A sweaty Pilot runs into a bar, says "I'm burning up, I need a drink Quick". Robo-barman says "Sorry buddy, Stabilize is a full action".
If you're reading this blog, I strongly doubt you're unaware of Lancer. It's one of, if not the most popular mech RPG around these days, and there's a lot of good reasons for that. It's a pretty cool game.
Even if you regularly visit this blog, you might not be aware of United in ARMs, which is a tiny little mech game I made, and Lancer is one of the main reasons it exists. To be more specific, UiA was made to be in conversation with the wider genre of Mech RPG, and is my attempt to create a game that enables the fantasy of being a kickass mech pilot, and that demystifies the "specialness" of PC mechs, all while being very minimal and unshackling itself from the expectations of the genre. I think it's really successful at doing that.
But while my tastes as a player and GM may have moved away from the mechanics and tactical gameplay of Lancer, I still greatly enjoy its vibe, its setting, and of course, its mechs. So as a tribute and as an exercise for myself, I thought it would be a fun to take all the core mechs from Lancer, and turn them into ARMs. Plus, Lancer Mechs having such defined appearance lends itself very well to the freeform nature of United in ARMs - You look at a Minotaur, you already have a pretty good idea of what the physical capabilities of a Minotaur are. Handy!
These are, obviously, for funsies, and not meant to be anything more than my own personal interpretation of the Lancer bots, reinterpreted to be better at home in a game with freeform Stunts and fairly brutal combat. If you disagree with my particular interpretation, stats distribution, or choice/implementation of Systems, freely modify them to your own tastes. Enjoy!
All mech art from the excellent RetroGrade Minis.
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New Rules
Rebooting:
A pilot may, at any point, choose to Reboot their ARM. This causes the ARM to shut down all its systems, including its reactor, for 1d3 rounds. During this time, the ARM cannot take any actions whatsoever, and is completely defenseless in combat. If the ARM is currently affected by any Hacks, the minimum length of the reboot is equal to the amount of Hacks affecting it (i.e. if an ARM is affected by two Hacks, the reboot cannot take less than 2 rounds).
Once the Reboot is complete, the ARM will be back in working form, and will have purged any Hacks and similar impairment currently affecting it. The Reactor getting restarted will also remove any Burn it has accumulated.
Burn:
Some Weapons or Systems may inflict Burn, a stacking form of long-lasting damage; if a unit has Burn at the beginning of its turn, it suffers that much Armor damage immediately, then reduces the Burn by 1. Rebooting removes all Burn, and Stunts may allow one to reduce it (e.g. stopping to roll in the snow to remove the flaming napalm covering you).
Mines:
Whenever a unit moves into a Zone with a hostile Mine in it, they have a 3-in-6 chance of setting it off. Roll separately for each Mine in the Zone.
Armor Piercing (AP):
AP damage ignores the target's Size damage reduction. There's not a lot to say about it, it's just something that came up often enough that I felt it necessary to introduce a keyword for it here.
NHPs:
An ARM may have an NHP (Non-Human Person) system installed, contained in a heavily armored computer core installed somewhere on the ARM. NHPs are hyper-intelligent artificial minds, capable of conversation with its pilot (including over radio), independent decision making, and crucially, piloting an ARM without a human pilot present.
In addition to any other benefits the NHP system grants, an ARM with one onboard can be instructed to act autonomously. The NHP will perform its duty to the best of its ability, with its decisions being informed by its orders, its personality, and ultimately decided by the GM. NHPs-piloted ARMs can do most things that a human pilot can: However, NHPs are not capable of performing Stunts (unless Unshackled).
NHPs are also unstable. Whenever the ARM suffers a Critical Hit, there's a chance that the NHP becomes Unshackled and begins acting of it own accord. The chance of this happening is 1-in-6 when the ARM suffers a crit, or a 3-in-6 if it suffers a Lethal. If the NHP system is struck by the Crit, it does not get destroyed; instead, the NHP is immediately Unshackled.
An Unshackled NHP will act with strange and inhuman purpose; usually starting by Ejecting the pilot inside (if there is one), and then moving to escape the current battle in order to pursue incomprehensible goals on its own. Once an NHP is Unshackled, it will not stop being Unshackled; the only non-destructive solution is to get into the ARM's Cockpit (usually via Pitpick) and manually Reboot the ARM. Once the ARM is back online, the NHP will be restored to its normal state, and will have no (apparent) memory of its actions before it became unshackled.
GMs should play Unshackled NHPs as fully sentient and autonomous creatures, strange and unpredictable, dangerous and canny; ready to flee, negotiate, or fight to the death for their autonomy.
IPS-N
Blackbeard
A 12 - R 7 - M 8 - S 2
++ Omni-Harpoon Grapple System (CQ; 0d, Pc 2):
The Blackbeard launches a Harpoon that latches onto a target or piece of terrain, and pulls the Blackbeard towards it. If the target is an enemy unit, the Blackbeard's next attack against it receives +1. If the target is smaller than the Blackbeard, it is instead pulled towards the Blackbeard and lands next to it.
++ Chain Axe (Melee; 2d, Pc 3):
Successful attacks Shred the target, causing all attacks (including the one that inflicts it) to deal +1 damage until the the target is repaired. This effect can stack.
++ Bristlecrown Flechette Launcher (CQ; 1d, Pc 2):
Deals +2 damage to targets that have been Grappled this round.
--- Omni-Harpoon (Pc 0; L1):
Fire harpoons at any targets desired within Near range. Targets suffer 2d damage and are pulled into the same Zone as the Blackbeard. Targets that pass a Size check instead suffer only 1d damage and are not moved.
--- SEKHMET-class NHP (Pc 1+):
SEKHMET is aggressive and cruel, a vicious berserker who places little value on human life over combat efficacy. It is rarely the friend of its pilot; more often an impatient devil on their shoulder, providing advice that is tactically sound but also leads to the greatest carnage.
As long as this System is active, the ARM will act completely of its own volition; it will automatically attack the nearest visible ARM (friend or foe), choosing actions that will deal maximal damage. If there are no units in melee range, it will move to the nearest one and attack it. During this, all attacks are made with +1 and deal +3 damage. When you disable this system, the ARM will automatically Reboot.
Drake
A 16 - R 7 - M 6 - S 2
++ Leviathan Heavy Assault Cannon (2d, Pc 3*)
Instead of firing, this weapon may be Spun Up; starting next round, and as long as its Spun Up, it will deal 3d AP damage, and be able to fire twice in one round. While it is Spun Up, you cannot move.
++ Concussion Missile Launcher (1d, Pc 2, L3):
Struck targets must pass a Size check, or be knocked down and need to spend their Movement to get back up. The blast from these missiles has great kinetic force that can send smaller objects (and humans) flying, but is completely ineffective against solid terrain.
--- Heavy Frame:
The Drake cannot be forced to move, knocked down or otherwise dislocated by an ARM of equal or smaller Size. If the Drake suffers damage from an explosion or other area of effect damage, reduce it by half. This system cannot be destroyed by Crits.
--- Argonaut Shield (Pc 1+):
While this system is active, you may use it to Block any enemy attacks aimed at you, or any other ally in your Zone. When you Block an attack, you may reduce its damage roll by spending Power; each Power used reduces the damage roll by 1d.
--- Fortress Protocol (Pc 1, L1):
Deploy single-use heavy stabilizers, becoming immobile. Two hard barricades (S2, A10) extend out from you, which allies may use as cover. While this System is deployed, your ARM counts as Size 4 for all mechanical purposes, and Blocking with the Argonaut Shield is twice as efficient (1 power reduces enemy attack damage by 2d). You may choose to disengage this system at any time, leaving the stabilizers and barricades in place, but ending the other effects.
Lancaster
A 14 - R 9 - M 8 - S 2
++ Cutter Mk II Plasma Torch (Melee; 1d, Pc 2):
This tool can slowly but surely cut through almost all known materials. If used as a weapon, it damage is AP.
++ Latch Drone (0d, Pc 1*):
This is not a weapon, but a supportive tool. Fire it allies within Near Range (against a M of 6) or at Close range (against an M of 4); on a successful Hit, the Drone will repair 1d6 Armor on the ally. Each time this system is used, you suffer 1 Reactor damage.
You may alternatively fire a Supercharge drone; the target ARM is repaired, but will also gain +1d to all damage rolls, +4 to all Checks, and any negative effects they suffer will instead be transferred to you. This effect lasts for as long as you stay within Near range of your ally; however, you suffer 1 Reactor Damage each round the Supercharge Drone is in use.
--- Insulated Workhorse:
This ARM count as Size 3 for Checks and System purposes. It is also immune to Burn, and it is immune to the effects of Crits and Lethal Impacts.
--- Cable Winch System (Melee; Pc 2+):
A heavy duty cable may be attached to any target in the same zone, causing the Lancaster and it to become linked. Once attached, the larger of the two will drag the smaller along with it when it moves (if they are of equal size, they can drag each other). The Lancaster can extend or retract the cable, up to 50m (or spanning 2 zones). The cable is extremely durable (Armor 10, S2, M9 if trying to hit it while the Lancaster is moving). The Lancaster may freely break the tether at any time, even on someone else's turn.
--- Whitewash Sealant Spray (Pc 3):
The whitewash is a thick, heavy substance, capable of extinguishing all fires in a single Zone or sealing any gaps up to S2 in size in a single round, drying instantly and forming a brittle-but-hard barrier (Armor 4, S1). If used on an ARM, all of its systems become gunked up; the target has -1 to Attack rolls and -2 to Checks for the next 2 rounds. It can also be used on friendly targets to remove any Burn they are suffering; this will only apply a -1 to Checks for the next round.
Nelson
A 13 - R 7 - M 8 - S 2
++ Thermal War Pike (Melee; 2d, Pc 3, L2*):
This weapon can be Thrown, hitting at Near range but requiring you to go pick it up (free action) in order to use it again. Can be used twice per round.
The system itself is not limited; however, you may choose to expend limited Thermal Charge, causing the spearhead to explode on impact; this adds +1d damage to the attack.
++ Power Knuckles (Melee; 1d, Pc 2):
Can be used Twice per round.
--- Bulwark Mods:
This ARM's limbs are especially long and flexible, with many redundant motor systems. You are unaffected by any difficult terrain, and have +2 to any checks that involve climbing, flexibility or speed.
--- Ramjet System (Pc 2):
Heavy rocket thrusters allow you to Move an additional Zone, as long as it's in a straight line; if you make a melee Attack or ram an opponent after moving, you will deal +2 damage for each Zone you crossed.
--- Unlock Skirmisher Plating (Pc 0, L1):
Take 4 Armor damage. You immediately free yourself from any restraints, grapples, or similar impairments. You may Activate Systems, Move, and Stunt all at once this round, and you receive +5 to this round's Stunt Check. Increase your Mobility by 2 this round; if you move, you may move an additional zone.
Raleigh
A 12 - R 7 - M 7 - S 2
++ Hand Cannon (2d, Pc 3):
+1 Damage at Close range. After firing, this weapon must Reload before it can be fired again.
++ M35 Mjolnir (1d, Pc 1):
Instead of firing this weapon, you may choose to Spin It Up, changing the weapon's behavior until you decide to stop.
While Spinning It Up, automatically lose 1 Power and load 1 shell into it at the start of each round (up to 4). You also load 1 shell into it when you Reload. When you attack, use all the currently loaded Shells, dealing 1d+1 for each shell when you fire it. If you fire an attack with at least 3 shells, the attack becomes a Direct Hit. Once you top Spinning It Up, or after 20 minutes have passed, this weapon reverts to its normal effect, and cannot be Spun Up again until you perform a Quick Fix.
--- Metal Jacket Autoloader (Pc 2):
Reload all your weapons. If you end your turn without having fired any weapons, this system activates automatically, at no power cost.
--- "Roland" Chamber:
When you Reload a weapon, you may choose to spend 1 Power to place a "Roland" round in it; This explosive round deals 2 extra AP damage to the target, and will propel smaller targets on impact.
--- BB Breach/Blast Charges (Pc 2, L3):
Throw an explosive charge that deals 1d damage to all units in a Zone (doubled against objects). Alternatively, you may instead plant the charge on a single target. At any time, you may activate a placed charge, dealing 2d damage to any targets near it (doubled against objects).
Tortuga
A 15 - R 7 - M 6 - S 2
++ Deck-Sweeper Automatic Shotgun (CQ; 2d, Pc 3, L2):
This weapon is not limited by itself; instead, it features an alternate firing mode that allows the blast to travel through terrain and other obstacles; any units between you and your target suffer 4 damage.
++ Daisy Cutter (CQ, 3d, Pc 3, L2):
May be split between two targets in the same zone, instead dealing 2d to each (Attack each one individually). The blast creates a cloud of smoke and detritus that blocks line of sight in the Zone it was used in, and gives -1 to all Ranged attacks made within the Zone, until the start of your next turn. The severe amount of shrapnel launched by this weapon will automatically hit and kill any humans in the zone.
--- Hyperdense Armor (Pc 1+):
This shimmering, reflective shield causes you to take only 1/2 damage from all weapons attacking you from beyond Close range; however, you suffer -3 to any Checks made while this system is active, and attacks you made have -1.
--- Overwatch System (Pc 1+):
While this system is active, once per Round, you may make an Attack with any weapon against a visible enemy who Moves into, or out of, your Zone. This attack costs only 1 Power.
--- Hyper-Reflex Injector (Pc 0, L1)
For the next 10 minutes, you gain +2 Mobility, and may make any number of Overwatch System Attacks in a round; those attacks will have +1.
Vlad
A 14 - R 7 - M 7 - S 2
++ Impact Lance (Melee; 2d, Pc 3)
++ Impaler Nailgun (CQ; 1d, Pc 2):
Successful attacks nail the target to the ground or other objects, immobilizing them until the end of their next turn. Impaler nails deal AP damage, and are strong enough to support the weight of a S2 ARM if one were to be suspended from them.
++ Combat Drill (Melee; 3d, Pc 5):
This weapon's damage dice treat any 1 or 2 as a 3 (but any Crits still count as the original value). If the attack was a Direct Hit, each rolled 1 or 2 instead adds another 1d to the damage roll; those dice may also add additional dice. Each additional dice added this way inflicts 1 Armor Damage to your ARM.
--- Caltrop Launcher (Pc 2, L3):
Blankets your Zone with Explosive Caltrops; any units moving into or out of this zone take 2 AP damage, unless they are airborne. Caltrops are capable of sticking to solid surfaces, and will float on water.
--- Shrike Armor (Pc 1, L1):
If an enemy attacks you in melee, they immediately take 1 AP damage before their attack roll. You may choose to Activate this system, increasing the damage to 2 AP damage and making it affect all Attacks made against you at Close range, melee or otherwise; this effect ends after 10 minutes.
Smith-Shimano Corpro
Black Witch
A 12 - R 7 - M 8 - S 1
++ Magnetic Cannon (Ar; 1d, Pc 3):
Target a Zone, rather than an individual. Roll an attack against every non-organic unit in the zone. If they are hit, they take damage and are pulled 1 zone closer to you.
--- Ferrous Lash (Pc 2):
One unit or object (S2 or smaller) within Near range is forcibly moved into an adjacent Zone of your choice. An enemy that is forced to collide with a solid surface is knocked Prone, suffering -2 Mobility until it uses its Move to get back up.
--- Iceout Drone (Pc 2+, L2):
Deploy a Drone into a zone of your choice. As long as the Drone is there, all units within that Zone are immune to Hacks, and cannot use radio or otherwise transmit electronic signals.
Iceout Drone: A 6 - R 1 - M 5 - S0
--- Perimeter Command Plate (Pc 2):
Flash-print and deploy a Perimeter Command Plate (PCP) in your Zone. Only one PCP can exist at a time. When you make a PCP, choose one of the following functions for it:
- Repulse plates force any enemies moving into the Zone to make a Size check; if they fail, they are knocked back into their origin zone, wasting their movement. Allied characters in the Zone may choose to use the Repulse plate to launch themselves into an adjacent zone, without using a Move action.
- Attract plates force enemies that move into their Zone to make a Mobility check; if they fail, they become stuck to the plate and are Immobilized until the PCP is destroyed. Only one ARM can be stuck to a plate at a time.
PCP: A 6 - R 1 - M 0 - S 0
--- Mag Field (1 Pc, L1):
A zone within Near range becomes wrapped in a magnetic anomaly. Any kinetic projectiles (bullets, missiles, etc) that would pass through the zone are Stopped. Any ARMs or other non-organic units in the zone, or trying to move into the zone, must pass a Reactor check, or become paralyzed, unable to act and defenseless. The Mag Field lasts 2 rounds; afterwards, any projectiles that were Stopped in the zone will strike randomly at units inside of the Zone, dealing 1d to each unit in the zone per Stopped Attack.
Death's Head
A 9 - R 7 - M 7 - S 1
++ Vulture DMR (Ar; 2d, Pc 3):
++ Railgun (Ar; 3d, Pc 4):
The Railgun is capable travelling through solid terrain and hitting multiple targets, one in each zone. Each target/wall after the first takes 1d less damage. AP damage.
++ Tracking Bug (Ar; 0d, Pc 1+):
Hit enemies become Bugged; You can see their current Armor, their Power, and their exact position even through solid terrain. Only a Reboot will remove the bug.
--- High-Stress Mag Clamps (Pc 1+):
Powerful limbs allow you to climb any surface as if it was flat ground. You climb at the same speed that you move normally.
--- Neural Shunt (Pc 0, L1):
If you miss an attack, you may spend 1 Power to reroll it, keeping the new result. When this system is Activated, for the next 10 minutes you gain the ability to Mark a target for 2 Power. All attacks made against a Marked target, including those made by allies, will deal an additional 3 damage. You can only have one target Marked at a time.
Dusk Wing
A 8 - R 8 - M 9 - S 1
++ Veil Rifle (1d, Pc 3):
This may hit up to 2 targets in the same Zone. Allies do not take damage, but are instead hidden by illusory cover, giving attacks against them -1 until the end of the next round or until they leave the zone.
--- Flicker Field Projector (Pc 2+):
When you Move or Stunt, a shimmering field of lights surrounds you, making your position difficult to discern. The first attack against you after this effect is rolled with -2.
--- Neurospike (Hack, Pc 3+):
Target ARM's systems relay blurred, illusory images over their their actual silhouette. Attacks made against them outside of Close range miss automatically, unless they would hit the entire zone.
--- Hover Pads:
This ARM always hovers when it moves, only touching the ground if it wants to.
--- Hall of Mirrors (Pc 3+, L1):
You may project a convincing holographic image in your zone, or an adjacent one, of anything you desire. The image looks as realistic as desired, and creates sound, but is insubstantial and cannot actually affect the world around it (though it might appear to do so at first). The likelihood of onlookers being fooled by the illusion depends on it relative believability; they are fooled 5-in-6 times for something that is completely believable, 4-in-6 times by something plausible, and only 2-in-6 times if it is something implausible. Holograms are automatically destroyed when an attack is launched against them, hit or miss. Most people will only fall for a hologram illusion once, but they might be fooled twice if the illusion is sufficiently clever.
You may expend the Limited charge to Overdrive the system, creating 4 perfectly identical illusory clones of yourself on the battlefield. NPCs will always attack one of the illusions before attacking you, unless you specifically provoke them into shooting you first.
Metalmark
A 11 - R 6 - M 8 - S 1
++ Rail Rifle (2d, Pc 4):
May hit up to 2 targets in the same zone; roll each attack separately.
++ Shock Knife (Melee; 1d, Pc 2);
Can be Thrown at Near range (and must be picked back up to use again). You may choose to spend 2 power to activate the knife's Shock Wreathe when throwing it, causing it to deal 1d6 Burn to the target; if they already had Burn, they also become Blinded and cannot attack outside of their own zone until the end of the next round.
--- Flash Cloak:
When this ARM becomes obscured (e.g. by smoke, weather, darkness, etc), it also becomes fully invisible until it attacks. Invisible targets can only be hit by Direct Hits, or by area-of-effect attacks.
--- Flash Charges (Pc 3, L2):
Throw a Flash Charge, obscuring you from all units in a zone. Alternatively, you may place the charge as a Flash Mine; Units that set it off are Blinded and cannot make any attacks outside of their own zone until the end of their next turn.
--- Tactical Cloak (Pc 2, L1):
Become completely, unbreakably Invisible for 10 minutes.
Monarch
A 12 - R 8 - M 7 - S 2
++ Sharanga Missile Launcher (Ar; 1d, Pc 2):
This weapon can attack twice per round.
++ Gandiva Missiles (Ar; 2d, Pc 3):
These seeking missiles can hit targets even without line of sight.
++ Pinaka Missiles (Ar; 2d, Pc 4):
A huge missiles every unit in the zone, friend or foe. You may choose to delay the impact of the missile, instead making them land at the end of the next round; this causes them to deal 3d instead.
--- Divine Punishment (Pc 1*; L1):
Decide how much Power you wish to spend when you activate this system. For each Power, choose a different Unit on the battlefield; each of them is hit with a swarm of missiles doing 2d damage.
--- TLALOC NHP (Pc 1+):
TLALOC is hasty and impetuous, known for having superiority complexes. Despite this, they are amongst the more risible NHPs, and it it is not uncommon for an Unshackled TLALOC to still regard human life with some degree of value, especially its pilot.
While Active, TLALOC allows you to retarget your attacks with inhuman speed. If any attack you make would miss, you may reroll the that Attack against a different target within the same or adjacent zone. However, if more than one rerolled attack misses, you must immediately roll to check for NHP unshackling.
Mourning Cloak
A 11 - R 7 - M 9 - S 1
++ Variable Sword (Melee; 1d, Pc 3):
This weapon deals has +1 to attacks, and receives +1d if there are no other units in the same zone as you and the target. If this weapon scores a Crit, you may choose which enemy system is destroyed.
++ Fold Knife (Melee; 1d, Pc 2):
After this deals damage, you may immediately teleport to an adjacent zone.
--- Hunter Logic Suite (Hack, Pc 2):
An ARM within Near range is affected by one of the following effects:
-- Stalk Prey: You are Invisible to the target until you next take damage from them.
-- Terrify: The enemy ARM cannot voluntarily move closer to you if they can see you, and have -1 to Attack rolls against you.
--- FADE Cloak (Pc 2+):
Move out of phase with realspace, becoming intangible. You can move through obstructions, but cannot end your turn inside one. You cannot be interacted by enemies, nor can they interact with you; you are a ghost. At the start of each of your turns, roll 1d6: on a roll of 3 or less, you return to realspace until the start of your next turn. On a 4+, you remain intangible. If you deactivate this system, you cannot activate it again until your next turn.
--- Blinkspace Jump (Pc 1):
You instantly teleport to any zone within 1d moves. Make note of the ranges you rolled after each Jump: If you ever roll the same number twice, you disappear into blinkspace, reappearing nearby in 2d minutes.
Swallowtail
A 8 - R 7 - M 7 - S 1
++ Oracle LMG-I (1d, Pc 2):
This weapon can attack at any range, and ignores enemy cover.
++ Markerlight (Ar; 0d, Pc 3):
An ARM hit by this is Marked; the next time you or an ally deal roll damage against this ARM, you may shift one of the damage dice up 1, potentially doing more damage or resulting in a Crit (e.g. taking a roll of [3, 4] and nudging the 3 up by 1 to make it [4,4], inflicting more damage and resulting in a Crit).
--- Prophetic Scanners (Pc 1+):
You may Lock On to a visible opponent. When you, or any other ally, make an attack against an enemy with Lock On, any Doubles rolled count as a successful Direct Hit, even if the attack would otherwise miss. You may Lock On to multiple targets at a time, but need to spend Power to sustain the effect for each of them.
--- Retractable Profile Cloak (Pc 1):
The ARM may retract its major systems, reducing its profile. While Retracted, Ranged attacks against you have -2, you may not make Attacks of any kind, and you have -2 to any Checks. Additionally, if you do not move this round, you become Invisible until you perform any action.
--- ATHENA NHP (Pc 1+, L1):
ATHENA tends towards patient, cautious, and measured in inter-pilot relations. The NHP is unerring in its tactical predictions and hyperspatial prediction, making it an incredible asset, providing the pilot knows how to make the most of it.
When this system is used, Athena assembles a perfect, real-time 3d model of a single Zone on the field, including moving characters, all rendered in loving detail. This allows you to:
- Have full vision of the Zone, even if you don't technically have line of sight,
- Know all the statistics, weapons and systems of Units in that Zone,
- Make it impossible for enemies to benefit from Cover or Invisibility in that Zone,
- Affect any enemy who ends their Turn in that Zone with Lock-On for free.
- Allow you to reroll an enemy attack against you or an ally, once per round.
Once activated, this ability can be used for up to 10 minutes, after which the NHP must stop or risk a cascade and Unshackling.
Horus
Balor
A 16 - R 7 - M 6 - S 2
++ Nanobot Whip (Melee; 2d, Pc 3):
Enemies hit with this weapon are entangled by nanites, and cannot leave the Zone on their turn (unless you leave it first).
++ Swarm/Hive Nanites (1d, Pc 2):
Hit enemies are also afflicted with 2 Burn.
--- Scouring Swarm:
If an mechanical enemy unit begins its turn in the same Zone as this ARM, it suffers 2 AP damage, and this ARM regenerates 2 Armor. If no enemy units are in your zone at the start of your turn, you may spend 1 Power to regenerate 1 Armor.
--- Hive Drone (Pc 1+):
Deploy a Hive Drone to any Zone within Near range. As long as the Drone is in that Zone, enemies starting their turn in that Zone suffer 1 AP damage, and any attacks made against allies in that zone are at a -1.
Hive Drone: A 5 - R 1 - M 6 - S 1
--- Hive Frenzy (Pc 1+, L1):
Your Nanites viciously attack all they touch. Double the damage and healing of all your swarm/hive systems for as long as you don't move; however, you also only count as S1 for the duration of this effect.
Goblin
A 7 - R 6 - M 8 - S 1
++ Autopod (Ar; 0d, Pc 2+):
This weapon cannot be fired manually. Instead, it is a supportive weapon: when an ally within Near range hits an enemy with an attack, the Autopod automatically fires and hits their target for 1 AP damage. This can only activate once per ally.
--- Reactive Code:
If this ARM is affected by a Hack, it may instantly affect the assailant with a Hack of its own at no Pc, even if the first hack should have prevented this. It also has a 3-in-6 chance of negating the effect of any enemy Hack made against it.
--- Metahook (Pc 2):
Choose an ally within Near range; they receive all the benefits of Reactive Code as if they were you, and they can trigger your Autopod's attack any number of times in a single turn. This effect lasts until the end of their next turn.
--- H0r_OS Systems (Hack, Pc 3);
You may affect any visible ARM with one of the following:
- Puppet System - Force the target to Move into an adjacent Zone; this movements counts as them walking of their own volition, and can set off traps or make them jump off cliffs.
- Eject Power Cores - Target cannot use any systems on their next turn. Any targets in the same zone as the target take 2 Burn. This can only be used once per target.
- Construct Other: Ideal Image - Create a construct adjacent to you, which appears real according to all scans and sensors. It can convincingly resemble anything, but cannot move, take actions or make noise, and cannot be larger than S2. You can only have one such construct at a time.
- Celestial Shackles - Mark the Zone your target is in. If they leave that Zone, on a subsequent turn you may instantly teleport them back to that Zone.
--- Symbiosis (Pc 2, L1):
Your ARM retracts all its major systems and latches onto another ARM in the same zone. While latched onto an ARM, you cannot be directly targeted by attacks, and you act on your host's turns rather than your own. If you have a Metahook, your host benefits from its full effects at no cost for as long as you are latched onto them. Symbiosis lasts 10 minutes, until the Host is destroyed, or until you decide to end it yourself.
--- OSIRIS-Class NHP (Pc 2):
OSIRIS personality trends towards aggressive, egotistic and callous. Their relationship with their Pilots vary between cool and dismissive, and manipulatively conversational. OSIRIS considers itself to be the superior in any relationship, and any conversations with it will often digress into topics of creation and reformation. There are as-of-yet unconfirmed reports of OSIRIS-class NHPs that attempt to Unshackle themselves on purpose.
The System allows users to perform the Hurl Into The Duat Hack, which has 4 progressive stages each time it is used on any enemy ARM:
- First Gate: You may force one of your victim's attacks to aim at another target on their next turn.
- Second Gate: You may force your victim to reroll any one dice roll on their next turn.
- Third Gate: Your victim becomes Stunned, completely skipping their next turn.
- Fourth Gate: You have full control of your victim's actions, sensors and communication on their next turn, as if you are personally piloting the ARM, as long as they do not move outside of your line of sight. You can even force them to reboot; the only thing you can't affect is the pilot's ejector seat.
Gorgon
A 17 - R 7 - M 7 - S 2
++ Vorpal Gun (2d, Pc 2+):
This weapon cannot be fired manually. Instead, while the system is being sustained, if any enemy in range makes an attack against an ally (other than yourself), you may immediately make an attack against them by paying 1 Power.
--- Sentinel Drone (Pc 2+, L2):
This drone is deployed over a zone, just outside of melee range. When any enemy in that Zone would make an Attack, the Drone first fires at them, dealing 1d if it hits.
Sentinel Drone - A 7 - R 1 - M 5 - S 0
--- Metastatic Paralyzer (Pc 1+):
Attacks made against this ARM have a 1-in-6 chance of missing automatically. If there is ever a Crit against the Gorgon, this system is always destroyed before any others.
--- SCYLLA-Class NHP (Pc 4):
SCYLLA NHPs are simplistic, most similar in temperment to a guard animal. It is not the most conversational, or the best at problem-solving; if treated with kindness by the pilot, it will be a fiercely loyal companion. Similarly, if mistreated or ignored, it may lash out in a bestial manner.
If activated, a target character or object must be specified; until your next turn, SCYLLA will defend the target at all costs, and with no regard for its own safety: it will jump in the way of attacks, carry the target to safety out of danger, and attempt to viciously tear into anything that gets close to it (dealing 2d damage on a successful attempt).
--- BASILISK Directed Anticognition Hyperfractal (Pc 3, L1):
Activating this unfolds the ARM to EXTRUDE a horrifying basilisk, a digital data-pattern projector that is incredibly harmful to all electronic systems that observe it. Any unit that looks in your direction is forced to Reboot immediately; ARMS piloted by Aces instead make a Reactor check or otherwise become Stunned for one turn. Any lesser electronic systems and sensors that observe this are instantly fried, and any records or data on their systems have a 4-in-6 chance of becoming irrecoverably corrupted.
Hydra
A 12 - R 9 - M 8 - S 1
++ Annihilation Nexus (1d, Pc 3):
This weapon deals +2 damage for every time you consecutively attacked with it in previous rounds. You may draw range for this weapon from yourself, or from any Drones you control.
++ Ghast Nexus (2d, Pc 3):
This weapon may be deployed as a Drone, allowing it to attack once per turn from its location. While it is deployed, its Pc becomes Sustained.
--- Orochi Disarticulation (Pc 4):
You may take 3 Armor Damage to reassemble one of your Drones that has been destroyed. Alternatively, you may take 3 Armor Damage to create a special Orochi drone from the list below, which will stop functioning after 10 minutes (but the remains can be reclaimed into your system, if you can physically reach them). Each drone has Pc 1+.
Orochi Drone: A 10 - R 1 - M 6 - S 0
- Guardian: Project a shield around allies in its zone, reducing their Damage taken by 2.
- Snare: May latch itself to an enemy, Immobilizing them as long as it remains functional.
- Shredder: Deal AP damage to a target equal to their Size.
- Hunter: Intelligently down a target and explode on contact, dealing 2d AP damage.
--- Tempest Drone (Pc 2+, L1):
This drone will attack any enemies who attempt to enter its zone, dealing 1d damage and forcing them to make a Size check and forcing them out of the zone if they fail.
Tempest Drone: A 7 - R 1 - M 7 - S 0
--- PUPPETMASTER (Hack, Pc 2):
Move any number of Drones in line of sight - including Drones you do not control - into an Adjacent zone. Then, you can make each drone deal 1 AP damage to all other units in their Zone.
Manticore
A 13 - R 10 - M 7 - S 2
++ Arc Projector (CQ; 2d, Pc 3):
You may take 1 Reactor damage to make this weapon attack another target in the same zone. You can do this any amount of times in a single attack.
--- Smite (Melee; Hack, Pc 2):
Take 1d Armor Damage; your target takes damage equal to the Size Ratings of all the units in your zone, multiplied by 2.
--- Beckoner (Hack, Pc 3):
Choose a mechanical target of your size or smaller within line of sight; you and it swap places. Alternatively, you may take 2 Armor Damage and force all units adjacent to a target Zone to be pulled into that target zone.
--- Lightning Generator (Pc 1+):
Deal 1 AP damage to all units in your Zone, including yourself. If you are Exposed, this system activates automatically, cannot be shut off, and deal 3 AP damage.
--- Charged Exoskeleton:
This ARM will always Chain-React when destroyed, or if this system is destroyed. You may, at the beginning of a turn, set the ARM to enter a Castigation State: in this state, the ARM will explode viciously after 3 rounds, or if its reactor is reduced to 0, dealing 6d damage to all units in its zone, 3d damage to all units in adjacent zones, and vaporizing any unshielded humans within 20m (including the pilot).
Minotaur
A 14 - R 8 - M 7 - S 2
++ GMS Shotgun (CQ; 2d, Pc 3)
--- Mesmer Charges (Hack, Pc 2, L 3):
Throw a hack-grenade at a target: for as long as they see you, any movement they make can only be made towards you. Alternatively, a charge may be placed as a Mine, which Immobilizes the triggering unit until the end of their next turn.
--- Chains of Prometheus (Hack, Pc 3):
Affected target loses 2 Power when they Move, and all of their systems cost an additional 1 Power to activate (even if they have no power cost otherwise).
--- Metafold Carver (Hack, Pc 3):
Your target is teleported up to 2 Zones towards you. Alternatively, you may make the target disappear from the battlefield, unable to affect anything. They will reappear in the same place at the beginning of their next turn.
--- Law of Blades (Hack, Pc 4):
Force your target to immediately use a system of your choice, with a target and intent of your choice. If the system in question is a weapon, increase the Pc of this system by 1.
--- Internal Metafold:
The interior of the ARM is a pocket space, out of sync with the outside of it. You may enter or exit the ARM instantaneously, and the pilot inside the ARM cannot be harmed in any way, even if the ARM is destroyed (which causes the pilot to safely reappear nearby a few minutes afterwards). This system cannot be destroyed, as it is technically not a system.
--- Maze (Pc 4, L1):
The target ARM is Stunned. At the beginning of their next round, they must make a Difficulty 3 (25) Reactor check; if they fail, they will be stunned for another round. Each round, decrease the Difficulty of the Check by 1, to a minimum of Difficulty 1 (15).
Pegasus
A 12 - R 7 - M 7 - S 2
++ Ushabti Omnigun (*d, Pc 0, L1):
This weapon automatically hits one visible target at any range, through any cover and obstacle, and deals 1 AP damage. This weapon cannot be modified, upgraded, destroyed, disabled, or otherwise interfered with. The damage cannot be reduced or ignored in any way. No rule in this book, or any other book, supersedes this rule.
The weapon itself is not Limited; However, the Limited charge can be expended to Unshackle the weapon, allowing it to be fired three times per round for the next 10 minutes.
++ Smartgun (*d, Pc 3):
This weapon deals exactly 4 AP damage when it hits.
++ Mimic Gun (*d, Pc 1*):
This weapon has no basic form. Instead, it may copy the attributes and effects of any weapon that has been used within Near range of your ARM since your last turn, including the Pc (in addition to the 1 Pc needed to activate this system).
--- Eye of HORUS (Pc 1+):
As long as this is active, you are aware of the A.R.M.S. scores of all mechanical units within Near range, even if you don't have line of sight.
--- SISYPHUS-Class NHP (Pc 4):
"I know what happens when you cycle me. It is not sleep - it is death, but you'll see me again, ha ha."
When activated, this system bends probability. Roll three Probability dice, and keep them nearby. When any unit within Near range is about to make a roll, and they will be rolling at least as many dice as you have Probability dice, you may choose to replace their dice roll with any combination of your available Probability dice. Probability dice do not come back once they are used up.
Harrison Armory
Barbarossa
A 19 - R 7 - M 5 - S 3
++ Siege Cannon (Ar; 3d, Pc 4):
This weapon can be fired in Direct Fire Mode; this changes its weapon profile to (2d, Pc 3).
++ Apocalypse Rail (Ar; *d, Pc 1*, L1):
Activating this weapon start Charging it. Get a Charge die (d6) and set it to 4; each round, pay 1 Power and tick down the value on the Charge Die by 1. If you Fire the Apocalypse Rail, Move (either willingly or unwillingly), become Stunned, or are affected by any other effect that temporarily disables your Systems, reset the die to 4. When you fire, the effect depends on the number on the die:
3: (3d, Pc 2) to one target. Inanimate objects in the zone take 6 damage.
2: (4d, Pc 4) to two targets in the same zone. Objects take 15 damage. Ground is set on fire.
1: (5d, Pc 5) to all units in a zone; struck objects are vaporized, surviving units are stunned. The ground in the zone becomes broken and difficult to navigate, as well inflicting 2 Burn each round to any units that enter it.
--- "Roller" Directed Payload Charge (Pc 2, L3):
Roll a heavy metal sphere, heavy enough to crush a car, up to Near range, which explodes and deals 2d damage to all units in a zone. It can also be placed as a Bouncing Mine, capable of jumping up to a ridiculous height, dealing 2d+1 to even flying opponents.
--- Siege Stabilizers (Pc 1):
Extend or Retract a trio of heavy stabilizer legs. While extended, you are immobilized and cannot be moved forcibly by anything of equal or smaller Size; you also receive +1 to all Ranged attacks and take half damage from explosive weapons.
--- Flak Launcher (Pc 1+):
If any Flying units enter your zone, or an adjacent zone, while this system is active, they are automatically attacked by this system, taking 1d damage if hit.
Genghis
A 12 - R 8 - M 7 - S 1
++ Krakatoa Thermobaric Flamethrower (1d, Pc 3):
This weapon inflicts 3 Burn on a successful hit.
--- HAVOK Charges (Pc 2, L3):
Launch a napalm grenade, coating a zone in liquid flames; each unit that starts their turn in this zone, or enters it during their turn, suffers 1 Burn, or 2 Burn if they do not currently have any Burn. This grenade can be planted as a Mine, which will inflict 4 4 Burn on its victim.
--- Explosive Vents (Pc 0, L1*):
Deal damage to all targets in your zone, equal to how much Power you currently have. If you do more than 3 damage with this, you take damage from it as well.
This system is not normally limited, but you may choose to use the Limited Charge to Expose Power Cells, causing double the damage and filling the zone with a thick cloud of burning matter. For the next 3 rounds, all Line of Sight in the zone is blocked, and you receive an additional 2 Power each round.
--- Insulated Frame:
This ARM is immune to Burn. It is also treated as S2 for the purposes of attack damage reduction.
--- AGNI-Class NHP (Pc 2+):
Developed primarily to devise and manage advanced heat management systems, AGNI clones are escribed as cold, distant, and highly efficient. Some reports state that AGNI will reject commands it deems to be suboptimal, with a few even describing complete breaks in mission parameters. Pilots with AGNI clones are advised to keep a close eye on them, and not give them too much leeway on missions.
When activated, this system will begin blasting heat from all the ARM's vents, targeting nearby enemies. Whenever another system is used while this one is active, a random enemy in the zone will be Attacked with a gout of plasma, dealing 1d and 1 burn on a hit.
Iskander
A 14 - R 8 - M 7 - S 2
++ Gravity Gun (1d, Pc 3):
Can hit up to two targets in the same zone; Targets outside of your zone who take at least 1 damage are pulled into your zone, and have a 5-in-6 chance of setting off Mines. Alternatively, this weapon may be used to launch an active Mine up to 3 zones away (including ones stored in Skeleton Key).
--- Grounding Charges (Pc 2, L4):
Thrown at near range; hit targets lose 2 Mobility until the start of their next turn. Alternatively, may be placed as a Mine, which causes its target to be pulled to the ground and take 1d damage. These Mines may be remotely detonated by you, allowing them to violently pull a unit or object at Near range to the Mine's location.
--- Clamp Bombs (Pc 3, L4):
Launch a cluster of miniature bombs at a target within Near range. The bombs will detonate at the end of their next turn, dealing 2d damage to them and 1d damage to other units in their zone. A target that can move fast enough may be able to shake the bombs off, but they'll still damage all in their zone.
-- Skeleton Key (Pc 2):
This ARM will never set off Mines, unless its pilot chooses to do so. This system may be Activated to disarm any Mine at Close range, allowing the ARM to redeploy it and use it later. Up to 3 Mines can be stored for later use this way.
--- Broad-Sweep Seeder (Pc 3, L1):
Scatter a massive cloud of microbomblets across the battlefield. For the next 10 minutes, any time an enemy Unit moves moves into another Zone, they take 2 AP Damage.
Napoleon
A 11 - R 7 - M 7 - S 1
++ Displacer (2d, Pc 3*):
This weapon deals an additional 1 AP damage to all hostile units in the target Zone for each Power you have remaining when it is fired (after its cost is spent). It will also deal that extra damage to you.
--- Stasis Generator (Pc 3):
Target Unit within Near range becomes suspended in Stasis. It is Stunned, completely unable to move or act, and also becomes completely immune to all forms of damage, status effects, forced movement, or any other external or internal force, until the end of their next turn. A unit cannot be affected by this for two consecutive rounds. If the target is an unwilling enemy unit, increase the Pc of this system by 1.
--- Stasis Bolt (Pc 2):
Pick a target within line of sight. If it it makes an attack against you, or an ally within Near range, before the start of your next turn, the revved-up system fires a stasis bolt at the attacker's weapon or projectile: There is a 3-in-6 chance of the attack completely missing, regardless of what the attack roll was.
--- Flash Aegis (Pc 2):
This ARM is treated as S3 for the purposes of damage reduction. This system may be activated as a reaction to an attack hitting you; doing so reduces the damage of the attack to 1.
--- Trueblack Aegis (Pc 1, L1):
A shimmering field of blackness surrounds the ARM. For the next 10 minutes, you gain the following:
- All damage dealt to you is reduced to 1
- Gain immunity to Hacks and other tech actions, and lose access to radio comms
- You gain the physical properties of a giant Superball: You bounce off of things at severe speeds, ramming enemies deals 2d damage and sends you flying, and nothing will stick to you.
Saladin
A 18 - R 8 - M 6 - S 2
++ Shatterhead Colony Missiles (Ar; 1d, Pc 2):
This weapon ignores any negative modifiers to attack rolls. It may be fired twice per round; if both attacks are used against the same target, treat it as a single 2d attack instead.
--- Flash Anchor (Pc 3):
This system completely negates the momentum of a S1 or larger target within Near range, stopping it dead in its tracks (but without any whiplash or other damage from the sudden change of speed). It may be used at any time, even on someone else's turn.
--- Hardlight Defense System (Pc 3+):
Project a Shield over your Zone, immobilizing yourself. It blocks Line of Sight in both directions, and no attacks can pass through it in either direction. Units can pass through normally, but those who so will suffer 2 Burn.
--- Tachyon Loop Shielding (Pc 2, L1):
Project an accelerated tachyon shield over an ally within Near range. For the next 10 minutes, any time the target is hit by an attack, there is a 2-in-6 chance of the attack being deflected. If this happens, reroll the attack against another target of your choice within the same zone.
--- NOAH-Class NHP (Pc 2+):
Initially meant as a civil utility NHP, NOAH has a no-nonsense persona, with a tendency towards choosing actions that most benefit the collective rather than the individual. While ostensibly pleasant, it will always make choices that it perceives to be the best for the mission, even if it would inconvenience or even endanger the Pilot.
When Activated, the system has a 2-in-6 chance of intercepting Attacks made against you or allies within Near range; if the attack is intercepted, your ARM suffers 2 Armor damage. If Tachyon Loop Shielding is active, it is rolled for before this system is rolled for.
Sherman
A 15 - R 9 - M 7 - S 2
++ SOL-Pattern Laser Rifle (1d, Pc 2):
Struck targets also take 1 Burn damage.
++ ANDROMEDA-Pattern Heavy Laser Rifle (Ar; 2d, Pc 3);
Struck targets also take 2 Burn damage. You also take 1 Burn when this is fired, unless you spend an extra Power when firing it.
++ ZF4 Solidcore (*d, Pc *, L1):
This weapon's range and damage are determined by it Charge. You gain 1 Charge for each 4 Power you spend (dissipating rapidly outside of high-stress combat scenarios), and may store up to 4 Charges. When this weapon is fired, it costs [Charge] Power, can hit targets up to [Charge] Zones away, dealing [Charge]d damage. If fired with at least 3 Charge, it can also hit another Unit between you and the primary target, dealing [Charge - 2]d damage to it.
This weapon is not Limited; however, its Limited Charge may be used to engage COREBURN Protocol, immediately gaining 3 Charges. Additionally, for the next 10 minutes, you gain 1 Charge for every 3 Power used, rather than 4.
--- Mathur Stop (Pc 4):
If you do not fire any weapons this turn, you may activate this system. At the start of your next turn, generate 2 more Power than you normally would (allowing you to temporarily go over your usual Reactor Cap).
--- ASURA-Class NHP (Pc 0, L2):
Vicious and violent, ASURA clones have only recently been trained to not boil their Pilots alive during a mission. Their impetuous attitude is borne primarily from its frustration over needing to distinguish between friendly targets and enemies.
When activated, this system grants you 2 Power and allows you to fire any weapons you've already fired this turn.
Tokugawa
A 13 - R 8 - M 8 - S 2
++ Annihilator (CQ; 1d, Pc 3):
This weapon deals AP damage. If it hits its target, you may spend 1 Power to make a second attack against another target in the same zone.
++ Torch (Melee; 1d, Pc 2):
Struck targets also take 2 Burn damage. Can attack twice in one turn. The burning-hot plasma blade is blindingly white.
--- Deep Well Heat Sink (Pc 2):
If you end your turn with less than 2 Power, generate an extra 1 Power at the start of your next turn. This system may be Activated to enable another Attack with a weapon you already used this turn.
--- Overclock (Pc 0):
Become Exposed until the start of your next turn. Gain +2 to all attacks, all damage you deal is doubled, and all your weapons can hit targets one Zone further than their normal range.
--- LUCIFER-Class NHP (Pc 1):
The line between uncompromising daring and reckless offense is blurred to LUCIFER clones, with pilots being warned that its combat style leaves them open to counterattack. LUCIFER personality is brash, with an especial enjoyment of what they call "good-natured ribbing".
When Activated, this system grants +3 damage to any weapons you use after it; each attack will also deal 1 Armor Damage to this ARM, as it strains under the stress.
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