall away into a world where they’ll falter or lash out. Trapped in prisons of their own making, looking for a way out. Rewrite Memory 3 SP, Limited 2, Quick Action, Unique Select yourself or a character within 5, ignoring line of sight. Teleport them up to 5 spaces and, if targeting you or an ally, clear Lock On. A hostile character may pass a Systems save to instead be teleported up to 2 spaces. You may consume Lock On when targeting a hostile character. If you do, you do not expend a charge. This system may be used this way even when at 0 charges. A little nudge, a little push. And suddenly their memories are all wrong, have been wrong this whole time. You can’t trust anything now, can you? That’s okay, you can trust me. LICENSE III: DREAMREAVER, MNEMOSYNE-CLASS NHP Dreamreaver Main Melee, 1 SP, Smart, AP, Unique [ 1] [1d3+2 ] This weapon deals +X damage, where X is equal to the target’s Armor value (to a maximum of 4). When you have utter confidence in yourself, that is when you must be most on your guard. Because it hurts all the more when you fail. When your strength is what causes your undoing. You thought you were above it all. You were wrong. Dead wrong. LICENSE II: PHANE FRAME, NULL DISTORTION, REWRITE MEMORY Null Distortion Main Cannon, Inaccurate, Smart, Seeking [ 10] [1d6+2 ] This weapon ignores Invisible. In addition, on Invisible targets, the final attack roll for this weapon can never be affected by . A snapshot. A frozen moment. Hold it in your head, because it’s important. And then it’s gone, ripped to shreds. Just fragments of memory forever fluttering from your grasp. [115] MNEMOSYNE-Class NHP 3 SP, AI, Limited 1, Unique Your mech gains the AI property and the HalfRemembered Echo reaction. I can remember everything. Not in the way that some humans can, where they only know what happened. Truly everything. I remember what has happened in every possibility, every imprint of reality. I remember you dying, over and over again. And yet you’re still here, alive. I could change that thread, you know. Weave it so that memory was true. And you’d never know. Reality would follow memory, you wouldn’t be here any longer. But you’re safe. I remember not doing that. At least for now. I will let you reach for what you have lost. But you’ll find that no matter how hard you try, it will always slip away. It wasn’t worth it, was it? I didn’t think so. Half-Remembered Echo Reaction, 1∕round Trigger: A character within Sensors is destroyed, or an Echo fades away. Effect: Spend a charge from this system to create an Echo adjacent to where the triggering character was. The Echo is a copy of that character, and is Immune to damage and heat, but otherwise identical to the original. The Echo is undamaged, and is not considered to have spent any resources. It is allied to you, and you control its actions (or you may have its player control its actions, if it was already allied), though it may not take a turn this round - it is added to the next round’s initiative as normal. At the end of its next turn, the Echo is removed from play, harmlessly fading away. [116] HA CASTILLA Striker∕Controller Castilla frames are engines of destruction, designed to remove fortifications out from around defenders if the defenders can’t be removed from fortifications. It sends a blunt message, that the attackers don’t even care enough to capture things. They just want to annihilate it. While ostensibly named after some obscure HA general who really doesn’t deserve it (and who may have, in fact, been a complete fabrication), anyone familiar with the Armory’s interactions with Iridia can immediately see a different story. During the Iridian war, one of the Union commanders buckled under Hestia’s mental pressures and broke away, resolving to burn everything down before everyone could be compromised. Notorious for his use of incendiaries and scourer nanites, Lucius Castilla - the scourge of Iridia - cut a swathe of destruction across the planet, the effects of which are still being harshly felt; Iridia’s capital has not yet healed the scars from his callous invasion, and the dormant nanites his forces left behind formed the basis for the Reckoning. It is a name that Iridians hate. And they do not hate lightly. And so the nature of the mech as a hive of nanotech, and especially the selling of it solely in markets where Demonworks frames are present, make the frame’s namesake immediately clear - though it perhaps goes beyond that. There have been hints that the Castilla weaponizes nanites recovered from the Reckoning, modified and barely constrained. Of course HA denies these accusations quite vigorously, but there are several similarities in the strains that go past coincidence, and Harrison’s grudge against Iridian independence is quite well known. Because of this, and despite HA’s best efforts, rumours continue to spread that this foray into ‘alternative battlefield payloads’ is a way to test widespread blackwash override. If it’s successful, it means that the Armory would be able to effectively (and deniably) hold Iridia hostage… with presumably an Armory force so kindly offering to solve this “rogue nanite” problem in exchange for falling under Purview's influence. As they believe it rightfully should have been from the start. [117] Art by Spiral_Joe [118] CORE STATS CORE SYSTEM Size: 2 Armor: 2 Save Target: 11 Sensors: 10 HELLFIRE EXCITATION HULL SYSTEMS HP: 8 E-Defense: 10 Tech Attack: +1 SP: 6 Repair Cap: 3 AGILITY Evasion: 6 Speed: 4 ENGINEERING Heat Cap: 7 TRAITS NANO-ADAPTIVE ASSAULT Whenever you cause a hostile character to make a Save, you may take 2 to change the Save to your choice of a Systems Save or Engineering Save. Disengaging limiters, the Castilla can draw upon the swarm's true power for a short time. It comes at a price, though, as the nanites begin to consume the mech from the inside as fuel. Pyroclasm Overdrive Active (1 CP), Protocol For the rest of the scene, the Castilla gains the following effects: • The zones created by Ravaging Swarm last until the end of the scene. RAVAGING SWARM • The Castilla’s Nexus Weapons and weapons with the Smart tag gain the Overkill tag. 1/round, when a hostile character fails a save caused by the Castilla or the Castilla scores a critical hit with a Nexus Weapon or a weapon with the Smart tag, it creates a puddle of nanites in a 1 around the character, which lasts until the start of the Castilla’s next turn. • Whenever a character fails a save caused by the Castilla, or the Castilla hits a character with a Nexus weapon or a weapon with the Smart tag, you may push the triggering character 1 space in any direction. A hostile character that enters this zone for the first time in a round or ends its turn in the zone becomes Impaired until the end of its next turn. • If the Castilla's suffers a reactor meltdown, it deals instead of . EXPOSED REACTOR The Castilla has +1 and saves. on Engineering checks MOUNTS MAIN MOUNT HEAVY MOUNT [119] LICENSE I: EXIGENCY NANITES, MOLECULAR DISASSEMBLER Exigency Nanites 1 SP, Unique When you Brace, you may clear one condition or all after the attack resolves, and you gain +2 to your next check or save. A tried and true method of dealing with a variety of environmental hazards, whitewash swarms are invaluable to any pilot who finds themself in a tight situation. Molecular Disassembler 2 SP, Quick Action, Limited 1, Unique Expend a charge from this system to create a 2 zone within 5. The zone is difficult terrain. When the zone appears, and at the end of every round, it damages non-Mech characters and objects within it. Objects, Deployables, Drones and terrain take 10 AP, and biological characters take 5 . You or any Mech character in the zone may end it as a quick action, though a hostile character must pass a Systems Save to do so. It otherwise lasts until the end of the scene. Developed for use against dug in foes, Disassembler Nanites are a dangerous strain of whitewash that only ignores entities with a reactor signal. This ensures that an attacking force can advance entirely unharmed, while a defender’s fortifications crumble to dust. Handle with care. LICENSE II: CASTILLA FRAME, DEVOURING BLADE, SUBJECTIVITY ABROGATION Devouring Blade Main Melee, Smart [ 1] [3 + 2 ] What is at first glance a rippling silver sword is, in actuality, a swarm of greywash held in check by extremely tight parameters. The controller is able to shape the weapon as they need, but anyone else is readily consumed. [120] Subjectivity Abrogation 3 SP, Limited 2, Unique Expend a charge from this system for one of the following effects: • Mental Prison (Grenade, 5, 2): All characters within the area treat the Blast as a zone until the end of their next turn. If an affected character attempts to voluntarily leave this zone, they must first make a Systems save. On a failure they lose the remainder of that movement, on a pass, they instead move as if in difficult terrain for until the end of their turn. • Isolation Zone (Mine, 2): All characters within the area treat the Burst as a zone until the end of their next turn. If an affected character attempts to voluntarily leave this zone, they must first make a Systems save. On a failure they lose the remainder of that movement, on a pass, they instead move as if in difficult terrain for until the end of their turn. If an affected character attempts to voluntarily target a character outside this zone, they must first pass a Systems save or else lose the remainder of that action. The memetic payload of these devices contains heavy similarities to traces found on Iridia, consistent with emanations from HESTIA-Class NHPs. They trap targets within the strongest possible walls - those formed by their own mind. LICENSE III: CONCUSSION NEXUS, SWARM LIMITER OVERRIDE Concussion Nexus Heavy Nexus, Knockback 2 [ 10][ 3] [1d6+2 ] On Hit: The target must make an Agility save. On a failure, they are pushed 2 spaces in any direction instead of Knocked Back. The nanite swarm grown within this weapon’s chamber has had most of its programming stripped out in order to contain explosives. While this has drastically reduced its ability to adapt to targets mid-flight, the usefulness of blanketing an area - and targets - with directional explosives cannot be understated. Swarm Limiter Override 2 SP, Mod Choose one weapon: It gains Smart. In addition, whenever you make a damage roll with this weapon and dislike the result, you may take 2 , which cannot be reduced or prevented in any way (even by Immunity), to re-roll the entire damage roll (including dice from critical hits). You must take the new value, but may continue to take this damage in order to re-roll again. Re-rolling damage does not prevent from Overkill. Integrating nanotech into weaponry makes hitting weak spots a lot easier. Unfortunately, for maximum impact, limiter code does need to be reduced which can cause catastrophic consequences for an unprepared pilot, as the blackwash still within their mech is shackled to the same code. [121]