Chassis

Chassis

INRI

The standard INRI pattern body looks like a large floating octopus. It has 8 long tentacle-like arms, coming out from a flattened oblong body housing the main automata core and sensor arrays. These units are often fitted with the equivalent of Tesla Coils, for offence and support purposes.

SPEPHCSySMoSCCTLSV
19169123645

Chassis Rules

  • Integrated Hover Locomotion System
  • Integrated Prawn Sifter
  • Eerie: This mech moves unnervingly, looks freaky, and is bound to attract attention.

Chassis

AGLA

The AGLA war-frame is an imposing statuesque gold bipedal body with four arms. They typically have finely carved face-plates. As battle rages their human-like sculpted body plates begin to petal open to vent heat, revealing the fire raging within.

SPEPHCSySMoSCCTLSV
29128183649

Chassis Rules

  • Release First Shackle: At 19 or less SP the AGLA scores a ‘Nailed-It’ result on attack rolls on a 19-20. In addition it takes 1 additional damage each time it takes damage in combat
  • Release Second Shackle: At 9 or less SP the AGLA automatically succeeds on all heat checks. In addition it takes a further additional 1 damage (for a total of 2) each time it takes damage in combat.
  • Eerie: This mech moves unnervingly, looks freaky, and is bound to attract attention.

Chassis

NOX

The NOX pattern is a flash of black on the battlefield, and a blast of energy weapon fire to the back. Rarely seen, even more rarely hit. These are narrow bipedal mechs, with angular armour plates for a low radar profile.

SPEPHCSySMoSCCTLSV
18108134646

Chassis Rules

  • Blink Field: As a reaction, after being attacked the NOX can immediately move 1 range band as a teleport once per round. If this takes it out of range of the attack, the attack fails to land.
  • Eerie: This mech moves unnervingly, looks freaky, and is bound to attract attention.

Chassis

ABRAXAS

The ABRAXAS is a huge floating sphere, with a large sensor array on the front. It has three large spikes protruding from the top of the sphere, which are the detachable ABRAX drones.

SPEPHCSySMoSCCTLSV
101410145648

Chassis Rules

  • Shattered Soul: The ABRAXAS Controls 3 ABRAX drones, which can move (but not take any actions) on the ABRAXAS’ turn. Any hack or energy weapon the ABRAXAS is equipped with can be projected through the ABRAX drones. Any ongoing area effects are always projected from the ABRAX drones as well as the ABRAXAS. The ABRAX drones cannot move or be operated more than long range away from the ABRAXAS.
  • Integrated Hover Locomotion System
  • Eerie: This mech moves unnervingly, looks freaky, and is bound to attract attention.

ABRAX Drone

SPEPHCSySMoSCCTLSV
6-----4-

Chassis Rules

  • Shard: ABRAX drones can never act independently of the ABRAXAS, nor can they take any action other than moving.
  • Ablative Soul: If an ABRAX drone is within close range when the ABRAXAS is damaged, that damage can be given to the ABRAX drone instead. Damage does not spill over from the drone to the main ABRAXAS unit.
  • Integrated Hover Locomotion System
  • Eerie: This drone moves unnervingly, looks freaky, and is bound to attract attention.

Systems

System

Hellfire Shotgun

When you attack with this archeotech energy shotgun you may add half your current HEAT (rounding up) to the damage dealt. If you do, make a Heat Check after resolving this weapon’s attack.

TLSlSV
355

Range: Close // Damage: 3SP // Energy // Hot (1) // Overheat

System

Penance Drive

The penance drive is a lost piece of archeotechnology. When activated, projects a powerful localised gravity distortion into the surrounding space. Once the penance drive is activated it lasts until the start of the user’s next turn but can be sustained on subsequent turns as a free action for 1EP. When an enemy mech or biotitan moves within range they must

ROLL THE DIE:

  • 20: They can move as normal.
  • 11-19: They can move slowly.
  • 6-10: Either take 3SP and move slowly, or remain stationary.
  • 2-5: Remain stationary and take 3SP.
  • 1: Remain stationary, take 3SP, and become vulnerable.
TLSlSV
566

Range: Close // Turn Action // 1EP

System

Key of Heaven Hammer

This huge hammer gains strength with attacks from linked weapons, glowing with might and readying for a huge blow. Each empowerment raises the damage of the next successful attack with this hammer by 1SP. Once the empowerment is used in this way it is consumed.

TLSlSV
566

Range: Close // Damage: 5SP // Melee // Empowered // Wield

System

Gate of Heaven Shield

This shimmering gold-embossed shield is designed to protect the wielder from melee attacks, and channel the energy from those hits into their own strikes. When your Mech or a target in Close Range is hit by a Melee Attack you may use your Armoured Shield to block the attack as a Reaction.

ROLL THE DIE:

  • 20: The attack misses and deals no damage and you put your opponent off guard. You may make an attack against the target as a Reaction, and gain 1 empowerment.
  • 11-19: The shield blocks the blow, the attack deals no damage, and gain 1 empowerment.
  • 6-10: The Armoured Shield deflects the attack, it misses and deals no damage, but your Armoured Shield is destroyed.
  • 2-5: The attack breaks through your Armoured Shield, it hits as normal, and your Armoured Shield is damaged.
  • 1: The attack smashes through your Armoured Shield. The attack hits as normal and your Armoured Shield is destroyed.
TLSlSV
422

Reaction // Shield // Wield // Empowering

System

Towers of Heaven Swords

These paired shimmering sword systems flash with gold. Each time this weapon hits on an 11+ gain 1 empowerment. On a ‘Nailed-It’ attack roll gain 2 empowerment.

TLSlSV
445

Range: Close // Damage: 3SP // Multi-attack (2) // Melee // Empowering

System

ARX-Grav Disruptor

Experimental Opus-developed gravitational distortion cannon. Not for use indoors.

Choose one mech within range as a target to fire this localised gravity field disruptor at and

ROLL THE DIE:

  • 20: They are moved 3 hexes (or one range band) directly towards or away from you (your choice) and take 4SP structure damage.
  • 11 - 19: They are moved 3 hexes (or one range band) directly towards or away from you.
  • 6 - 10: They either remain stationary, or you may gain 2 heat and make a heat check to move them 3 hexes (or one range band) directly towards or away from you.
  • 2 - 5: No effect.
  • 1: The gravity field breaches containment, moving you 3 hexes in a direction chosen by the GM and dealing 4SP structure damage to you.
TLSlSV
443

2EP // Turn Action // Range: Medium // Pinning

Modules

Module

Optionally make attacks with any 2 different weapon systems mounted on your mech.

TLSlSV
324

Hot (3) // Heatspike

Module

Automata Control Core

Hacks effect this mech for one time-band lower than normal - i.e. short becomes turn, long becomes short. Hacks that last a turn only take effect on a roll of an 11+. This extremely dense oblong of black and white metal contains the living soul of an ancient demi-god.

Loading this into a mech allows the automata soul inside to control that mech whenever it wishes to.

TLSlSV
611

Hot (3) // Heatspike

Module

Duplexer Control System

This experimental piece Opus designed control technology allows you to duplex your chassis into a dual-mode CORE//SUB-CONTROL system.

You mech chassis is split into two independent units, one is the CORE, your main pilotted mech, the other is the SUB-CONTROL pilotted by an AI. Pick a name for the AI and pick or roll on the table for the AIs personality.

The CORE and SUB-CONTROL mechs can operate and communicate up to far range from each other, at higher ranges the SUB-CONTROL mech(s) cease to function.

Choose any amount of structure points, energy points, heat capacity, system slots & module slots to assign to the SUB-CONTROL system. The SUB-CONTROL functions as a mech with these stats, it does not retain your chassis’ special rules (if any) and has no special rule of its own. If the CORE mech or this module is disabled or destroyed, the SUB-CONTROL mech ceases to function. Assigned SUB-CONTROL stats can be modified during downtime.

During combat, the CORE & (any) SUB-CONTROL mechs act one after the other (as if they were the same mech) in any order. If one of these mechs activates any system or module dealing SP damage, any subsequent duplexed mechs acting on this turn must gain 2 heat and make a heat check if they activate any system or module dealing SP damage.

TLSlSV
511

Passive

New Keywords

  • Empowering: Each time you gain an empowerment add it to your empowerment tally total. Whenever you hit with a weapon attack, you may consume your empowerment to increase the damage dealt by half that amount (rounding up), and set your empowerment tally back to 0.
  • Empowered: When you consume empowerment increase the damage dealt by the attack by the tally amount, rather than half.

Design Notes

AGLA’s Design

  • I don’t think this mech chassis is actually strong enough for TL4. Once you get to less than 9 SP, taking an additional 2 SP damage per hit is pretty much crippling. Even though the buff at that SP level is incredible, and opens up some frightening combos (the Omni Weapon Link was designed for this) its not enough to make up for the negative IMO.
  • It’s actually better at range than in close combat, which is not what I had in mind, but in some ways that’s kind of fun.

ABRAXAS’ Design

  • This might be too good for TL4.
  • It’s incredibly defensive, because it can cap damage dealt to it at 6 with the drones taking the hit instead.
  • It’s also incredibly good for projecting area shield systems out from the drones.
  • There is a trade off, if you split your drones out too much, the core ABRAXAS unit can get caught out without a lot of defensive backup, and its low base SP means it can get pulped pretty quickly.
  • Probably should have been TL5 at least.

Hellfire Shotgun Design

  • This is cool, and I’m proud of it, it’s a fun weapon that interacts with heat in a way most other SU systems and modules don’t.

Penance Drive Design

  • I really like this, but it is a bit weedy. I’ll probably make a stronger version of this for use later in the campaign.

Automata Control Core Design

  • The control core really only exists for me to make NPCs, although if they can find an automata soul on their side maybe this will come in useful.
  • The anti-hack stuff is interesting, frankly I was a bit afraid of Laz0rbrn’s ability to take control of enemy mechs completely, and wanted a way to mitigate it. “Why not just use a firewall?” I don’t know dear reader, I just simply don’t know.
  • I do think hacks not being effective against an advanced AI is narrative-appropriate though.

Duplexer Control System Design

  • Wow, this is a really powerful module.
  • I basically wrote it because one of my players kept saying she wanted some way to have multiple mechs. She then did not make use of it. Go figure.
  • It’s kind of fortunate my player’s have only used it to put an AFF coolant foam system on wheels. Which is very funny, but not really taking this item to its limit.
  • It is kind of limited by taking up a precious module slot, and the SUB-CONTROL system needs to be given locomotion of some kind or it can’t move. It also means if you lose part of your mech, you’re in possibly some trouble until you can repair it.
  • Ultimately, getting two turns instead of one is crazy, even if it comes with some hefty draw-backs.

ARX-Grav Disruptor Design

  • This is great fun.
  • Moving onto a hex grid means we can play with positioning and movement a bit more, and while I appreciate that kind of game-y tactical combat isn’t everyone’s bag, our table has a lot of fun with it.