Working for the Promised Land Once upon a time, Union came across its distant cousins on their own Lonely Cradle at the edge of Orion's Belt, a mountainous little world with cold and thin air tamed by massive industrial complexes. Those who lived there called themselves the Clanners, and organized themselves into great familial-labor guilds under the leadership of their Fatherclan, the Grimm. Old Master Grimm was happy to make a deal with the men from the stars- and "incorporated" the Clans into the corpro-state of Grimm & Sons. With the labor pools of an entire culture like the Clanners, the Second Committee was happy to let G&S on contracts to build Blink Gates and tame worlds. It was in pursuit of these hyperstructure and colonial contracts that G&S entered the field of mechanized frame design with the John Henry- a surprise smash hit of an industrial mech meant for working where human decision making required incredible strength to back it up. From the success of the John Henry, G&S pushed itself into military mech design as a means of protecting their colonial ventures and supporting various partisan groups the Clanners see as worth arming. After hundreds of years in the business, G&S is well recognized as one of the most prolific colonial engineering companies, though their general mission scope keep them far from the status of the Big Four. The culture of G&S is that of Lonely Cradle, a republic of toil where the Clan is the center of a person’s life. Quickly achieving Core status and constructing most of their own Blink Gate with the help of the early second Committee, the G&S corpro-state dedicates itself to the motto “Working for the Promised Land.” The actions of the Clanners are done for the benefit of all mankind, to build paradise on earth through virtuous labor. Their goals are grand and their means are simple- every planet terraformed, every wilderness tamed, every colony built is another chance for the Fall to never happen again. The Third Committee enjoy having G&S as a solid (if small) voting block supporting the center, and allow the clanners to do mostly as they please, bidding for and claiming frontier worlds to tame as the first step of mass colonial projects. In terms of what they can offer to pilots, Grimm & Sons mechs have their root in the industrial work of their company: mechs built to tame the far frontier of space and all the accompanying dangers therein. Hyperfauna, space pirates, natural disasters, tinpot tyrants, slavers, and all the rest G&S offer the business end of a mech. The Promised Land will be built. Pilot, will you take up your tools and do your part? MECHANICS AND MECHS I will put core bonuses here i promise i promise Core Bonuses When G&S builds a mech, they build it to last and they build it to do what they need it to do. With their Core Bonuses you’ll be able to stay on a mission longer without repair or resupply. Clanner’s Pride How many hands touch a mech before it’s deployed? A hundred thousand mine the ores, ten thousand work the materials into RawMat, a thousand hands machine the parts, a dozen hands plate the frame, a single hand pulls the trigger. But your hand alone doesn’t grasp the gun. All those hands are with you, at every moment. Your mech is Immune to the Slowed Condition (unless inflicted by systems, traits, talents, or etc) and ignores Difficult Terrain. Lilliputian Modifications G&S has worked on mechs for a long, long time. You learn a few tricks, being in the business so long. Micronization technology is simple- with enough time and effort and thought, anything can be made smaller, lighter, easier to ship, easier to move... without sacrificing an inch on build quality. When you take a Full Rest, you may print your mech smaller, reducing its Size by 1. When you do this, your mech counts as Size 3 for purposes of rams, grapples, engagement, and other effects that check for Size? New Tags ● Exceed (X) ○ ○ (Borrowed with permission from Creator Unreal’s QTA) A weapon or system with Exceed can gain X heat when you make an attack or activate the system to gain the listed effect. ● Slide ○ Any movement made by a system or action with Slide does not trigger Reactions and ignores engagement ● Emplacement ○ Weapons with this tag can only be fired when Set Up. You may set this weapon as a Size 1 object up in your space, an empty adjacent space, or an adjacent space occupied by an ally as a quick action and it may only fire by any character sharing a space with it. The weapon can then be packed up with another quick action while adjacent to it. G&S - JOHN HENRY Striker When G&S first entered into mech design, they did so with the John Henry. The GMS Attakulla served as the base- an industrial mech mass-printed by GMS as a worker’s frame during Blink Gate and Naval Yard construction that had been delivered en-mass to Lonely Cradle during first contact. As part of their contracted work to supply raw labor and standard materials for the construction of their system’s Blink Gate, Grimm & Sons to a shine to mechanized frames as a concept, rapidly modifying and rebuilding their Attakullas into something else- the John Henry. In every way an improvement to its predecessor, the John Henry license near-eclipses equivalent GMS designs in the industrial mech field- even the dyson panels of cradle have John Henrys working the line. So, how does the most popular industrial mech in the galaxy end up on the battlefield? Simple, G&S knows its common and knows that it may be the only mech a worker may have access to: the Emergency Printing Schedule allows any industrial-license to be upgraded into a full combat license for the John Henry in case of disaster or emergency. John Henry is a worker first, a rail-driver and a plate-hammerer, a maker of life out in the cold of the void- but the worker can defend himself and what he cares for. The hammer builds paradise, and it casts judgement on the wicked. License: I. Thing 1, Thing 2 II. MECHA FRAME, Thing 3, Thing 4 III. Thing 5, EXAMPLE Class AI JOHN HENRY HP: 10 Evasion: 6 Speed: 3 Heat Cap: 6 Sensors: 5 Armor: 2 E-Defense: 6 Size: 2 Repair Cap: 4 Tech Attack: -2 Save Target: 10 TRAITS: Heavy Frame: The John Henry cannot be knocked back or prone by characters smaller than itself A Mighty Man: When John Henry inflicts knockback to a target with a melee attack, it may take 1 Heat (Self) to force the target to make a Hull Save or be knocked prone. If it does this, the target suffers no knockback. Steel Driving Man: John Henry treats Prone targets as Shredded when making melee attacks. Slow: John Henry has +1 Difficulty on Agility checks and saves SYSTEM POINTS: 5 MOUNTS: Main Mount Heavy Mount CORE system Rail-Driver Born with a twenty-ton hammer right in its hand, the John Henry was built as an industrial mech to labor on Blink Gates and Orbital Forges. From Clanner’s orbital forges came the Adamant Compound that allowed them to create the magnetic pulses that power the piezoelectric generator that in turn feeds the myomolecular musculature of the John Henry- and the Hammer is John Henry’s soul, the largest concentration of Adamant Compound, and that which can fuel its endless might. In the military-grade printing, the Rail-Driver’s adamant compound and piezoelectric generators fire on all cylinders, stressing even the strongest of coldcores. But lord, can John Henry swing that hammer, and the Rail-Driver is the hammer that won the western arm. Integrated Weapon: Rail-Driver Heavy Melee Threat 1 1 Heat (Self) Knockback 2 2d6 Kinetic Active (requires 1 Core Power): Mountain-Powdering Blows Protocol The Rail-Driver replaces its normal profile with the following until the end of the Scene Overclocked Rail-Driver Heavy Melee Heat 4 (Self) Threat 1 2d6+6 Kinetic On Hit: Place a Blast 1 with at least one space adjacent to you, all characters in this blast must make a Hull save or be Immobilized until the end of your next turn and knocked prone. The original target makes this save at +1 Difficulty, even if they are not in the Blast. All objects in the blast take 30 AP kinetic damage from the shockwaves of your mighty hammer. Myomuscular Reinforcement System fluff 2 SP, Unique Instead of the normal effects of Ram you can perform one of the following options: Wrench Limb: On hit, the target is Impaired and Slowed until they pass an Engineering Save as a Quick Action. Stomp Leg: On hit, the Target reduces their Speed to 2 until they pass an Engineering Save as a Quick Action; unless their speed is naturally 2 or lower. Impact Harness System fluff 1 SP, Unique When you Brace, your mech creates a Burst 2 magnetic field that inflicts Knockback 2 on all characters. If this Knockback would cause an enemy character to collide with a piece of terrain, object, or other enemy character they immediately fall Prone. Molten Driver Weapon Fluff Main Cannon Inaccurate, Exceed Line 5 1d3+1 Kinetic Damage Exceed (1): This weapon’s damage becomes ENERGY and it gains the following property On Hit: If the target is in the last space of the Line, they are knocked Prone. Hyperimpact Brachial Mods System fluff 2 SP, Unique, 2 Heat (Self) Quick Action Draw a Line 5 from your mech, all Enemy characters in the Line must make a Hull Save or be knocked Prone. Objects and Terrain caught in this line take 10 AP Kinetic damage. Big Bend Pilebunker Weapon Fluff Superheavy Melee Loading Cone 3 3d6+6 Kinetic damage On Attack: If the target is adjacent to you and has 7 HP or less, only 1 structure remaining, and aren’t immune to damage they are immediately destroyed. Dynamite Drive System System fluff 2 SP, Unique, 1 Heat (Self) Protocol Until the start of your next turn, your mech is Slowed and your Main or larger Melee weapons gain the following effect On Attack: Place a Blast 1 with at least 1 Space adjacent to your mech- all characters in the Blast must make a Hull save or be knocked prone. All Objects in the Blast suffer 20 AP Kinetic Damage. G&S - VOLK Striker The Volk is the answer to a problem G&S has, conceived of by the Guild of Mechanists and Clan Rockstansky- the gunsmiths and armorers of the republic of toil. The Volk is what Grimm & Sons created for generalized colonial militia use, essentially making it the Line Mech of G&S. As a line mech, the Volk makes up the bulk of military licensing the clanners engage with- it is most commonly seen in frontier militias, colonial defense forces, and worker’s militias on recent contact worlds that have yet to achieve the sort of government Clanners agree with- namely one that allies to their understanding of the Union Pillars. That is not to disparage the Volk as some backwater, reserve unit, weekend-warrior type of mech produced without much of a care. The Big Bad Wolf has that sort of name for a reason, and even a single Volk in skilled hands is a nightmare of howling jet turbines and screaming saws. Capable of extreme speed and strength despite its strange, spindly frame, the Volk’s iconic Fenrir Shredders are a pair of limb-mounted adamant compound bore-saws derived from mining and hyperflora harvesting tools that allow the Volk to casually behead foes who happen to stand with arms’ reach. License: I. Utility Saws, “Bushwhacker” Module II. VOLK FRAME, Burst Coat, Shot-Spear III. “Boarkiller” Reflex Module, Askr Hypersaw VOLK HP: 10 Evasion: 8 Speed: 6 Heat Cap: 4 Sensors: 5 Armor: 1 E-Defense: 6 Size: 1 Repair Cap: 5 Tech Attack: -2 Save Target: 11 TRAITS: Howling Jets: The Volk may fly when it moves or boosts, but must land at the end of its movement. If it does not land, it falls. Biting Saws: The Volk may freely cling to and climb surfaces large enough to support it, digging saws into them to scrabble up into place. Exposed Reactor: The Vok suffers +1 Difficulty on all Engineering checks and saves SYSTEM POINTS: 6 MOUNTS: Flexible Mount Main/Aux Mount CORE system Fenrir Shredders Derived from mining drills and hyperflora saws, the Fenrir Shredders installed in the palms of the Volk are perhaps the most famous aspect of the Clanner’s Wolf. Capable of 600 mega-RPS at sustained power and tearing through most metallic compounds known to science, the Fenrir Shredders are linked to a mind-impulse-system that allows the pilot to control the long, gangly limbs of the Volk with a mental flick of the wrist. With full core dump, the mental link between pilot and machine is temporarily deepened through forced synchronization between the primitive Machine-Mind and the Pilot. Doing this allows for the Volk and Pilot to spring into a whirlwind of death and tear through as many enemies as are willing to stand before the Wolf. Passive: Killer’s Palm 1/Round, when the Volk hits a character with a melee attack, it can deal 3 AP Kinetic Damage to another character in Range 3 Active (requires 1 Core Power): Screaming Saws Protocol Until the end of the scene, when you activate Fenrir Shredders, you may hit as many targets within 3 Spaces as you please. Any targets struck with the Fenrir Shredders may not make Overwatch attacks against you Utility Saws You know, you can just strap chainsaws to a mech? I love bein an engineer, cause that’s how you learn the difference between a combat saw and a utility saw is a legal one and not a mechanical one. So the Volk license comes pre-loaded with a set of of hullbreaker saws, originally meant for cutting down hyperflora trees in logging operations. They do a doozy on mechs too. 2SP, Unique When you successfully initiate a grapple you may deal 2 Kinetic Damage to the grappled target. Additionally you may use a Quick Action to rev up your saws and deal 10 AP Kinetic Damage to adjacent objects or terrain “Bushwhacker” Underhook A bill-hook is a traditional woodsman’s weapon by the reckoning of Clanners- good for brush clearing and wonderful as a polearm in home-defense. There’s few weapons that offer such versatility on the market, so G&S offers it as a modification for just about anything. Why not have a familiar arm always at hand? 2 SP, Unique, Mod Pick a Melee weapon, when you hit a target with it, you may spend a Quick Action to swap places with them and knock the target Prone. Burst Coat Using a specialized layer of adamant compound in the underlayers of a mech’s armor allows a pilot to take advantage of a strange property of G&S’ trademark metamaterial- its ability to generate legionspace interference when subjected to strong electrical charges. By releasing a held piezoelectrical charge into the “nerves” of adamant compound woven throughout the armor, a burst of interference is generated- breaking locks and allowing a canny pilot to escape enemy fire. 2 SP, Limited (2), Unique, Reaction Gain the Burst! Reaction Burst! Trigger: An attack targets you but is not yet rolled Reaction: You become Invisible until the end of your next turn. If the attack misses you, you may also Slide 1 Shotspear Weapon Fluff Main Melee Loading Threat 2 1d6+4 Kinetic damage You may continue to use this weapon without reloading it, dealing 1d6 Kinetic damage on hit. “Boarkiller” Reflex Module Reflex module are a technology employed by clanners, in which a mute-drive is implanted into a worker’s rig and allowed to observe and inhabit the movements of the body to create a “recording” of muscle memory. The same technology is easily applied to mechs, creating simple, ready-to-learn techniques that G&S can use to quicken the training of colonial militiamen. 2 SP, Unique, Shield Quick Action This system charges as Quick Action, while charged when you are hit by a melee attack you may expend the charge to force the attacker to suffer Knockback 2 and make a Hull save or be knocked Prone. Charges last until the next time your mech takes damage or the end of the scene, whichever occurs first. Askr Hypersaw Weapon Fluff Main Melee Threat 1 1d6+2 Kinetic damage On Crit: The target must make a Hull save or be knocked prone and become Shredded until the end of their next turn; only becoming Prone on a successful save. G&S - BUNYAN Defender When the Clanners seek to tame a world, truly tame it and make it part of their sprawling Promised Land, they send Bunyan. Built for size and strength above all else, Bunyan is a titanic defender whose bulk is meant to labor constructing the kinds of mega-infrastructure projects G&S is famous for. Colonopoli, trainyards, orbital elevators, whatever a burgeoning little frontier needs! It's said that three Bunyans, working for a year and a day, can build an entire Core-Level cityscape; before they settle down and link their coldcores to the power-grid and light it themselves. In G&S Colonies, the shape of Bunyan frames “enshrined” as power-stations are a common sight. Bunyan is famous for its “roomy” cockpit, designed and shaped after the single-person living spaces aboard the ancient Armstrong and allowing a single pilot to undergo months without resupply or replacement. In matters of military necessity, the Bunyan frame excels in using its size, power, and inbuilt Ballistic/Advanced Barrier Enhancement Drone to keep its allies in the fight and aggressors on the back foot. What are the teeth of a Vast, when compared to armor of adamant? What are the bullets of pirates, when compared to an axe’s honest steel? What are the dangers of all the galaxy, compared to the strength of a man fighting to protect what he’s built? Bunyan stands, towering in its pride and power, above the fray. Planets break before his pilots do. License: I. Thing 1, Thing 2 II. MECHA FRAME, Thing 3, Thing 4 III. Thing 5, EXAMPLE Class AI BUNYAN HP: 12 Evasion: 6 Speed: 3 Heat Cap: 5 Sensors: 5 Armor:1 E-Defense: 6 Size: 3 Repair Cap: 6 Tech Attack: +0 Save Target: 10 TRAITS: Guardian: The Bunyan can be used for hard cover by adjacent allied characters Heavy Frame: The Bunyan cannot be knocked back, pushed, pulled, or be knocked prone by actors smaller than itself Slow: The Bunyan gets +1 Difficulty on agility checks and saves SYSTEM POINTS: X MOUNTS: Heavy Mount CORE system Ballistic/Advanced Barrier Enhancement Drone The Ballistic/Advanced Barrier Enhancement (BABE) Drone is some of the fanciest tech G&S has ever managed to get off the ground without it going up in flames on them, creating a portable Warp-Shield derived from the GMS Type-II. The frankly massive and clunky drone manages to output powerful shield to defend its core Frame from incoming fire through its Warp-Shield, but most pilots see fit to use it to help their friends. G&S knows its customer base well, and the full production line of Bunyan includes a built-in BABE drone, capable of being supercharged with a dump from the coldcore. The tell-tale blue is your friend, pilot, trust in BABE and he’ll bring your lance home. Passive: BABE Drone (Size 1, 20Hp, 8ev, 8edef, Tags: Drone) Quick Action The Bunyan may deploy the BABE Drone as a protocol to any free space within its Sensor Range at the start of the Scene. When you move, it may also move the same distance but it may not Boost. When an ally within 3 of the Drone is hit by an attack, the BABE Drone may use a reaction to give the allied character resistance to one type of damage (Energy, Kinetic, Explosive). You may reposition the drone to any unoccupied space within your Sensor Range with a Quick Action on your turn. Active (requires 1 Core Power): Big Blue Friend Quick Action You place your BABE Drone in an unoccupied space within your sensor range, it generates a Burst 3 shield that is bubble-shaped. Any attempts to enter or exit the shield through movement of any sort must roll 1d6, on a 4+ the movement fails and the moving character takes 3 Kinetic Damage that cannot be reduced. Any attack (tech, melee, ranged) that crosses the barrier must roll a d6, on a 4+ the attack fails. You may reposition the drone to any unoccupied space within your Sensor Range with a Quick Action on your turn. Jet Axe Weapon Fluff Heavy Melee Overkill, Knockback X Threat 2 3d3+3 Kinetic damage The Knockback of this weapon is equal to the amount of times Overkill is triggered while rolling damage. Short-Life Shielder Systems System fluff 2 SP, Unique When you Bolster an ally, you may pick one of the two effects listed below in addition to the normal effects of Bolster Shield Pop: All actors adjacent to your bolstered target are knocked back 1 space away from your target Shield Brace: Until the start of their next turn, the Bolstered target reduces all involuntary movement by 1 to a minimum of 0 “Pontchartrain” Entrenchment Tool System fluff 2 SP, Unique Quick Action Draw a Line 4 of Difficult Terrain adjacent to your mech. If any of the spaces of the line intersect with Difficult Terrain already present on the map, it upgrades to Dangerous Terrain (Kinetic). Bulk Plating System fluff 1 SP, Unique When you Brace, you ignore all involuntary movement caused by the triggering attack, and you may continue to make reactions as normal after Bracing. Rocky Mountain Defense Drone System fluff 2 SP Limited (2), Drone (10hp, 8 Ev, 8 Edef, Drone) Quick Action Deploy this drone adjacent to your mech, it creates a Line 5, 3 high bunker-shield that blocks line of sight for enemy actors, but not allied actors. The Line is centered on the drone who may be attacked, though it benefits at all times from Hard Cover. The shield lasts until the drone is destroyed or the scene ends. Flash-Ammo Mortar Weapon Fluff Heavy Cannon Arcing, Loading Range 10, Blast 2 1d6+3 Explosive damage On Hit: Draw a line 3 wall of rapid-curing ferrocrete within this weapon's Blast, the wall is an object that is Size 1, 3 spaces long with Evasion 5 and 30 HP. Characters within the wall's space are pushed out in a direction of their choice G&S - JACK Striker “King of the Wild Frontier.” That’s the sales-line Clan Rockstansky used for their marvelous little giantkiller. The gunsmiths and armorers of G&S needed a milspec mech that was printable by the kinds of low-schedule foundries that colonial holdings often have. Sure, you can print a military mech from any industrial printer, but that takes time- time better served printing housing, hospitals, infrastructure. Thus came Jack, whose most intensive printing requirement is the ‘Fabled’ Class Coldcore. Everything else about the mech is cheap to print, easy to tool, and ready for combat. The Jack’s size and speed benefit its role as a giantkiller, allowing it to move through underbrush, incoming fire, the legs of its prey, anything and everything the frontier can throw at Jack, it can move through. It can hunt through. It can clamber up on the hulls of pirate mechs and hyperfauna and deliver its killing blow with lethal accuracy. Jack is the King of the Wild Frontier- there ain’t nothing out in space it can’t bring down. License: I. Thing 1, Thing 2 II. MECHA FRAME, Thing 3, Thing 4 III. Thing 5, EXAMPLE Class AI JACK HP: 6 Evasion: 8 Speed: 5 Heat Cap: 6 Sensors: 3 Armor: 3 E-Defense: 8 Size: 1/2 Repair Cap: 4 Tech Attack: -1 Save Target: 11 TRAITS: Adventurer Rig: When the Jack Boosts, it Slides, ignores Difficult & Dangerous Terrain, and does not trigger saves. Instigator: The Jack may share spaces with larger characters, may move when they move, and an enemy who shares a space with the Jack has +1 Difficulty on all non-melee attacks. SYSTEM POINTS: 5 MOUNTS: Main Mount Heavy Mount CORE system Giantkiller Anti-Armor Weapon System Fluff Active (requires 1 Core Power): Cormoran’s Due Quick Action, Efficient A target you share a space with must make an ENGINEERING save or suffer 3d6 Energy Damage, only taking half on successful save. If the target has 7 HP or less, only 1 STRUCTURE remaining, and doesn’t have IMMUNITY to damage they are instead immediately destroyed. Full Mobility Rig Using excess heat from a mech’s coldcore and a series of atmospheric hypercompressors/hydrogen intakes, the Full Mobility Rig allows any mech to take to the skies. The sheer heat of the cooking gasses is enough to send even the largest mechanized frame skyward- though the wear and tear on the parts require regular replacement and maintenance. 1 SP, Limited (6), Danger Zone, Unique 1/turn you may expend a charge from this system to Fly whenever you would Move or Boost, though you must land at the end of the movement. “Landspinner” Secondary Mobility Modifications System fluff 2 SP, Reaction, 1/round, 1 Heat (Self), Unique Trigger: An attack is declared targeting you. Reaction: You gain Hard Cover against the triggering attack. If the triggering attack Misses, you may Boost. Squad-Portable Plasmacaster Weapon Fluff Heavy Launcher Self Heat (3) Range 8, Blast 1 1d6+3 Explosive damage On Hit: If the target is in the center space of the Blast, it cannot reduce this damage by any means. Railcannon Weapon Fluff Heavy Cannon Accurate, Self Heat (3) Line 5 1d6+3 Kinetic damage On Hit: If the target is in the last space of the Line, they are knocked Prone. Predictive Hunting Beacon A two-part system, composed of a magnetic projectile that subverts and feeds information from a target to an inbuilt and incredibly powerful predictive C/C unit. The stolen information is enough to create a “Super Lock-On”, as test-pilots have termed the effect . Projectiles are fired where the target will be, not where they are. Escape becomes impossible without taking severe evasive maneuvers. 2SP, Unique, Limited (3) Quick Action A target within 5 Spaces must make an AGILITY save or gain a Blip marker, you may only apply a single Blip marker at a time, removing your previous one when you use this system again. All of your attacks against a character with a Blip marker gain SEEKING and +1 Accuracy. A character may make another Agility save to remove the Blip marker by using the Boost action. SCATHACH Class Demi-Intellect The Demi-Intellect machine-minds crafted by Clan Vediovis have their roots in pre-fall technologies, technologies that have so far avoided the censure of Union due to the ways Clanner Datasmiths have used them as a basis for several unique advances in the crafting of NHP Shackles. These Intellects rival the most powerful of Comp/Con units, but in some ways still fall short of true NHPs in terms of ability. Scathach is an old engram, her codecore used as the basis for a thousand others. She is the first engram a codesmith learns, and the last he is to master. She is the Tutor of Heroes, whose red song is layered with old memetics to aid in concentration, hunting, the old ways of war. 3 SP, Unique, AI Your mech gains the AI property and the SCATHACH protocol. SCATHACH isn’t a full NHP and thus cannot Cascade. SCATHACH Protocol Protocol 4 Heat (self) Until the start of your next turn, you gain the NO ESCAPE reaction NO ESCAPE Reaction, 1/round Trigger: An enemy within 5 Spaces of you Moves or Boosts. Reaction: You Boost directly towards the triggering character by the most direct route possible. G&S - DOROTHY Support Every Clanner wears a Rig, a light cybernetic exoframe designed to aid them in whatever work they do. It is from these Rigs that Clan Zahedi derived the general design shape and purpose of the DOROTHY, a warzone-rated search-and-rescue mechanized frame. G&S is famous for the sturdiness of its designs, and Dorothy is no exception! Boasting a surprising bulk and survivability for its size, the Dorothy is often described as a “second skin” to its pilots, who find themselves naturally in-sync with a mech that fits more like a suit of armor than a walking tank. Designed for Search-and-Rescue work first and combat second, the Dorothy comes equipped with the Emerald Emergency Response Kit and Everready Drone. The Emerald ERK allows the Dorothy and her flash-printed drone companions to survive extreme temperatures and dangerous environments without breaking a sweat, using rapid-learning demi-intellect systems to adapt to whatever environment a pilot may find themselves working in. The Everready Drone, on the other hand, is a modular, wire-guided, demi-intellect that is built to answer any disaster the Dorothy may find itself in, allowing for unparalleled flexibility in the field and out-performing equivalent GMS disaster work mechs and hardsuits by almost 44%. License: I. Jump Drone, Armorer Drone II. DOROTHY FRAME, Rubble Buster, Water Cannon III. Nanite Bolt, Ardent Charges DOROTHY HP: 8 Evasion: 8 Speed: 4 Heat Cap: 6 Sensors: 10 Armor: 1 E-Defense: 8 Size: 1/2 Repair Cap: 5 Tech Attack: +0 Save Target: 11 TRAITS: Environmental Sealing: The Dorothy and any Drones it deploys are immune to environmental damage- such as Dangerous Terrain, Extreme Heat, Void, Extreme Cold, et al) and cannot suffer Burn. Adventurer Rig: The Dorothy ignores Difficult terrain and may climb and jump at full speed. SYSTEM POINTS: 6 MOUNTS: Flexible Mount Main/Aux Mount CORE system Emerald Emergency Response Kit Designed by the Clans to put even the vaunted gear of Ras Shamra to shame, the Emerald Emergency Response Kit is worked into the very being of the Dorothy frame- it would perhaps even be accurate to say that the frame is built around the Emergency Response Kit. A key feature of the Kit is the Everready Drone- a small black drone that is driven by a C/C level demi-intellect and hard-linked to the Dorothy’s systems and coldcore through a move-by-wire umbilical system. With a thought from the pilot, the Everready Drone deploys and changes into one of its preset support modes, moving as an extension of the pilot’s body more than a tool. Many pilots grow to love and care for the Everready, giving it a level of anthropomorphization usually reserved for childhood pets. Passive: Everready Drone At the start of the scene you may deploy the Everready Drone within your sensor range in one of its three modes listed below. You may redeploy the Everready Drone as a protocol and may change its mode with a Quick Action. Everready Drone (15HP, Size 1/2, 8ev, 8edef) Tinman- 1/round When an ally adjacent to this drone Braces, they may still make two quick actions on their following turn. Scarecrow- 1/round When an ally adjacent to this drone is targeted for a Ranged attack, roll d6- on a 4+ the attack automatically misses. This effect does not stack with Invisibility. Lion- 1/round When an ally adjacent to this drone makes an Overwatch attack, they gain 2+Your GRIT Overshield. Active (requires 1 Core Power): Perfect Companions Protocol Redeploy three Everready Drones, one in each mode, to an open space within your Sensor Range. For the rest of the Scene whenever you redeploy an Everready Drone, you may redeploy and reconfigure all of them. No drone can have the same Mode when deployed. Jump Drone System fluff 2 SP, Drone (5HP, 10ev, 0 Armor) An allied character who moves through or adjacent to this Drone for the first time in a Round may Fly for the rest of their movement, but must land at the end of their movement or begin falling. Additionally, if an allied character would take Falling Damage while adjacent to this Drone, they instead land safely and take no damage. Armorer Drone System fluff 2 SP, Drone (5 HP, 10ev, 0 Armor), Limited (2) While adjacent to this drone, allied characters can activate it as a quick action- gaining 2+GRIT Overshield and clearing one condition that is not self-inflicted. The drone immediately disintegrates after activation Rubble Buster Weapon Fluff Main Cannon Inaccurate Range 8 1d6+2 Kinetic damage While equipped with this weapon, you may make the Jackhammer action even if you lack the talent for it. If you would otherwise have Jackhammer, that action deals double damage. Water Cannon Weapon Fluff Main Cannon Knockback 2 Cone 5 1d3 Kinetic damage On Attack: Allies within the Cone do not take damage or Knockback, instead they Clear all Burn. Nanite Bolt System fluff 2 SP, Shield, Unique Quick Action This system charges as a quick action, readying a bundle of whitewash nanites. While it is charged, you gain the Golden Arrow reaction. It can only hold one charge at a time, but charges last for the rest of the scene or until used. Golden Arrow Reaction, 1/round Trigger: You or an allied character within range 5 are hit by a ranged attack. Effect: The target gains 1d6+1 Overshield before they take damage. Ardent Charges System fluff 3 SP, Limited (3) Expend a charge from this system for one of the following effects: Stripper-Swarm Charge (Grenade, Throw 8): Target character gains a Nanite Mark, the Nanite Mark remains until they take a Quick Action to make an Engineering Save to remove it. An ally who hits a target with a Nanite Mark may consume the mark to gain 2+Your GRIT Overshield. Armor-Swarm Charge (Mine, Blast 1): This mine primes at the end of your turn, and may be detonated as a Quick Action by you or an allied character. You and any allied character in the Blast may clear one condition that is not self-inflicted and gain 1d6+1 Overshield. G&S - MAGARAC Support [UNDER CONSTRUCTION, PARDON OUR MESS] G&S - ANANSI Artillery The Machine-Minds of Lonely Cradle were strange cousins to the more common Comp/Cons of Union when First Contact finally occurred, close enough to seemingly hew towards the recently established Deimos Accords with little trouble or fuss from the Clanners. The lineage of these artificial demi-intellects carries forward into modern Grimm & Sons design, their own descendants helping shape and design the hyperfauna hunting mechanized frame named Ananasi by Clan Vediovis, whose programmers see joy and wonder in the potential of their little Br’er Spider Combat/Computational Demi-Intellect. With Br’er Spider’s guidance, the Mech and Pilot sit at the center of a vast informational web, constantly fed and updated moment to moment with everything a hunter could need. Ananasi sees wide usage in frontier conflicts where overwatch and close-range fire support remain difficult to supply otherwise: the high-powered “monster hunting” rifles G&S offers are simpler to print and tool than any kind of artillery. And there are plenty of monsters to hunt out on the far frontiers- and worse besides. Anansi licenses are exceedingly popular among colonial self-defense forces, Far Field Teams, and the occasional mercenary company all of whom appreciate accurate, long range firepower backed by the rugged survivability of a Grimm & Sons mech. License: I. Thing 1, Thing 2 II. MECHA FRAME, Thing 3, Thing 4 III. Thing 5, EXAMPLE Class AI MECHA HP: 8 Evasion: 8 Speed: 4 Heat Cap: 5 Sensors: 20 Armor: 0 E-Defense: 8 Size: 1 Repair Cap: 4 Tech Attack: +0 Save Target: 10 TRAITS: Climbing Rig: The Anansi can climb and remain stationary on any surface without penalty, including overhanging and vertical surfaces. Know the Story: When the Anansi Scans a target, you learn all three listed types of information about it, and you always know the target's current HP until you take the Scan action again. Don't Throw Me in the Briar Patch!: The Anansi gains Hard Cover while in Difficult or Dangerous Terrain, and can Boost at full speed through Difficult Terrain. SYSTEM POINTS: 6 MOUNTS: Main Mount Heavy Mount CORE system “Br’er Spider” Computational Demi-Intellect We do not really mean, we do not really mean that what we are about to say is true. A story, a story; let it come, let it go. Br’er Spider is always watching from his web, a comprehensive sensors-suite that allows him to access, process, and present an almost-perfect picture of the battlefield. Of course, what most pilots think of in relation to the clever machine-mind is his ability to assist pilots in setting up “Spiderwebs”- zones of covering fire monitored by Br’er Spider while the pilot focuses on more active shotcalling and target-selection. Autonomously, Br’er Spider can grab control of weapons and put bullets where they need to be to lock down zones of control This is my story which I have related. If it be sweet, or if it be not sweet, take some elsewhere, and let some come back to me. Passive: Spiderweb Tactical Oversight Rig Gain the “Spiderweb” quick tech Spiderweb Quick Tech 2 Heat (Self) Choose a weapon on your mech without the Blast, Burst, Cone or Line tags and create a Blast 2 area called a Spiderweb entirely within the weapon's Range and line of sight. Hostile characters that move into a Spiderweb must stop moving immediately, losing any unused movement. While a Spiderweb is active, you gain the Watch Your Head! reaction and can't make Overwatch attacks. Spiderwebs last until you take this action again or until you move, including involuntary movement. Watch Your Head! Reaction, 1/Round Trigger: A hostile character exits one of your Spiderwebs. Effect: Interrupt the movement or action with a single weapon's attack. Active (requires 1 Core Power): Anansesem Protocol Until the end of the scene, whenever you would use Spiderweb, you may create an additional 1d3 Blast 2 areas- they must follow all normal rules for placement and may not touch nor overlap. Additionally, targets in your Spiderweb cannot benefit from Hidden or Invisibility. Silencer What was that noise? People always ask that. Mostly because a silencer isn’t actually silent, especially a mech-scaled one. On the other hand, frame audio radars are tuned to pick up on very loud sounds, so a sound that’s only kinda loud just doesn’t show up! It helps you stay out of the spotlight, though if you go popping heads, ballistic tracing will still tell where your mech is. 1 SP, Mod Pick a Rifle weapon- when you attack with this weapon and Miss (and the weapon has no other effects such as Reliable), you do not lose Hidden. Octocamo Ghillie Octocamo is the bog-standard in human-scale stealth-tech, a smart fabric that mimics the property of Old Cradle monsters called “Octos'' that could change their color, texture, and pattern to blend into their environment. We at G&S believe that if it was good enough for grandad, it's good enough for you- and so we present a mech-frame scaled ghillie cloak made from octocamo. Capable of all the color-changing expected, the ghillie also includes heat-masking systems that makes actually targeting your mech hard as hell! ...as long as you’re actually using something to hide with. 2SP, Unique Quick Action As a quick action, you don this cloak of color-shifting octocamo until you remove it as a protocol, overheat, or suffer structure damage. While the cloak is active your mech is Slowed, but gains Soft Cover from Difficult Terrain and treats other Soft Cover as Hard Cover. Trick Charges System fluff 2SP, Limited (3), Unique Expend a charge for one of the following effects Tripwire (Mine, Burst 1): When this Mine arms at the end of your turn, it creates a Line 5 in a direction of your choice. The mine is triggered when a character moves through this line; create a Burst 1 area centered on the triggering character, all characters in this area must succeed on an Agility save or take 1d6+2 Explosive damage. On a success, they take half damage. Holoterrain (Grenade, Range 5, Blast 1): All actors in the Blast must make a Systems save or become Impaired and Slowed. On a successful save they become Impaired. The Blast lingers as a piece of Soft Cover until the end of the scene. Radar Shot Ping! What an awful noise for somebody to hear when they’re trying to go unnoticed, right? Grimm & Sons patented Radar Shot will drive those sneaky bastards crazy! It uses the impact of a bullet... or rocket... or laser... to create a soundwave your mech can pick up on, essentially echolocating those who don’t want to be found. 2SP, Mod, Limited (3) Choose a Ranged weapon. When you attack with this weapon, you can expend a charge: All hostile characters within Burst 2 of the target must make a System save or they may not benefit from Hidden and Invisibility until the end of their next turn. Gumdoll-Class Holocaster System fluff 2SP, Unique Gain the “Fakeout” Reaction Fakeout Reaction, 1/round Trigger: You are targeted by an attack from 3 spaces or beyond Reaction: Teleport 4 spaces before the attack is rolled, if this would place you outside the attack’s range or attackers LoS, it automatically misses. Anti-Hyperfauna Rifle Weapon Fluff Heavy Rifle Loading, Ordinance, 1SP Range 20 2d6+2 Kinetic damage At the start of a mission and whenever you take a Short or Long Repair, pick a mode to assemble the AHR inSKYGOD: If you consumed Lock-On as part of the attack, this weapon’s damage becomes AP LEOPARD: This weapon gains On Crit: Reload this weapon as a free action. G&S-ORLANDO Striker In the stories, who slays the serpent? Who saves the princess? Who leads the charge? A knight in shining armor does, of course. A knight needs honor, a knight needs speed, a knight needs power. But there are few knights trusted with the panoply of the Orlando- G&S’ top-of-the-line voidcombat frame. Built under commission for an Albatross Maketba, the Orlando is Grimm & Sons’ answer to high speed combat frames from the coreward companies with notable convergent design with the Cataphract class of mechanized frame. As a linebreaker and high-speed cavalry unit, the Orlando is without compare, its specialized Roncenvaux Overboosters and CURTANA Kinetic Shield allowing it a freedom on the battlefield near unrivaled- plowing through enemy mechs, drones, and with its core charge dumped into the engines, through entire ships. The most common license-holders for the Orlando are its original commissioners- Knights of the Albatross who have done some great service defending the Clanners and their colonies. Though, it is not uncommon to find the odd Orlando among the mercenary companies who work closely with G&S, especially those dedicated to planetary defense or the elimination of spacebound threats to colonial holdings. License: I. Thing 1, Thing 2 II. MECHA FRAME, Thing 3, Thing 4 III. Thing 5, EXAMPLE Class AI ORLANDO HP: 7 Evasion: 8 Speed: 5 Heat Cap: 6 Sensors: 5 Armor: 2 E-Defense: 6 Size: 1 Repair Cap: 4 Tech Attack: -2 Save Target: 10 TRAITS: Roncenvaux Overboosters: When the Orlando Boosts it may only move in straight lines, but it may Fly and ignores engagement. Durendaus Particle Vents: When the Orlando is in the Danger Zone it clears and gains immunity to Lock On. SYSTEM POINTS: 6 MOUNTS: Main Mount Heavy Mount CORE system CURTANA Kinetic Energy Sheathing System Fluff Passive: CURTANA Impact When the Orlando Boosts, it may suffer 2 Heat (Self), if it does so, it may move through enemy characters. 1/turn when the Orlando moves through an enemy this way they are Pushed 1. If you boost at least 4 spaces, when your movement ends adjacent to an enemy character, they must make a Hull Save or be knocked Prone and Jammed until the end of their next turn. Active (requires 1 Core Power): Holy Kingdom Charge Full Action The Orlando fully overclocks it's coldcore and CURTANA systems- creating a giant lance of unstable energy and Sliding across a Line 8 Area. All characters in the affected area take 4 Burn, are knocked Prone, and must succeed on an Agility save or be pushed 3 spaces in a direction of your choice. Objects and terrain in this line take 20 AP Kinetic Damage as you smash through them. Then repeat this effect two additional times. A character can only suffer this effect 1/scene. Additionally, until the end of the next round the fiery trail of destruction lingers- if a character moves through the lines for the first time in a turn they suffer d6 Burn and if an attack would cross these zones roll a d6 on a 4+ the attack automatically misses as the heat melts bullets, cooks missiles, and diffuses lasers. “Joyeuse” Beam Saber Weapon Fluff Main Melee AP, Inaccurate Threat 1 1d6+1 Energy OR Explosive damage On Attack: Choose this weapon’s damage type, Energy or Explosive. Ascalon Engines System fluff 2 SP, Unique, Reaction Trigger: A ranged attack misses your mech Reaction: Slide 3 towards the triggering character by the most direct path possible. If this movement ends with your mech adjacent to an enemy character, they must make a HULL save or suffer 2 AP Kinetic damage and Slowed until the end of their next turn. “Furioso” Myomusculature System fluff 2 SP, Unique When you Boost, obstructions and objects in your path take 10 Kinetic AP. Your mech passes through any obstructions destroyed this way and continues moving until you have moved your maximum distance or fail to destroy an obstruction. Dogfighting Beacon System fluff 3 SP, Unique, Limited (3) Quick Tech You and an enemy character within 8 both gain a Dogfighter Mark, which can only be removed by taking a Quick Action to make an Engineering Save or being destroyed. While two characters have Dogfighter Marks, they may Boost as a protocol, moving by the most direct path possible towards the other Marked character. ASTOLFO Reactive Lance Weapon Fluff Heavy Melee Threat 2 1d6+4 Kinetic Damage On Boost: This weapon gains the AP tag until the end of your turn. If you boost at least 4 spaces in a straight line, this weapon deals +1d6 Bonus Explosive Damage on its next attack that turn. The Belt of Roland System fluff 3 SP, Mod, Unique Select one Main or Heavy Melee weapon, it gains Thrown 5 and the following effect On Hit: Spend a Quick Action, you may Slide adjacent to the target by the most direct path possible. G&S - MAX Striker This is a story of the Fall. This is a story of a man who lost everything to that most dreadful of our sins. His family. His community. His name. His world. It all burned. It all turned to dust. All that was left to him was this- to wander the wastes and seek a worthy cause to die for. This is a story of the Little Wars. This is the story of men and women who lost more than they could know. Who were broken by the First and Second Traumas. Who had no family. No community. No names. No world. Nothing of their own. It was all turned to blood. All that was left to them was this- to take up the name of another and wander the wastes- to seek a worthy cause to die for. This is a story of Now You do not need this weapon, o Kin of the Mountain. We tell these stories and remember them as a dirge. This is no place for us, this is no way for a Child of Mankind to live. This should not exist, but as a memory of our Past and our Flight. But take it, take it if you must. The Black-on-Black. Last of the Mark Eight Interceptors Road-Warrior, Fury-Driven Holy Combustion, Damned Destruction This is Max. License: I. “Wild Bronco” Reflex Module, Brawler Caging II. MAX FRAME, Shot-Saber, “Wild Child” Reflex Module III. “Troublemaker” Break Action, Nitro Charger MAX HP: 8 Evasion: 8 Speed: 6 Heat Cap: 8 Sensors: 5 Armor: 1 E-Defense: 8 Size: 1 Repair Cap: 3 Tech Attack: -1 Save Target: 10 TRAITS: Fury-Driven: The Max has Immunity to bonus damage and critical hits, treating them as normal hits. Shoulder Tackle: The Max counts a Size 3 for Ram attacks and on a successful Ram may immediately Slide 2 spaces. Road-Warrior: The Max can move through the spaces of Prone or Immobilized characters though it cannot end it’s turn in them. 1/Round when it moves through another character's space they take 1d6 Kinetic Damage. SYSTEM POINTS: 5 MOUNTS: Main Mount Flexible Mount CORE system Mk8 Super Reactor The Mark 8 Super Reactor is not a coldcore. It is an older beast, from the years of warfare on Cradle, when man learned again of the crimes Cain committed unto Abel. It is a nuclear heart that screams with power barely contained, a wild and untamed thing that spits great gouts of flame and billows of black smoke into the sky. A Mark 8 can pull the kind of speeds rarely seen outside of an SSC racer or a Nelson with full PMD suite- for a fraction of the cost of either. But the Mark 8 is a cruel thing, it pulls the same kind of Gs as those newer machines- with a fraction of the safety. Be careful child, or you’ll die before your task is done, the Mark 8 taking you down to Hell with whomever you duel. Active (requires 1 Core Power): Last of An Ancient Breed Protocol For the rest of the scene, when you successfully Ram a character, you apply a demolition mark to them - at the start of their next turn, if they have 7 HP or less, only 1 structure remaining, and aren’t immune to damage they are immediately destroyed. Demolition marks are cleared at the end of a marked character's turn. Additionally, 1/round the Max may Ram an adjacent character as a Free Action. “Wild Bronco” Reflex Module System fluff 1 SP, Unique Gain the Rowdy Kick Reaction Rowdy Kick Reaction, 1/Round, 1 Heat (Self) Trigger: A character attempts to Grapple you Effect: They have +1 Difficulty on the grapple attempt. If they fail, they take 3 Kinetic damage and are knocked 2 spaces directly away from you. This reaction resolves before they roll for the grapple. Brawler Caging System fluff 1 SP, Unique When a target triggers your Overwatch, you may use your action to Ram rather than Skirmish Shot-Saber Weapon Fluff Main CQB Exceed Range 5, Threat 2 1d6+1 Kinetic damage Exceed (2): Make a Melee attack with this weapon targeting a different target within this weapon’s Threat. “Wild Child” Reflex Recorder System fluff 2 SP, Reaction Gain the Backhand Reaction Backhand Reaction, 1/round Trigger: You are hit by an attack made as a Reaction. Effect: You may attempt to Ram your attacker. “Troublemaker” Break Action Weapon Fluff Main CQB Loading, Inaccurate, Knockback 3 Range 5, Threat 3 2d6 Kinetic damage On Crit: The target is knocked Prone. If the target was already Prone they must pass a Hull Save or become Shredded until they stand up. Nitro Charger System fluff 2 SP, Unique, Limited (2) 2 Heat (Self) 1/round, when you Overcharge, you may consume a charge from this system and then Boost as a free action. G&S - SCHEHERAZADE Controller Once upon a time, long long ago, Old Master Grimm went and sought the Thing Beneath the Mountain. The Thing had lived for forever and a day, and died every thousand nights, and it knew the shape of the universe. Old Master Grimm offered the Thing a bargain, he would trade it a thousand thousand stories, a lifetime of labor, and he would make sure it got to see all the galaxy at the hands of the Clanners. In exchange, the Thing would serve the Clans, the Workers, the Promise. The Thing Beneath the Mountain, its flesh made of quicksilver, its voices like silver bells, its mind trapped in reflections- it accepted the pact, and made itself into a Mirror. The Mirror showed Old Master Grimm a thousand and one lives he might live, and he took its advice when he could, when he must. In time the pact would come to a certain fruition for the Clanners and the Mirror- Scheherazade was born to defend the Clans and their colonies after the loss of Urt-Agaan to a spontaneously generated Metavault. Though the colony was well and truly lost, G&S used the Mirror to guide their rescue teams through the madness of the depths to save as many of the colonists as they could. The Clanners know not to truly trust the Mirror, for it exists to trap ideas and destinies in its reflection, but they know the Mirror’s power can offer them sight beyond sight, reason beyond sanity, and the esoteric powers required to defend hearth and home. Scheherazade, as a mech, is a vessel for the Mirror and its Logic, warping fate and destiny to fit its reflections at the behest of the pilot inside. The pilots themselves offer varying reports of deja vu, jamai vu, and General Temporal Confusion Syndrome (GTCS); well in line with Union medical standards for unsafe levels of paracausal energy exposure. Rarely are licenses for Scheherazade granted, and they’re never for sale. The only way to get one is to have always had it. To look upon all the galaxy, and see only the reflections. License: I. Thing 1, Thing 2 II. MECHA FRAME, Thing 3, Thing 4 III. Thing 5, EXAMPLE Class AI SCHEHERAZADE HP: 6 Evasion: 8 Speed: 5 Heat Cap: 5 Sensors: 15 Armor: 0 E-Defense: 10 Size: 1/2 Repair Cap: 3 Tech Attack: +1 Save Target: 12 TRAITS: Silver Mirage: If the Scheherazade is hit by an attack while not Invisible and Lock-On was not consumed for the attack, it can, 1/round, roll 1d6. On a 5+, the attack automatically misses and is negated. Mirror Logic: This has all happened before. It will all happen again. You are not yourself. You are a reflection. Mirrors reflect mirrors. We are all within the Dream. Hangar Queen: Scheherazade must spend 2 repairs to repair a destroyed system during Rests instead of 1 A Favorable Dream: At the start of the scene, before any turns are taken, the Scheherazade can place up to three mines within Range 50. These mines cannot be placed adjacent to [or within their own Blast of] any character. At the end of the scene, remove any undetonated mines deployed by the Scheherazade. For each of those mines, the Scheherazade regains 1 Limited charge for the system that deployed it. SYSTEM POINTS: 8 MOUNTS: Flexible Mount CORE system Shard of The Endless Mirror’s Dream We are within the dream of Mirror-Logic. Choose wisely which Mirror you look upon. For you are a Mirror as well. Where you place your gaze decides your actions. There is no self. There is only reflection. Do you understand? [BASILISK DETECTED] [AVERT YOUR GAZE] Hush now. Look Into the Mirrors. Active (requires 1 Core Power): Mirror-Logic Basilisk Full Tech Mark a Burst 5 that lasts 3 Rounds. Any enemy character that starts their turn in this area or enters it for the first time on their turn must make a Systems save or become Jammed until the start of their next turn. Morgiana Revolver In one of the Mirror’s forevers, it recounted to the Clan Grimm a story of a wasteland of rust and gunslingers. The Clan’s smiths set to work, and they made the gun for the Mirror to holdsimple, honest, true. Everything it wanted to be, chambered in depleted uranium and utilizing caseless magnetic acceleration systems. It's a beautiful gun, born from an awful tale that should never come to pass. Aux CQB Knockback 1, Loading (6) Range 8 2 Kinetic This weapon has six chambers, all of which are reloaded at once. Each attack spends one chamber normally. Before you attack, you may empty any amount of extra chambers to increase its Base Damage by +1. Foundational Mirror Logic I look upon the mirror and for a moment it fills my entire gaze, I am looking upon a reflective silver wasteland. I am multitudes, all staring into the mirror. And the mirror stares back at me, and it slithers, and I am no longer infinite. I am me. But not the same me that looked into the mirror. I am not where I stood before. The world has moved underneath me. I was always here. 2 SP Quick Tech Choose up to 2 characters within Sensors. Make a Tech Attack roll against each hostile character chosen this way. For each successful Tech Attack, Slide that character 3 spaces, then Slide all chosen friendly characters 3 spaces. Sandstorm Charges The Mirror told the Clanners a story, a story they found in their vaults, a story about Homeland, about Cradle, about the Djinn who lived in the cold deserts of Mars. Sons of the War God, who turned from War and sought a life of their own, whipping the dust into great storms of roaring sand and flashing lightning. A King of Mars came upon a Djinn’s Heart, and used its power to protect his kingdom with an eternal storm. The Clanners learned how to make Djinn Hearts then, to keep things safe and hidden. 2 SP, Limited (3) Expend a charge for one of the following effects: Sandstorm Grenade (Thrown 5, Blast 1)- This blast lasts until the end of your next turn. All characters in the blast are consumed by a whirling sandstorm, Blocking Line of Sight in, out, or through the raging winds. Sandstorm Mine (Mine, Blast 2)- This mine deploys and primes at the end of your turn, when primed it can be detonated with a Quick Action on your turn or automatically when an actor moves adjacent to it. The Blast creates a whirling sandstorm that acts as Dangerous Terrain (Kinetic) and Soft Cover and lasts until the mine is destroyed by any attack action hitting it (Evasion 5, HP 1). Any checks provoked by the Dangerous Terrain are instead replaced by saves against your Save Target. Displacement Mirrors Look, the Mirror gives up its gifts to us. We shall be a ghost, a figment, a dream, a mirage. If they strike at you, they strike only a reflection. They are already within the Dream, they have done this before and shall do so again. Such is the nature of Mirror-Logic. 2 SP, Unique 1 Heat (Self) Reaction, 1/round Trigger: An attack that did not consume Lock-On misses you. Effect: Teleport 3 in any direction. Mirror-Logic Charges The Foundation of Mirror-Logic is showing them where they stand. The Advances of Mirror Logic are to show them how they must act. They were never to fire, they were never to walk, they were never to be. And yet in this dream they are. Correct it. 3 SP, Limited (2) Expend a charge for one of the following effects: Twist Causality (Grenade, Thrown 5, Blast 1)- Create an area of warped causality until the end of your next turn. All characters within this area reverse the effects of Accuracy and Difficulty (Accuracy penalizes rolls it applies to, while Difficulty improves those rolls). Accuracy and Difficulty still cancel each other out as normal. Twist Logics (Mine, Blast 2)- This mine primes at the end of your turn. It can be detonated with a Quick Action, and detonates automatically when any character moves adjacent to it. When it detonates it creates an area of warped time within this mine's Blast that lasts until the end of your next turn. Any character starting their turn within this area must succeed at a Systems save or attempt the same actions they took on their previous turn. They make the same choices for those actions (such as distance moved, or targets attacked). If, for any reason, an affected character cannot make the same action or the same choices, such as if a target is out of range or a system with Recharge has not yet recharged, they take all repeat actions they are capable of taking, then end their turn. DINAZADE Class NHP System fluff 3 SP, Unique AI, 1/Scene, Limited (1) Your mech gains the AI property and the DINAZADE Gambit. DINAZADE Gambit Quick Action With a sound from beyond space and time, your NHP harnesses the raw force of Mirror Logic and hastily edits the flow of destiny around you. Place a Blast 4 within range 8 of your mech: all characters within the blast must pass a Systems Save or Slide 6 spaces in a direction of your choice, Sliding 3 on a successful save as their minds partially reject the new history you’ve created. Any objects, drones, or terrain caught in this Blast is considered to have automatically failed the save- you may Slide them 6 spaces in a direction of your choice.