Field Guide To Iridia - Player Copy 1.0.0
Field Guide To Iridia - Player Copy 1.0.0
Field Guide To Iridia - Player Copy 1.0.0
Contributions by
Bowyer, Breakthelevee, Ru, and Dieselle
Cover art by
Zhjake
Art by
Spiral_Joe, Cosmixian, Cozzymandias, Xeeble,
Moiderah, Lucía Varona, Indonesian Gentleman
Special Thanks to
Breakthelevee, the first Luminary Knight, for constantly inspiring me to do more... even
when I might not have wanted to. Also for being the first to jump at playtesting. And, yes,
this Field Guide existing is proof that you won.
Dieselle, for letting me use some of her ideas, and for always being enthusiastic about
playing in my games. It means a lot to have people willing to engage with things and just
let me hash them out.
Ru, the original Narcissus (her words, not mine!), for pushing the testing of things to the
limit. You made me have to nerf Sympathetic Twinning something like five times, but it
was worth it. Even if you did play every frame like a Defender. Except for the actual
Defenders. …I’ll never understand that.
Bowyer, for being willing to test things out even when they may have been totally broken,
and for humouring my design visions. I didn’t expect I’d feel so glad for frames being
played the way I’d intended them to.
The crew of the original Iridia game, who helped shape the backstory of this mess, and
who gave me the impetus to polish it up into something vaguely readable. I’m glad you
jumped at the opportunity to play the ‘antagonists’, you gave me an unforgettable time.
A great many people in the Lancer Homebrew community (and beyond) for all of their,
well, everything. Looking over everything to help me hash out mechanics - as well as just
general support - is much appreciated.
Disclaimer
The Field Guide to Iridia is not an official Lancer product; it is a third party work, and is
not affiliated with Massif Press. The Field Guide to Iridia is published via the Lancer Third
Party License.
[2]
TABLE OF CONTENTS
Table of Contents.........................................3
Mechanical Primer....................................... 4
New Downtime Action......................... 5
New Pilot Gear.................................... 6
New Talents........................................ 8
New GMS Core Bonuses.................. 10
Exotic Gear....................................... 11
Iridia Demonworks............................ 14
Core Bonuses.......................... 17
Ananke..................................... 18
Aphrodite..................................23
Artemis..................................... 27
Astraea.....................................31
Astraea Mk. II "Dragon"............34
Enyo......................................... 39
Enyo Mk. II "Wrathborn"...........42
Epione...................................... 47
Ersa..........................................52
Ersa Mk. II "Sanctifier"............. 55
Hecate......................................60
Hemera.................................... 64
Hera......................................... 68
Iris............................................ 72
Iris Mk. II "Locus"..................... 75
Nemesis................................... 80
Nemesis Mk. I "Champion"...... 83
Nyx........................................... 87
Selene...................................... 90
Persephone..............................95
Psyche..................................... 99
Psyche Mk. II "Forsaken"....... 102
[3]
MECHANICAL PRIMER
A Note on Compatibility Reference Notes
Lancer is a complicated game, with a lot of moving The following are terms that are not defined in the
parts. And the more additional mechanics that you Core book, but are used frequently, so are
add, the more likelihood that things will break. reprinted, with permission, for ease of access:
With the scope of this book, there's only so much Exotic Gear (Tag):
that could be tested for a high degree of Once acquired, this system becomes a permanent
compatibility. And as more first-party content part of the character, but does not increase their
releases, there's a lot more interactions that you LL or count as a license rank for the purposes of
need to worry about. gaining core bonuses.
The Field Guide to Iridia is tested to be compatible If it is destroyed or damaged, it can be repaired or
with the Lancer Core book, The Long Rim reprinted as any other gear with no penalty. Exotic
supplement, and the non-Exotic parts of No Room gear can only be installed or removed during a
For A Wallflower: Act 1. Full Repair, like any other gear.
It is incompatible with Dustgrave and A Siren's Characters may install up to two pieces of gear
Song, A Mountain's Remorse. Any interactions with the Exotic Gear tag at a time, but can own
with either supplement's mechanics are at one's any number of pieces with the tag.
own risk.
Intangible (Status):
First party products other than those listed may Intangible characters can move through
end up with interactions that are unintendedly obstructions such as characters or terrain but not
powerful, so caution and GM judgement should be end their turns in them. They, their actions, and
used. any effects they own or control can only affect
other Intangible characters and objects. Tangible
Use of this book with other third-party products is characters can move through Intangible
also cautioned, as many unintended interactions characters and objects but not end their turns
may occur. GM-side tools are less likely to be inside their spaces and can’t affect them in
problematic when used in conjunction with other anyway. Intangible characters cannot capture
third-party products, but it's always important to points or count for zones (for sitreps) and don’t
look over things with a critical eye. count as adjacent to tangible characters.
[4]
NEW DOWNTIME ACTION
On Iridia, religion and faith form a large part of the State a problem that you have without a clear
structure of society. To many, it’s much more than answer, and roll:
a service - it’s a way of gaining guidance and
support in uncertain times. It’s common for the On a 20+, you are given insight into your problem,
Iridian people to look for guidance when they’re which may come in the form of a dream, a
having rough points in their lives, and church is an fortunate stumbling on something, a helpful
obvious place to do it. person, or something else; the GM gives you
guidance on how to get what you want, and you
While there are the obvious figures of Hestia and - choose a Reserve that will help.
more recently - the Silver Lady, that may be
sought for answers, and sometimes people may On a 10-19, you are given insight as per a roll of
have dreams that seem to answer their questions, 20+, but choose one:
more often than not it’s the community who will
help. • The answer is selfish. The path you seek is
some kind of blasphemy, or at least
Whether a priest might provide some guidance, a sacrilegious, and will likely upset fellow
community member may have been in that believers. The next time you roll a 10-19 on
situation before, or something else, it’s a common this action, treat it as a 9 or less instead,
Iridian belief that answers can be found in the unless you make amends before then.
temples. Even if the solutions may not be directly
from the divine, they have guided it so you met • The answer is not what you wanted. While you
who you needed to. may have thought you needed something, the
truth is otherwise. You are instead given a
This isn’t unique to Iridia either. To many, they Reserve of the GM’s choice, as well as insight
believe answers can be found simply by asking as to why that is what you need, as opposed
the right way. Though, those answers may not to what you wanted.
always be what you’re looking for. On a 9 or less, it is clear to you that the divine
works in mysterious ways, or is perhaps
Partake in Liturgy displeased. In order to receive an answer, you
When you Partake in Liturgy, you participate in a must make some sacrifice - whether that’s
religious ritual with fellow believers, confide in a something physical, some strongly held aspect of
holy person, or simply enter a meditative state to yourself, a relationship, deeply held feelings, or
try to commune with the divine. Whatever it something else important to you. If you do so,
involves, you’re trying to gain help with a problem treat this result as if you had rolled a 10-19.
that seems difficult to surmount or answer alone.
[5]
NEW PILOT GEAR
These pieces of gear are some of the more Soulgem
unusual that can be found around Iridia, and can Gear
be taken by pilots to give them some Iridian flair. An almost weightless, translucent, multicoloured
gemstone, peering through it appears to make the
Fluxdagger world seem faint and almost insubstantial. These
Crafted from the same material as used in the gems were said to be a boon from Hestia, being
Hemera’s Reality Cutter, the Fluxdagger is not discovered around Iridia ever since her
quite properly real. It doesn’t cut through matter so awakening. What’s known for certain, though, is
much as matter moves aside for it... after which that they glow when in the presence of her, one of
the blade invariably shatters into tiny shards from her angels, or one of her divine miracles.
the effort. A moment’s concentration can will the
destruction to be undone, however - the blade’s The Soulgem will glow if in proximity to NHPs or
personal time reversing to become whole once paracausal activity. The stronger the activity, the
more. brighter the glow will be and the further from the
source the glowing will begin.
This Melee Pilot weapon is 1. It deals 2 on a
hit, and has the AP and Loading tags. Vial of Memories
Gear, Limited 2
Luminary Bracer A tiny sealed bottle of water from the Lake of
Gear Dreams, it seems to sparkle with a faint inner
This golden bracer is able to be attuned to a small radiance if viewed from the right angle. Maybe.
object - one that can be comfortably held in one Many believe that it holds a glimmer of the Lake’s
hand, like a weapon or a keycard - over the power and that it can give a faint nudge to a
course of ten or so minutes. With a gesture, the worthy asker, after which it stops shining for a
object is able to instantaneously appear in the time.
wearer’s hand in a burst of light, so long as it’s
somewhere within 30m of the wearer. Expend a charge outside of combat for the
following effect:
Lunar Ichor • Mnemosight: Concentrate on an inanimate
Gear
object in front of you. Gain a faint impression
A unique, silvery wine from the Crystalline
from its recent past; for instance, vague
Vineyards of House Sommelier, it’s an important
inklings of the passcode on a keypad or faint
facet of many Iridian celebrations - especially
features of a weapon’s last wielder. While this
those regarding bonds with friends and family.
doesn’t give you perfect knowledge, it can
While its taste is fairly mild, those who drink from
help give you a place to start.
the same bottle find that they share a light
empathic connection for a time, able to feel the Whisperstone
others’ emotions. It does cause a rather harsh Gear
hangover, though. A fist sized chunk of rock taken from the Silent
Mountains, the only thing unusual about it seems
Silver Veil to be slightly rippling striations. It must be stored in
Gear a metal container to be transported safely,
A vestment originating with Disciples of the Silver however; when not sealed off, it projects a bubble
Lady, this shimmering silver cloak makes the of distorted electromagnetics about 15m in radius.
wearer nearly invisible to biological and Only the strongest of signals can get in or out, and
technological observation in indirect light, such as unprotected machinery can begin acting
moonlight. In bright light, it instead becomes erratically. Pilots are best advised to not use
blinding, dazzling observers - including electronic inside their mech.
eyes. In complete darkness, the wearer seems
like they can slip through spaces that would be far
too thin, perhaps even through the spaces around
doors if they concentrate enough.
[6]
NEW TAG: PET Psylex
Pilot gear with this tag is a living creature. It has Gear, Pet
no stats and cannot contribute to mech combat. Resembling not much more than a cat-sized moth,
You can only have one pet present with you at a these creatures adore people. They seem to be at
time, though may own any number of them. least mildly empathic, and will flock to those
who’re having difficult times and try to cheer them
Dwarf Ephemeric up - including, at times, bringing them small gifts
Gear, Pet of food or flowers.
The smallest subspecies of the curious and
energetic Epehemera, Dwarf Ephemera often get Tamed Psylex serve as a good warning system for
overshadowed (literally and metaphorically) by if someone intends harm, as they generally scatter
their larger, sleeker cousins. While this particular the instant that it seems like hostile emotions are
subspecies will never grow large enough to ride, going to fill the air. They’ll provide moral support,
they are highly intelligent, and can be trained to yes, but from a safe distance.
track, fetch small objects, or scout ahead.
Terala
Ephemeric owners learn to always keep an eye Gear, Pet
out for anything suspicious, as the rainbow scales These two-headed, feathered snakes can often be
of the lizards refract light when seen from any found hanging off trees and basking in the
angle other than head-on. And Ephemera are well sunlight. It’s rumoured that their feathers are
aware of this, with tamed ones loving to startle photosynthetic, and it’s true that even those who
their owners by jumping out randomly and asking keep them as pets never seem to see them eat,
for attention. despite their two heads.
[7]
NEW TALENTS
Devout Rank 3: Eternal Confidence
You hold in your heart a true belief. This could be Gain 6 Devotion Tokens instead of 5. 1/scene,
in a higher power, but it may just be that you have when an ally takes Structure or Stress damage,
unflinching confidence in your friends. Whatever you may use a Rank 1 invocation on them as a
the case, things just seem to turn out okay for you. reaction, without spending any Devotion Tokens.
Maybe there is something watching over you. If you spend 1 Devotion Token, you may also
Maybe there is a little magic in the air. Or maybe apply the corresponding Rank 2 effect to them.
you just succeed because you’re convinced that
there can be no failure. The first time in a scene that you take Structure
or Stress damage, you gain 1 Devotion Token.
Rank 1: Fervent Belief
Gain 3 Devotion Tokens. These can be spent Silver Centurion
1/round as a free action in order to use one of Many are fearful of the unshackled power. They
the following on one ally within line of sight: speak of the risks, of the silver tide that devours
all. But you know better than them. You know that
• Invocation of Protection: The target gains 4 the power can be tamed, controlled, directed.
Overshield. Forged into a legion under your command.
• Invocation of Healing: The target clears one This talent may only be taken if you do not
of the following Conditions, so long as it is not have Centimane. If you have this talent, you
self-inflicted: Immobilized, Impaired, Jammed, may not take Centimane.
Lock On, or Slowed.
[8]
Runecaster Ward Shaper
Entire realms lay beyond human perception, just a There are those who dream of peace, yet still
hair-breadth out of reach. To most, it ends up must wage war to achieve it. You are one who has
being a sledgehammer - powerful but unwieldy. lent your skill - perhaps technological, perhaps
But others learn to segment the aetheric realm, more - to protecting those close to you. Whether
channeling that power into a vast toolbox. you channel your power to shield them, or seal
away those who wish them harm, they will have
Rank 1: Runic Channeling nothing to fear.
You’ve created a number of legionspace conduits
that you can use to enhance your hacking. Gain Rank 1: Enhanced Generators
the following System: Your Systems with the Shield tag (including
reactions they grant) have +5 Range, may
Rune Collection increase any Line that they generate by 2. and
0 SP, Limited 6 may increase any Blast or Burst that they
1/turn, when you use a tech action that has generate by 1. In addition you count as having +5
targets, you may expend charges to apply one Sensors for the purposes of Systems with the
of the following effects to your action at the Shield tag.
listed cost:
These increases only affect the range at which
• Piercing (1 charge): The action may target
your Systems with the Shield tag can initially
biological characters. In addition, if it is a target or trigger off characters, or the area which
tech attack, the final attack roll can never they cover for Burst and Blast, and not the range
be affected by . of any of their other effects.
• Revealing (1 charge): One target cannot
benefit from cover until the start of their next
Rank 2: Overload Shielding
1/scene, when an allied character within 10 is
turn. hit by an attack, you may destroy one valid
System with the Shield tag to give them
• Forceful (1 charge): One target is pulled 1
resistance to all damage and heat dealt by the
space directly towards you. attack, as well as 2+Grit Overshield before the
attack resolves. Systems destroyed this way do
Rank 2: Augmented Collection not require you to expend repairs during a rest to
Your Rune Collection gains new Rune types, repair them.
each of which costs two charges rather than one:
• Unerring (2 charges): The action does not Rank 3: Containment Aegis
require line of sight, and ignores Invisible You gain an Aegis die, which is tracked by a d6,
and Hidden. starting at 1. 1/round, when you activate or use a
reaction granted by a System with the Shield tag,
• Withering (2 charges): One target becomes or you destroy a System using Overload
Impaired until the end of their next turn. Shielding, you may increase the value of the
Aegis die by 1 (to a maximum of 6).
• Disorienting (2 charges): One target cannot
take reactions until the end of their next turn. While the Aegis die is at 6, you may reset it to 1
and choose one character within 10 as a free
action to be removed from the battlefield until the
Rank 3: Regenerative Power end of their next turn. They return in the same
The first time you use each unique Quick Tech or space they disappeared from, or in a free space of
Full Tech option each scene (such as Lock On or their choice as close as possible. The Aegis die
Fragment Signal), gain a Power Token. When retains its value between scenes, but resets to 1
you gain 3 Power Tokens, clear them, then your on a full repair.
Rune Collection regains X charges. X is equal to
the number of times you've cleared Power
Tokens in this scene. All Power Tokens vanish at
the end of a scene.
Note that every Invade option counts as a
unique Quick Tech option - you may gain a
Power Token for each of them.
[9]
NEW GMS CORE BONUSES
These core bonuses may be taken in addition to HIMALAYA REINFORCEMENT
those in the base Lancer rulebook.
A non-standard augmentation designed for frames
Bonuses from this list are always available to acting in high-duress fields.
pilots, regardless of licenses.
When you take Structure Damage, you ignore all
damage that would be applied after resetting your
TACTICAL INSERTION
HP and reduce any further damage from hostile
Whether you’ve installed jet boosters, stealth characters that turn to 0. Effects that deal 1
systems, or upgraded mapping modules, you can structure damage will set you to your maximum
easily get where you need to be. HP after resolving the structure loss.
At the start of every combat, become Invisible until Your frame only costs 2 Repairs to repair if it is
the end of your first turn. destroyed, and can be repaired even if it melted
down.
1/mission, you may deploy via Tactical Insertion
instead of deploying normally. If you do so, you REMIXED FREQUENCIES
may deploy to any space at least 5 spaces away
from any NPC, and at least 10 spaces away from By employing dubiously legal splices, you’re able
any objective. to increase the power of your legionspace
emitters.
Control Zones are not objectives - you are
still permitted to deploy via Tactical Insertion You ignore Immunity to tech actions granted by
near or within them. the biological tag.
Art by Spiral_Joe
[10]
EXOTIC GEAR
This gear can be given out to players as part of campaign rewards, and is not part of any License.
Those who venerate the Silver Lady are A rare mech-sized version of the
often associated only with moonlight. Disciples’ Silver Veils. When drawn over
But the wise among them know that the the wearer, they seem to pass beyond all
absence of light is just as much a part detection, and slip into areas that
of the moon, and are able to summon that perhaps they shouldn’t be able to.
dark.
[11]
Knight’s Honour Godslayer Nexus
1 SP, Unique, Shield, Exotic Main Nexus, Smart, Unique, Limited 2,
Exotic
Whenever you Brace, you may choose one ally
[ 5][ 3] [1d3+3 ]
within line of sight. They gain resistance to all
damage and until the start of your next turn. This weapon does not spend limited charges to
attack normally, and may be used even while at
You may immediately Brace as a reaction if an 0 charges. During a rest, you may spend any
ally within line of sight is damaged by an attack, number of repairs to recover 1 charge on this
but must select them as the target of this weapon per repair spent.
system. The resistance applies to the triggering
attack. On Attack: You may spend a charge from this
weapon before you roll to hit. If you do, this
Given to those who have proved attack gains Reliable 6 and its damage may not
themselves capable of great feats to the be reduced by any means
knighthood, it contains protective wards
that help shield the wearer’s allies. Those who know of the truth of Hestia’s
death believe this to be the remnants of
Silver Statuette the weapon that felled Her. Twisted by
2 SP, Limited 2, Unique, Exotic, Quick the metavault and recovered by the
Action Iridian expedition, this profane weapon
devours all before it.
Statuette (SIZE 1/2, 5 HP, EVASION 10, Tags:
DEPLOYABLE, OVERSHIELD)
Archaeological Adaptation
Expend a charge to deploy a Size 1/2 Statuette 1 SP, Unique, Exotic
in an adjacent space. The Statuette has Grit+4 You gain resistance to damage and heat
Overshield, but the user may spend repairs caused by terrain or environmental effects, as
when deploying it to give it +10 Overshield per well as +1 to any Saves or Checks caused by
repair spent (to a maximum of +20 Overshield). them. In addition, you can act as normal in a
zero-g or underwater environment.
As a reaction when any character or object of
your choice within 3 of the Statuette takes Reclaimers often have to operate for
damage, you may allow them to spend the long periods amidst hazardous
Statuette’s Overshield as though it were their conditions. They’ve learned to use
own. shields and wards to keep their
equipment functioning in a variety of
A small statue in the shape of an environments.
animal. Disciples believe that the
protective powers of the statuette grow Crippling Strike
with each owner it has had… and 3 SP, Unique, Limited 2, Exotic, Quick
sometimes it’s hard to tell if there’s Action
some truth to that, or if it’s just the
power of belief.
Expend a charge to choose an adjacent
character that is either in a Grapple with you or
Prone. they must make an immediate roll on the
Noble Prowess Structure Damage table. The number of dice
3 SP, Unique, Limited 2, Protocol, that they roll is equal to the amount of structure
Exotic damage they currently have marked + 1.
When you activate this protocol, you may spend
a charge to clear one instance of Immobilized, CPT knows a lot of ways to cripple an
Impaired, Jammed, Lock On, or Slowed, as opponent. Distraction, disarmament, all
long as it was not caused by your own the way to incapacitation. Even in a
weapons, systems or talents. mech, some of these tricks still work.
[12]
Aetherlance LOCKDOWN Drone
Superheavy Melee, Seeking, Ordnance, 2 SP, Quick Action, Drone, Unique,
Reliable 4, Exotic Exotic
[ 10] [2d6+4 ]
Lockdown Drone (Size 1/2, 5 HP, 10 E-
On Attack: All characters between you and the Defense, 10 Evasion, Tags: Drone)
target take 4 .
This aggressive drone can be deployed to a
Forged using the Hemera's space-warping free space within Sensors and line of sight.
principles, this prototype weapon was Hostile characters cannot enter the battlefield
abandoned for being too unwieldy to use from Reinforcements within 3 of the drone. In
on mechs. Attempts are currently being addition, the drone can contest and control
made to instead upscale it for use in objectives and Control Zones.
surface-to-orbit weapon emplacements.
The drone can be deployed to a different space
Nanofrequency Override within Sensors or recalled as a quick action.
2 SP, Unique, Limited 3, Exotic, Quick
Tech LOCKDOWN drones are commonly found in
Reclaimer holdings, attempting to deter
Choose a hostile character within Sensors and both curious wildlife and Church agents.
line of sight. Until the end of their next turn, they They have the advantage of generally
cannot make reactions, do not cause being non-lethal, helping to ease the
Engagement, and may not contest or control typical Iridian conscience.
objectives or Control Zones.
[13]
IRIDIA DEMONWORKS
The ends justify the means.
Alone in the void of space, Iridia was a peaceful jewel. Beneath the gaze of their goddess, Hestia, they
prospered, with nobody wanting for anything. But, it was not to last. From the stars descended demons,
and with that… life forever changed on the planet. Something terrible was about to awake.
The Iridian civilization at first crumpled beneath the assault, having not known violence. But eventually,
with the aid of their goddess, they were able to replicate the armours that the invaders wore. And
eventually… beyond. From Hestia’s forges, technology never before seen sprang to life, powered by
demonic energies. The wrath of the planet, shaped into mechanical form, drove the invaders to a near-
standstill, with hopes of soon returning back to the way that things once were.
But once something has been discovered, it turns out, it’s very hard to put it back in the box…
Glittering knights stride to war, the sun glinting off their black and gold
armour somehow seeming tainted...
Rampaging fighters dive into the fray, the air itself seeming to be sliced
in twain, an aura of violence spreading...
Atop roofs, nimble spotters scan the battlefield, soaking in each blow,
each casualty, before flitting on as those involved die off...
This is Iridia. The cost of victory, the cost of heroes, the cost of
survival... it comes at the expense of everything that once was.
These Frames are a legacy. The last gasps of a dying civilization, one
that was saved only by losing everything that made itself what it was.
They are a reminder of how far humans can fall. A reminder of how
much a person can sacrifice and discard who they are.
[14]
This is a basic rundown of all the Frames found within Iridia Demonworks, including their variant frames:
Ananke (Controller/Support): A hacker that teleports around the battlefield through its legionspace
attacks. It magnifies and controls conditions, inflicting them on foes and helping to protect its allies.
Aphrodite (Artillery/Controller): This frame cycles between hacking and long-range firepower, growing
stronger as long as attention is focused on it.
Artemis (Artillery/Defender): A towering mech with a plethora of guns, it’s able to shift the properties of
its attacks based on the damage types that it cycles through.
Astraea (Defender): A frontline warrior with a regenerating shield, it forces its enemies to attack it rather
than any of its allies.
Astraea Mk. II “Dragon” (Striker/Defender): A blazing striker that rages against foes that hurt its allies
and charges up a fiery breath when it’s hurt.
Enyo (Striker): A warrior frame that excels at clashing with foes that dare to engage it.
Enyo Mk. II “Wrathborn” (Striker): A rampaging berserker that gets more powerful as it gets damaged.
Epione (Artillery/Support): A backline gunner that inundates areas with firepower, leaving its allies
unharmed.
Ersa (Controller): A master of deployables, it focuses on making the field tough for foes to traverse.
Ersa Mk. II “Sanctifier” (Controller/Striker): A mech that turns deployables near it into its weapons.
Hecate (Defender/Controller): A hulking mech that Jams itself in order to disrupt foes.
Hemera (Defender): A slippery perspective-warper that makes it difficult for nearby foes to attack allies.
Hera (Defender/Support): A towering melee attacker that charges through terrain and is protected by a
shield that requires concerted effort to take down.
Iris (Support/Defender): A hacker that warps the very nature of attacks made against friend and foe.
Iris Mk. II “Locus” (Artillery/Controller): A slim weapons platform, making up for it by analyzing the
enemy composition and punishing them for using their tools.
Nemesis (Striker): A nimble flying skirmisher that flits from foe to foe, avoiding retaliation.
Nemesis Mk. I “Champion” (Striker/Support): With its thundering sword in hand, it directs its allies
from the front.
Nyx (Controller): A paragon of stealth, it fills the battlefield by making its drones seem to be in two
places at once.
Selene (Controller/Defender): Its drones are sacrifices, deployed from - and protecting - allies.
Persephone (Striker/Controller): An icy frontliner, it plays around with heat as it freezes its enemies.
Psyche Mk. II “Forsaken” (Support/Controller): A frontline hacker, it supports its friends even as it’s
ignored by them. Its very presence drives foes apart.
[15]
Iridia is a planet that is trying to find itself. After This has led to a lot of quiet panic, as nobody is
being told who they were for so long, its people quite sure how to replicate the magic that Hestia
are trying to latch onto something, anything that infused into the mechs. They’re able to keep
can give them a sense of stability. And that printing things off the schematics that exist, but
attitude permeates the Demonworks, too. that’s all. All attempts to disassemble and analyze
have all come back with the answer that “this
The people who work at the Demonworks have an shouldn’t actually work.” So, the inquiries have
enthusiasm, and a desire to protect their planet quietly stopped, for fear that looking too deeply
and bridge to the stars, but the truth is that they’re into the magic will cause it to go away.
just as lost as anyone else. And a lot of them are
regretting the confidence that has led many other Not to say, of course, that the Demonworks has
people to treat them as the defacto ambassadors stopped trying to innovate. Even if they can’t
to the outside. They don’t actually know anything replicate exactly what Hestia did, that doesn’t
more than anyone else. mean that they can’t make new things. Even if
those things tend to have some slight… hiccups.
So far, the corporation has managed to get away
with relying on continuing to produce Hestia’s old And so they press onwards, trying to recapture the
schematics, but nobody actually knows how they magic and beauty that defined the Iridia of old. In
work. Sure, people understand the underlying their hearts, though, they know that they’ll never
concepts of mechanical movement, of heat truly succeed. Life on Iridia is continuing ever
transfer, of electronics - especially with access to forwards, and the Demonworks must follow suit.
Union information - but there are parts of the One day they’ll run out of Hestia’s schematics, the
Frames that blatantly go against how physics says well finally dry. And then what will happen?
they should. Nobody knows.
Art by Spiral_Joe
[16]
IRIDIA CORE BONUSES GIFT OF HEALING
Iridia Demonworks bonuses give aid in tough
moments and boost a mech's support capabilities, A stopgap solution to the issue of parts
often involving mobility or Overshield. incompatibility between mechs, low-grade printers
allow for on-the-spot field repairs.
You must have at least three license levels in
Iridia licenses to take a bonus from this list, and When you Stabilize you may choose to mark 1
another three levels for each additional bonus. For repair to allow one character adjacent to you to
example, with six ranks in Iridia licenses you can regain all their HP. This is in addition to any other
have up to two bonuses. options that you select.
[17]
IRIDIA
ANANKE
Controller∕Support
While the Ananke may have been created in the same way as
most other Demonworks mechs - from schematics stored in
Hestia’s files - it’s a little bit different. The schematics
for it weren’t always there.
[18]
Art by Spiral_Joe
[19]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 11 PROJECTION MATRIX
Armor: 0 Sensors: 15 [I come to you as a gift, one that is
HULL SYSTEMS precious and should be cherished.]
HP: 6 E-Defense: 12
Repair Cap: 2 Tech Attack: +1 [Who am I? You already know the answer in
AGILITY SP: 7 your heart. What am I? I am everything.
Evasion: 10 ENGINEERING At least, everything that matters.]
Speed: 2 Heat Cap: 4
[You will be loved, and you will be
protected, because you are special to me.
DATAFORM CONSTRUCTION Even if you deny it, I will be there.]
[20]
LICENSE I: METASTATIC PROJECTION, LICENSE II: ANANKE FRAME, MIRROR
MATERIAL REPLICA SHIELD, DIMENSIONAL KEY
[You can see the world clearly, but I [Pause just a moment, take a breath.
will not allow them to. They have You’re safe, they’re safe. The ones who
forsaken it for raising a hand against are trying to hurt you, though? We’ll
us. That is a mistake that will cost make sure that they’re never safe
them dearly.] again.]
[21]
LICENSE III: Compel Peace
HESTIA-CLASS NHP, REALITY POCKET Quick Tech, 1∕round
This action ignores Immunity to tech actions
HESTIA-Class NHP from the biological tag.
3 SP, AI, Unique
Select a character within Sensors, who must
Your mech gains the AI property and Compel pass a Systems save or else begin to be
Peace. unable to fight. On a failure, they gain a Peace
Die, starting at 1.
The HESTIA-Class line traces its origins
back to AZAR-Class NHPs - which can While the Peace Die is at 1, the target is
still be found in Harrison holdings to Impaired and Slowed. While the Peace Die is
this day. AZARs are empathic NHPs, who at 2, the target also becomes Immobilized.
can manipulate technology with an While the Peace Die is at 3, the target also
uncanny prowess even when there’s no becomes Stunned. If these conditions are
remote connection. Using these NHPs in cleared they re-apply at the end of the target's
combat situations tends to distress turn if they still have the Peace Die.
them, however, and it’s recommended to
cycle AZARs very frequently compared to At the end of the target's turn, the Peace Die's
most other NHPs. value increases by 1. If this would cause it to go
above 3, the effect ends, removing the Peace
This lack of cycling was what likely led Die and clearing all conditions caused by the
to HESTIA-Prime, its empathic powers effect.
expanding to eclipse anything else, all
so that it could make the fighting stop The effect also ends if the target ends their turn
- though some whisper that the AZAR that without having made an attack roll or forced a
became HESTIA-Prime was one of a number save since the beginning of that turn, or if this
of experimental NHPs that had shards of system is used again.
another Class implanted.
Reality Pocket
Operators of HESTIAs are required to
attend regular therapy, as the results 2 SP, Full Tech, Unique, 2 (Self)
of their mental hijacking can be nearly Choose a free space within Sensors and line of
as traumatic to watch as it is to sight, and create a Size 1 Legionspace
experience. Distortion in that space. This distortion creates a
2 zone around itself - ignoring obstacles -
Foreign emotions overwhelming natural where the world is half-shunted into
ones is rarely a pleasant process, and legionspace. Any character at least partially
looking back on that loss of control - within this zone counts as being Intangible.
whether of oneself or others - is often
horrifying. This can lead to a breakdown The Distortion may be targeted and destroyed -
in trust between operators and their it has 15 HP, Evasion 5, and E-defense 10,
HESTIAs, as they worry about if what and may be targeted by both Intangible and
they’re feeling is even real. non-Intangible characters - and will otherwise
last until the end of the scene or this action is
For their own parts, HESTIAs have mixed used again.
feelings on inducing emotions. It rarely
solves the problem permanently, instead [Let me take you into my embrace, into
just putting it off for another time. my home. It is a microcosm of the truth
They prefer less drastic measures, of the world, laid bare for you. And
tending towards conversations or only you.]
logistical changes (like schedules) to
fix issues. [This is what could be, what should be.
And while you are the only one who can
Granted, sometimes this can end up see it right now, there will come a time
making things worse for the pilots. But, when all that exists will share in it. I
it’s okay. They’ll manage. Everything promise.]
will work out in the end.
[22]
IRIDIA
APHRODITE
Artillery∕Controller
No matter how good the reason for a rule, there are always
people who think they know better. The decision to disallow
more expeditions into Iridia’s Metavault was written in
blood and shattered souls, yet there were those within the
Demonworks who thought they simply didn’t prepare well
enough - that they could overcome anything. And they weren’t
about to let the fact that they were basically just putting
pieces together that were left behind from Hestia stop them.
Needless to say, the mech was immediately put under lock and
key, and deemed too dangerous to even touch. But that was
eventually lessened, for those of the Demonworks tend to be
too curious for their own good.
[23]
Art by Spiral_Joe
[24]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 HEARTBREAKER CANNON
Armor: 0 Sensors: 15 The projectiles fired by the Heartbreaker
HULL SYSTEMS aren’t physical, and they don’t follow
HP: 8 E-Defense: 10 the laws of nature. Like the rest of the
Repair Cap: 3 Tech Attack: +1 Aphrodite, they act on the forces of
AGILITY SP: 6 emotions, of spirit and will. Despair
Evasion: 8 ENGINEERING gives it strength, adversity gives it
Speed: 5 Heat Cap: 6 purpose.
Designer Note:
Remember that Lock On is consumed after the attack that consumes it resolves - meaning the Armor
from Center of Attention will apply to the attack that consumes the Aphrodite's Lock On.
[25]
LICENSE I: CELESTIAL WEAVER, Strands of Destiny
METAFRAME SIPHON 2 SP, Quick Tech, Invade, Unique
Gain the following Invade options:
Celestial Weaver
Main Cannon, Smart, Inaccurate, Morton’s Fork: Learn the names of all the
Reliable 2, 1 (Self) target’s undestroyed weapons and systems (as
[ 15] [1d6+3 ] well as whether they’re a weapon or system),
Strands of voidstuff swirl around the
choosing two of them - this action fails if the
target, ensnaring it in a web that burns
target has only one piece of eligible equipment.
with the cold of space and the heat of
(Weapons and systems out of Limited charges
stars.
are not considered eligible.) The target selects
one of your choices to be disabled until the end
of its next turn, or until you use this action on a
Metaframe Siphon new target.
1 SP, Shield, Unique
1/Scene when you Overcharge, you may Sword of Damocles: Choose one of Skirmish,
activate this system before rolling for the heat Barrage, Quick Tech, or Full Tech, and one of
cost. If you do so, you do not take to initiate Grapple, Ram, Boost, or Hide. If the target
this Overcharge, instead taking equal to the takes one of the chosen actions before the end
amount of you would have taken (this still of their next turn, they must immediately roll on
counts towards the number of times you have the Structure Damage table using 1d6, ending
Overcharged). This damage may not be the effect. The effect also ends if you use this
reduced or prevented in any way, including action on a new target. This can only be used
Immunity. 1/scene on each character.
A small, temporary portal into Iridia’s Hope is the cruelest poison. A person
metavault, allowing the user to draw who has to choose between two dismal
supplemental power during the short fates will never hurt as they would if
period the tear is open. Unfortunately, they believed one choice could end well.
the energy siphoned wreaks havoc with That little glimmer will make them
the surrounding frame superstructure, so anguish forever, even though they never
should be used as a last resort. truly had a chance.
Unrequited Requiem
2 SP, Limited 3, Mod, Unique
Choose one weapon: on a hit with this weapon,
expend a charge as a free action to apply one
Invade option you have to the target. This may
only be triggered on one target per attack.
[26]
IRIDIA
ARTEMIS
Artillery∕Defender
The Artemis marked a milestone for the Demonworks, though it
was more of the true start of their path than anything else.
While the Astraea, Enyo, Ersa, Iris, Nemesis and Psyche were
all built and produced under Hestia, the Artemis was the
first frame assembled solely under Demonworks control. It
was still using full schematics left behind by the goddess,
but was an important step forwards nonetheless.
[27]
Art by Spiral_Joe
[28]
CORE STATS CORE SYSTEM
Size: 3 Save Target: 11 ECHO FEEDBACK LOOP
Armor: 2 Sensors: 5 The weapons of the Artemis are connected
HULL SYSTEMS together in a dangerously volatile way,
HP: 8 E-Defense: 8 but it enables each weapon’s energy to
Repair Cap: 4 Tech Attack: -2 feed into the next firing sequence -
AGILITY SP: 6 including the weapon itself, if need be.
Evasion: 8 ENGINEERING
Speed: 4 Heat Cap: 5 The energy is able to be shunted out into
surrounding mechs who are attuned to
receive it, but the power required soon
SEQUENTIAL CASCADE shorts out such transference methods.
1/round, when you hit with an attack with a ECHO FEEDBACK LOOP
ranged weapon that you have not used since
the start of your last turn, deal +1d6 bonus Whenever you attack with a ranged weapon,
damage. after all damage and effects on all targets have
been resolved, choose one damage type that
the attack used (after any damage conversion).
COLOSSUS
You gain a benefit to all ranged weapons, which
Adjacent allied characters can use the Artemis lasts until the next time this effect triggers, or
for hard cover. the scene ends. The benefit corresponds to the
chosen damage type:
EXPOSED REACTOR • Kinetic: Arcing
The Artemis receives +1 on Engineering • Explosive: Knockback 3
checks and saves. • Energy: +5 Range
• Burn: Overkill
MOUNTS
Resonant Echo
MAIN MAIN MAIN
Active (1 CP), Protocol
MOUNT MOUNT MOUNT
Until the end of the Scene, whenever Echo
Feedback Loop is triggered, the Artemis’ may
choose to keep its current benefit instead of
expending it and gaining a new one.
[29]
LICENSE I: Sonic Pulse
FEEDBACK SHIELD, HUNTRESS BOW Main Cannon, AP, 1 SP
[ 10] [1d3+1 ]
[30]
IRIDIA
ASTRAEA
Defender
The Astraea was the first Iridian design put into production
by Hestia. While what would become the Demonworks had been
making mechs since the beginning of the Iridia-Union
conflict, they were merely copies of existing Union designs,
stolen and repurposed. This was something entirely new,
entirely Iridian.
[31]
Art by Spiral_Joe
[32]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 ILLUMINATION REGALIA
Armor: 1 Sensors: 5 The armour and weaponry of the Astraea
HULL SYSTEMS are said to be blessed by the goddess
HP: 8 E-Defense: 6 Hestia, with Her giving the ability to
Repair Cap: 5 Tech Attack: +0 engulf the enemy’s entire attention.
AGILITY SP: 6
Evasion: 8 ENGINEERING The actual explanation is likely more
Speed: 5 Heat Cap: 6 ‘mundane’: a directed cognitohazard being
able to wipe out everything but the user
from all forms of detection.
SHIELD OF FAITH
Integrated Mount: Guardian Spear
At the start of your turn, you gain Overshield
equal to 2 + ½ your Grit. If you only have one
Guardian Spear
Structure remaining, this Overshield is
Main Melee, Reliable 2
increased by 4.
[ 3] [1d6 ]
LUMINARY AEGIS
Zealot's Intercession
Whenever you attack a hostile character within Reaction
3 of you, your target gains your Guardian
Mark until the end of their next turn, overwriting Trigger: An enemy with your Guardian Mark
any Guardian Mark they already had. makes an attack that doesn’t include you.
Effect: If you are within range of the attack and
While anyone has your Guardian Mark, you a valid target, you may force the enemy to
gain the Zealot’s Intercession reaction. retarget the attack to include you as a target.
This reaction can be taken as many times per
MOUNTS round as it is triggered.
[33]
IRIDIA
ASTRAEA Mk. II "DRAGON"
Striker∕Defender
Astraea Variant
This variant can be taken at rank II of the Astraea license instead of the base Frame.
[34]
Art by Cosmixian
[35]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 DRAGON’S BREATH
Armor: 1 Sensors: 5 The fires of the dragon grow with the
HULL SYSTEMS pilot’s anger, as all weakness is burned
HP: 8 E-Defense: 6 away. Contained within the roiling flames
Repair Cap: 4 Tech Attack: -1 are all their doubts, all their sorrows,
AGILITY SP: 5 all their regrets.
Evasion: 8 ENGINEERING
Speed: 4 Heat Cap: 8 The dragon only knows fury, knows only
protection of its charges. It will not
relent until its final breath. It will
WYRM’S VENGEANCE prevail, and every strike against it only
makes it rage forth even harder.
1/round, you may deal +1d6 bonus damage
on hit with a melee attack, or a ranged attack
with a CQB weapon, if the target has made a Integrated Mount: Dragon's Breath
hostile action against one of your allies since
the end of your last turn. Dragon's Breath
Heavy CQB, Knockback 2
[ 1 + 2∕charge] [2 ∕charge]
INSULATED
This weapon’s profile is determined by the
The Astraea has Immunity to . number of charges it carries. It begins with 0
charges. The first time in a round that you are
HEART OF FIRE damaged by a hostile character, you gain an
additional 1 charge, up to a maximum of 3.
Before making an attack with a weapon, the
Astraea may choose to attack as if the weapon If you have at least 1 charge, you may attack
had the Overkill tag. with this weapon, returning to 0 charges after
the attack. This weapon’s is equal to 1 plus
MOUNTS twice the number of charges, and it deals
equal to twice the number of charges.
AUX/ FLEX Charges persist between scenes, but are lost
during a full repair.
AUX MOUNT
Radiant Flames
Active (1 CP), Protocol
Your Dragon’s Breath immediately gains 3
charges, to a maximum of 3. Additionally, for
the rest of the scene, your Dragon’s Breath
does not target allies, and you may gain
charges the first time you are damaged in a
turn, instead of the first time damaged in a
round.
[36]
LICENSE I: LICENSE II: ASTRAEA FRAME,
RUNIC SHIELD, CEREMONIAL CAPE LUMINARY MOD, GODDESS BANNER
[37]
ZELOS-Class NHP
3 SP, AI, Unique
Subspace Fold
Quick Action, 3 (Self)
Until the end of your next turn, you become
Immobilized and warp space in a 3 around
you. Characters may freely enter the area and
attack into it without penalty, but any characters
fully within are unable to exit, even via
teleportation or involuntary movement - they
simply stop before leaving the Burst, as if they
hit an object. Attacks from characters fully
inside the area to characters outside gain +3 .
This effect remains stationary even if you are
forced to move.
[38]
IRIDIA
ENYO
Striker
The Enyo was the second Iridian frame to emerge from the
Demonworks’ forges. In direct contrast to the defensive
prowess of the Astraea - and the teamwork and coordination
that later frames would emphasize - the Enyo was designed
for nothing more than to kill.
[39]
Art by Spiral_Joe
[40]
CORE STATS CORE SYSTEM
Size: 2 Save Target: 11 PSYCHOSOMATIC FEEDBACK
Armor: 1 Sensors: 8
INDUCER
HULL SYSTEMS
In theory a neural link between pilot and
HP: 10 E-Defense: 6
frame, to help inure themselves to the
Repair Cap: 5 Tech Attack: +1
horror of combat. Unfortunately, it
AGILITY SP: 6
doesn’t exactly work as intended.
Evasion: 8 ENGINEERING
Speed: 4 Heat Cap: 6 Instead, the pilot’s emotions are fed
back into themself, until eventually the
TRAITS system overloads, suddenly battering
A WORTHY FIGHT nearby combatants until it burns out.
1/round, when you make an attack roll against Oddly enough, the types of people who
a target within 8 that has attacked you since choose to pilot an Enyo never seem to
the end of your last turn, you may re-roll that mind.
roll, but must keep the second result.
Inflame Violence
ENDURING RAGE Active (1 CP), Quick Action
1/scene, when you roll on the Structure All hostile characters within 3 are affected by
Damage or Overheat table, you may ignore the a terrible rage. While under this effect, the
result. If you do so, any damage or heat beyond target's allies are able to provoke the target's
the amount that would Structure or Stress you Overwatch. In addition, characters under this
is ignored. effect must Overwatch if they are able to.
[41]
IRIDIA
ENYO Mk. II "WRATHBORN"
Striker
Enyo Variant
This variant can be taken at rank II of the Enyo license instead of the base Frame.
This not only prevents the frame from being used by any
other person without a complete replacement of the
framework, but also appears to influence the pilot in such a
way that they have trouble distinguishing between themselves
and their machine. The machines that have begun to degrade
towards this level - though not always irreparably - are
commonly known as ‘Wrathborn.’
[42]
Art by Moiderah
[43]
CORE STATS CORE SYSTEM
Size: 2 Save Target: 11 REACTOR SURGE OVERRIDE
Armor: 0 Sensors: 8 In the midst of combat, there is
HULL SYSTEMS virtually no difference between flesh and
HP: 14 E-Defense: 8 steel. And for one heedless of their own
Repair Cap: 2 Tech Attack: +1 safety, the machine is there to be pushed
AGILITY SP: 5 exactly the same as their body.
Evasion: 8 ENGINEERING
Speed: 4 Heat Cap: 6 When the override is activated, it is a
destructive pump of adrenaline; wrecking
the parts to serve the whole, and
SMASH THROUGH shunting energy to where it’s truly
needed.
1/round, when you hit with a melee attack, your
next Ram against the target before the start of ADRENALINE RUSH
its next turn gains +1 and +2 Knockback.
Whenever you hit with a melee weapon, you
This Ram may be made as long as your target
may destroy that weapon to deal the maximum
is within 3 spaces of you, instead of requiring
possible damage and bonus damage.
them to be adjacent.
Whenever you take damage or heat from a
BATTLEFORGED TENACITY hostile source, you may destroy a System to
Each time you make a Structure Damage gain resistance to all damage and heat from
Check or Overheating Check, you may that effect.
increase the value of one d6 of your choice in
the initial roll by 1 (to a maximum of 6). If all Rampage
dice in the check are already 6, you instead do Active (1 CP), Free Action
not become Impaired as a result of the check. Take one Structure damage, one Stress
damage, or both. No rolls on damage tables are
RESONANT RECOVERY made because of this damage.
3/mission, when you rest, you may repair a
weapon or system without spending a repair. If you chose to take Structure damage, you
regain all your HP, and gain Overshield equal
to half your Max HP.
MOUNTS
If you chose to take Stress damage, you clear
MAIN MAIN HEAVY all and reduce your Overcharge counter by
MOUNT MOUNT MOUNT two levels (1d6+4 becomes 1d3, 1d6 or 1d3
becomes 1).
[44]
LICENSE I: Neural Loop
ENERGY TALONS, ABLATIVE WEAPONRY 2 SP, Quick Tech, Invade, Unique
Gain the following Invade options:
Energy Talons
Main Melee, AP, Unique Isolate Foe: The target must be a hostile
[ 2] [1d3+1 ] character. If, at the end of the target’s next turn,
it is adjacent to any Mech character allied to it,
On Critical Hit: Your target must make a Hull you may take 2 and swap places with one
save. On a failure, they become Shredded until hostile Mech character adjacent to your target,
they Stabilize. both characters teleporting to the other’s
position.
There’s nothing quite like the raw
viscerality of tearing into a foe. Characters can only be swapped to spaces they
Feeling the pulse of your blood as you could normally stand or move on (i.e., if a
rip aside their armour, and see their character cannot fly it can’t be swapped midair).
terror... If there is no available space for one of the
swapped characters to occupy, this movement
Ablative Weaponry fails.
1 SP, Unique
Compel Combat: The target takes +1 to any
Whenever you would destroy one or more attacks that do not include you as a target. This
weapons on a mount, you may destroy this effect increases by an additional +1 at the
system instead. end of each of their turns, to a maximum total of
+3 . The target may make a Systems save at
Backups upon backups for the myriad the end of their turn to end this effect, and it
weapons one has. All that matters is automatically ends if this effect is applied to a
being able to continue killing, even as new target, or if you end any of your turns
the parts of your mech may be blown off without making an attack roll against the target
around you. or causing it to make a save.
LICENSE II: ENYO FRAME Reach out and touch their mind… it
GRAVIMETRIC SNARE, NEURAL LOOP doesn’t hurt. For them or for you. But
you can make sure and see that no matter
Gravimetric Snare where they run, you know where to
2 SP, Unique follow. Grant them the gift, the glory
that revels in the fight. For you and
When you successfully Ram a character who is they are bound, at least for now.
already Prone, you may cause them to become
Immobilized until the end of their next turn.
This can only be used 1/scene on each
character.
[45]
LICENSE III: MAGMA HAMMER, Corelock Subsystem
CORELOCK SUBSYSTEM 3 SP, Unique, Limited 1
[46]
IRIDIA
EPIONE
Artillery∕Support
The Epione is the next-generation iteration of the Artemis
chassis, containing the first semi-successful attempt of
building off of Hestia’s technology. The interlinked
weaponry of its predecessor has given way to a much more
stable core capable of wielding heavier weaponry, and the
miniaturized frame helps in making it more versatile to
deploy.
[47]
Art by Spiral_Joe
[48]
CORE STATS CORE SYSTEM
Size: 2 Save Target: 10 PROJECTED LUMINANT
Armor: 1 Sensors: 15
CONTAINMENT AEGIS
HULL SYSTEMS
The Epione comes with a powerful shield
HP: 8 E-Defense: 8
system, but it’s built around containing
Repair Cap: 4 Tech Attack: -1
its weaponry instead of the chassis. This
AGILITY SP: 6
system allows for limited collateral when
Evasion: 7 ENGINEERING saturating an area with fire, as well as
Speed: 3 Heat Cap: 6 protection of nearby forces with the
right tuning.
TRAITS
DIFFUSION BEAM While the system is not perfect, it can
1/round, on a critical hit with any ranged be boosted for a short time, providing
weapon, one allied character within 5 of the unparalleled protection. The battlefield
target gains 3 Overshield. can be awash with the Epione’s firepower,
and its allies will come out of the fray
SHIELDED FIRE entirely unharmed by it. Perhaps even
The Epione only deals half damage, and energized slightly.
to allied characters.
Absolute Containment
Active (1 CP), Protocol
PROTECTIVE GAZE
Until the end of the scene, the Epione’s
Whenever an allied character within Sensors weapons are fully shielded. Allies are Immune
and line of sight Disengages, they may gain 3 to all ranged attacks from the Epione. Instead,
Overshield. they may clear one instance of Impaired,
Slowed, or Lock On (that isn’t caused by their
MOUNTS own systems, traits, etc.) whenever they are
targeted by one of the Epione’s ranged attacks.
MAIN MAIN HEAVY
MOUNT MOUNT MOUNT In addition, the Epione’s Diffusion Beam trait is
no longer limited to 1/round, and may instead
be triggered whenever it scores a critical hit
with a ranged weapon.
[49]
LICENSE I: SATURATION PROJECTOR, LICENSE II: EPIONE FRAME, SELECTIVE-
SANCTUARY DRONE FIRE MODULE, STASIS BLASTER
[50]
LICENSE III: Prism Refractor
RECALL GATE, PRISM REFRACTOR Superheavy Rifle, Smart, Seeking,
Ordnance, 2 (Self)
[ 6] [2d6 ]
Recall Gate
3 SP, Limited 2, Unique Attacks with this weapon create three 6
segments. The first segment is drawn from the
You may expend a charge when you target an user as normal. The second segment is drawn
ally with a ranged weapon. If you do, teleport from the end of the first segment, and the third
the target to a free space adjacent to you before segment is drawn from the end of the second
the attack takes place. The attack is not segment. These additional lines may be drawn
resolved against them. in any direction from the origin, but may not
overlap any prior section of the line. Once all
Utilizing the principles of both Rift lines are drawn, resolve this attack - no matter
and Transwarp technologies from existing how many lines a given character is touched by,
databanks, the Recall Gate is an they will only ever be targeted once.
expensive but workable combination of
the two, though it burns out extremely The Prism Refractor contains a crystal
quickly. A micro-rift is projected using shard that makes light behave rather
data from both targeting and the peculiarly. It bends at angles, it goes
target’s own systems, connecting it to through everything, and then it stops
an internal transwarp receiver. The abruptly, to no easily discernible
process is painless, though may cause pattern. Ensure that you have the latest
some brief disorientation. update of the paired targeting program
in order to optimize battlefield
targeting solutions and to reduce the
odds of friendly-fire (including - but
not limited to - self-targeting).
[51]
IRIDIA
ERSA
Controller
The closest thing that the Demonworks has to a proper
civilian frame, the Ersa was originally designed to help
shape the battlefield to the advantage of Hestia’s forces.
The fact that it both excelled at construction and
incorporated iterations on many civilian technologies led to
the Ersa being a common sight in reconstruction efforts
post-war. To Iridians, it’s considered more a creator of
peace than a fighting machine.
[52]
Art by Spiral_Joe
[53]
CORE STATS CORE SYSTEM
Size: 1∕2 Save Target: 10 ARTIFICE REDESIGN MODULE
Armor: 1 Sensors: 8
Within the core of this mech lies a
HULL SYSTEMS computer that’s constantly running
HP: 6 E-Defense: 10 simulations on the surrounding area,
Repair Cap: 3 Tech Attack: +1 projecting how fabricators could reshape
AGILITY SP: 8 and shunt around material.
Evasion: 10 ENGINEERING
Speed: 5 Heat Cap: 6 In the moment of combat, its capabilities
are somewhat restricted by lack of proper
TRAITS time and positioning, but anything not
REMOTE DEPLOYMENT fixed down can be easily shunted around.
Systems with the Deployable tag may be
placed within Sensors instead of their usual ...and what is created, may also be
deployment range. Any other restrictions still destroyed.
apply.
Architectural Reformat
Quick Action
INTERPOSE ARTIFICE
Select one object or character with the
1/round, when within 3 of a Deployable and Deployable or Drone tag, even one belonging
hit by a damaging attack, the Ersa may cause to a hostile character, within Sensors.
the Deployable to be hit by the attack instead Redeploy it anywhere else within Sensors,
as a reaction. placed in free and valid spaces.
[54]
IRIDIA
ERSA Mk. II "SANCTIFIER"
Controller∕Striker
Ersa Variant
This variant can be taken at rank II of the Ersa license instead of the base Frame.
[55]
Art by Cozzymandias
[56]
CORE STATS CORE SYSTEM
Size: 1∕2 Save Target: 10 ARCHITECTURAL OVERRIDE
Armor: 1 Sensors: 5 Systems that were designed to craft
HULL SYSTEMS things of beauty have instead been warped
HP: 6 E-Defense: 8 to another purpose. Blades and guns
Repair Cap: 3 Tech Attack: +1 become shaped from harmless devices.
AGILITY SP: 8
Evasion: 8 ENGINEERING At the hands of a proper muse, anything
Speed: 5 Heat Cap: 6 can become a deathtrap, a turret, a
fortification. A weapon of war.
TRAITS Edifice Hijack
SHATTERPULSE Quick Action
As a full action, the Ersa may deal 30 AP to Select one object with the Deployable tag,
an adjacent object or Deployable (up to a Size even one belonging to a hostile character,
3 section). within Sensors and line of sight. You become
Linked with the chosen Deployable until this
MANUAL REDEPLOYMENT effect ends, as long as it remains within
Sensors - even outside of line of sight.
When making a standard movement, the Ersa
may choose one Deployable adjacent to it at You may choose to originate weapon attacks
the beginning of its movement, and have it from the space of any Linked Deployable on
move with the Ersa during that movement, your turn, as though you were there - measuring
retaining adjacency and orientation compared to Engagement, range, and line of sight from its
the Ersa. The Deployable must end in a free position.
and valid space.
You may end this effect as a protocol, and it
LIVING BATTLEFIELD ends if the Deployable is no longer deployed, it
1/round, when you hit a character with a melee is destroyed, or if you use this action on another
or ranged attack that originated from a Linked target.
Deployable or Override Token, you may deal
+1d6 bonus damage. Whenever you deploy a Deployable, you may
use this action as a free action, so long as it
targets the triggering Deployable.
MOUNTS
AUX/ FLEX MAIN Hostile Environment
AUX MOUNT MOUNT Active (1 CP), Protocol
Choose up to 6 spaces within 50 that are
occupied by a Deployable or a Size 1 or larger
object or piece of terrain. Place an Override
Token in each of those spaces. The Token
moves with its Deployable, but if the
Deployable, object or terrain is destroyed, the
Token is also removed.
[57]
LICENSE I: QUICKPRINT FABRICATOR, LICENSE II: ERSA FRAME,
TERRAIN FORMATTER INERTIA PYLON, SWARM PROJECTOR
[58]
LICENSE III: EMERGENCY FABRICATION Transwarp System
RESERVES, TRANSWARP SYSTEM 2 SP, Unique, Limited 2, Quick Action
[59]
IRIDIA
HECATE
Defender∕Controller
The Hecate is what many consider to be the strangest
Demonworks frame, and that’s saying something when the likes
of the Ananke and Hemera exist. Those at least make sense as
gifts from the goddess, woven from her blessing and her
realm. The Hecate, by contrast, seems like a physical
contradiction that should not have worked.
[60]
Art by Spiral_Joe
[61]
CORE STATS CORE SYSTEM
Size: 2 Save Target: 11 IONIC STORMCLOUD
Armor: 2 Sensors: 5
GENERATOR
HULL SYSTEMS The Whisperstone contained within the
HP: 8 E-Defense: 10 Stormcloud Generator is carefully
Repair Cap: 6 Tech Attack: +1 shielded and unpowered in order to allow
AGILITY SP: 6 for normal operations.
Evasion: 6 ENGINEERING
Speed: 4 Heat Cap: 6 Since pilots must consciously choose to
disengage the safeties, Hecate manuals
TRAITS warn of the feelings of power that may be
STATIC SHIELDING caused by seeing hostile systems begin to
The Hecate has resistance to . degrade or shut down at their command. It
can become addictive to some, and
ELECTROMAGNETIC IMPULSE detrimental to their piloting.
While the Hecate is Jammed or Stunned, it
creates a 2 zone around itself. All hostile At full power, the Generator is able to
characters in this zone are Impaired until they wreak havoc on the Hecate’s surroundings
are either no longer in the zone or the zone and leave people reeling from the potency
ends. of its ion storm. But Demonworks insists
that it remains perfectly safe and
BIOTIC CIRCUITRY
controlled.
The Hecate can make reactions and use
comms while Jammed. Unshield Whisperstone
Protocol
MOUNTS The Hecate becomes Jammed until the start of
its next turn.
MAIN HEAVY
MOUNT MOUNT Ion Storm
Active (1 CP), Protocol
Until the start of its next turn, the Hecate
becomes Jammed and may push any character
that ends their turn within 2 of it up to 2
spaces in any direction.
[62]
LICENSE I: Protective Matrix
ELECTRON PULSE, IONIC FEEDBACK 3 SP, Quick Action, Shield, Unique
[63]
IRIDIA
HEMERA
Defender
The metavault anchored within Iridia is a place of wonder,
of concern, of speculation. There has only been a single
attempt to breach it, which eventually ended in the
construction of the Hemera. Unfortunately, none of the rest
of the expedition was even remotely positive, and the Hemera
simply existing is an ever-present reminder of that.
And then it all fell apart. The metavault accosted them with
reflections of their past, striking at the memories that
they felt weakest. It tore at their selves, their
identities, their very fabric of being. The picturesque
mirror of the planet turned increasingly warped and hostile
as they ventured further in. It was literal madness to
continue, and so the survivors limped out, forever
emotionally scarred by the experience.
And so the only thing that would ever be retrieved from the
vault was a peculiar sample of what seemed to be mech
components, which had been retrieved for later research.
While analysis of the parts was inconclusive, the Demonworks
did manage to replicate them and integrate them into a mech
project. What resulted was a mech that casually treated
reality’s ironclad laws as mere suggestions, something that
was a little concerning to many involved.
[64]
Art by Spiral_Joe
[65]
CORE STATS CORE SYSTEM
Size: 1∕2 Save Target: 10 PERSPECTIVE OVERRIDE
Armor: 2 Sensors: 8
MATRIX
HULL SYSTEMS “I don’t understand it. If you look at
HP: 8 E-Defense: 12 it, everything’s fine. If you look at the
Repair Cap: 4 Tech Attack: +1 surroundings, everything’s fine. But… the
AGILITY SP: 6 two of them together, things are NOT
Evasion: 8 ENGINEERING supposed to fit together like that.
Speed: 4 Heat Cap: 6
It’s everywhere it’s not supposed to be.
TRAITS I know this is supposed to be a blessing,
FOCAL POINT but it’s making me question how reality
The Hemera counts as Size 3 for the purposes works. We are mere mortals. I… think we
of Engagement and being targeted by Rams. made a mistake entering the goddess’
domain.”
PARAPHYSICAL FRAME
PERSPECTIVE SHIFT
The Hemera gains +1 on Systems checks
and saves. Hostile characters within Sensors and line of
sight take +1 on any attack that does not
include the Hemera as a target, as long as the
MOUNTS Hemera is not Hidden and none of the
Hemera's non-Drone allies are closer to the
MAIN/
hostile character than the Hemera is.
AUX
Forced Perspective
Active (1 CP), Protocol
Until the end of the scene, the Hemera’s
Perspective Shift also makes the affected
attacks treat the target as Invisible. If a hostile
character misses an attack that is affected by
Perspective Shift, they become Jammed until
the start of their next turn.
[66]
LICENSE I: Flux Coating
METASTATIC EMITTER, SPATIAL WARPING 1 SP, Unique, Reaction
LICENSE III:
“It turns out, when this thing tells EMERGENCY SHUNT, INVERT
reality that it doesn’t work a certain
way… reality listens.”
Emergency Shunt
2 SP, Unique
LICENSE II: HEMERA FRAME,
Whenever you take Structure Damage or
REALITY CUTTER, FLUX COATING
Stress, you may, immediately after rolling on
the Structure Damage or Overheating table but
Reality Cutter before resolving the result, teleport 3 spaces
Main Melee, 1 SP, Smart, AP, Unique and become Invisible until the start of your next
[ 1] [1d6 ] turn.
On Hit: Teleport to a space adjacent to your
target. “It actually wasn’t that hard to
encourage the mech to move out of the
“We named it this because we saw it as a way a bit when it was taking heavy hits.
sword first, but… it seems to look The tricky part was making sure the
different depending on the user. Doesn’t pilot could come along too.”
always cut. Regardless, it lets you do a
neat trick where you twist like so, and Invert
you just step THROUGH where the person 3 SP, Protocol, Unique, 1 (Self)
in front of you should be.”
Until the start of your next turn, attacks that
would target your evasion instead target your
e-defense, and attacks that would target your
e-defense instead target your evasion.
[67]
IRIDIA
HERA
Defender∕Support
The second offshoot of the Artemis frame, the Hera was taken
in the opposite direction of the Epione. Rather than
remaining focused on ranged weapons, the colossal chassis
was refitted into a close assault platform in the vein of
the Enyo, one that could match that frame’s prowess.
[68]
Art by Spiral_Joe
[69]
CORE STATS CORE SYSTEM
Size: 3 Save Target: 11 INEVITABILITY DRIVE
Armor: 0 Sensors: 5 The Hera has what is essentially a second
HULL SYSTEMS reactor built into the frame. Computers,
HP: 12 E-Defense: 6 weapons, most things are handled by the
Repair Cap: 5 Tech Attack: -2 primary - the entire power of the
AGILITY SP: 5 secondary is dedicated solely to moving.
Evasion: 6 ENGINEERING
Speed: 5 Heat Cap: 6 And when the Hera moves, very little can
stop it. Rumours say that, given time, it
could even smash a passage through a
RESPLENDENT WARDING mountain. While such tales are likely
overblown, it does give a sense of what
Whenever the Hera is damaged by a hostile
source, it chooses one of the triggering damage the path of destruction looks like.
types after resolving all damage. The Hera
TITANIC STRIDE
gains resistance to that damage type from
hostile sources until the end of the scene or this The Hera ignores difficult terrain. If the Hera
trait is triggered again. moves into the space of a Size 2 or smaller
object, terrain, or Deployable which is not
PRISMATIC AEGIS Immune to damage, the Hera destroys it and
replaces it with an equal area of difficult
Characters Engaged with the Hera that target terrain on the ground.
one or more of the Hera's allies with an attack
or tech action take 3 and gain Lock On. Implacable Advance
Active (1 CP), Protocol
SLOW
Until the start of your next turn, gain the
The Hera receives +1 on Agility checks and following effects:
saves. • You become Immune to being Slowed and
Immobilized by any source other than your
MOUNTS own Systems, Talents, etc. (This clears any
existing eligible conditions.)
MAIN HEAVY
• Titanic Stride now allows you to move into
MOUNT MOUNT
the spaces of up to Size 3 objects, terrain, or
Deployables that are not Immune to
damage, destroying them. You may also
move into the spaces of objects or terrain that
are larger than Size 3, destroying a Size 3
section as you do so.
[70]
LICENSE I: OLYMPUS PROTOCOLS, Inexorable Presence
TRUESTRIKE GLADIUS 2 SP, Quick Action
Illuminant Charges
Chromatic Blade
3 SP, Limited 2, Unique
Heavy Melee, 2 (Self), 1 SP
Expend a charge from this system for one of the [ 1] [1d6 + 1d6 + 1d6 ]
following effects:
On Attack: You may choose to reduce this
• Revealing Light (Grenade, 5, 1): All weapon’s base damage in increments of 1d6,
characters within the Blast immediately removing one or more of the damage dice. For
lose Invisible and Hidden, are unable to each die removed, reduce this weapon’s Heat
benefit from cover or regain these statuses (Self) value by 1, to a minimum of 0. Gain a
until the end of their next turn, and gain benefit if you hit based on the type(s) of
Lock On. damage that you removed:
• Kinetic: The target must pass an
• Absolute Dark (Mine, 2): The Burst
Engineering Save or be Shredded until
creates a zone that lasts until the end of
the start of their next turn.
the following round. Line of sight is not able
to be drawn into, out of, or through this
• Explosive: The target is knocked Prone
zone.
and you may apply Knockback 1.
You are the arbiter of light, the one • Energy: The target must pass a Systems
who heralds hope and despair in equal Save or only have line of sight to adjacent
measure. Bring forth the dawn, and cast spaces until the end of their next turn.
the unworthy into shadow. Your judgement
is absolute.
You are the shaper of the primordial
forces, holding them contained in the
palm of your hand. Take care to not
loosen your grip, for they are fickle
things.
[71]
IRIDIA
IRIS
Support∕Defender
Conceptualized as the antithesis of the Enyo’s uncontrolled
brutality, the Iris was designed to allow the small Iridian
forces to focus their strikes with pinpoint precision. Given
the lack of experience that the planet had with mechs, being
able to have an immediate analysis of enemy combatants
proved to be a crucial aspect of multiple engagements.
[72]
Art by Spiral_Joe
[73]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 AKASHIC SENSOR SUITE
Armor: 0 Sensors: 20 Full of every sensor available - and some
HULL SYSTEMS that perhaps aren’t - the Akashic Sensor
HP: 6 E-Defense: 10 Suite is designed to reveal the dangers,
Repair Cap: 4 Tech Attack: +1 composition, and weak points of
AGILITY SP: 7 everything within range. This allows
Evasion: 10 ENGINEERING allies to focus fire on potent threats,
Speed: 6 Heat Cap: 4 as well as know how best to avoid
incoming fire.
TRAITS
OMNISCIENT GAZE Those who rely too much on it, however,
are known to grow excessively paranoid,
You and your allies always know the HP value
or believe perhaps that they know more
of all characters on the battlefield.
than anyone else. Gazing too deeply can
CRYPSIS PURGE prevent ever coming back...
The Iris may target Hidden characters with tech AKASHIC RESONANCE
actions. When the Iris targets a Hidden hostile
character with a tech action, the target must 1/round, when you target a character with a
pass a Systems save or else lose Hidden. tech action, you may put an Akashic Mark on
that character. The mark remains until the end
DICHROIC AURA of the Scene or it is consumed. A character may
only have one Akashic Mark at a time.
Adjacent allied characters may use the Iris'
e-defense instead of their own. When an attack roll is made against an allied
character with an Akashic Mark, you may
consume it as a reaction to cause the attack to
MOUNTS target the ally's choice of evasion or e-defense.
AUX/ FLEX
When an attack roll is made against a hostile
AUX MOUNT character with an Akashic Mark, you may
consume it as a reaction to cause the attack to
target the lower of the character's evasion and
e-defense.
Auspex Sweep
Active (1 CP), Quick Action
The Iris and all characters in 50, even those
Hidden or outside of line of sight, gain an
Akashic Mark. Until the end of the scene,
characters can have multiple Akashic Marks,
and any hostile character with an Akashic Mark
loses Hidden and may not regain it while they
have the Mark.
[74]
IRIDIA
IRIS Mk. II "LOCUS"
Artillery∕Controller
Iris Variant
This variant can be taken at rank II of the Iris license instead of the base Frame.
[75]
Art by Cosmixian
[76]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 COGNITIVE LOCUS
Armor: 0 Sensors: 15 A thousand voices whisper from every
HULL SYSTEMS corner of the frame. Your voice, echoed a
HP: 6 E-Defense: 10 thousand times. You spoke to the void,
Repair Cap: 4 Tech Attack: +1 and now it speaks back.
AGILITY SP: 6
Evasion: 10 ENGINEERING It speaks to you of your foes, of the
Speed: 4 Heat Cap: 6 thin thread of their existence. Of
snipping it.
TRAITS
DISRUPTION COUNTERBATTERY Integrated Mount: Rangefinder
[77]
LICENSE I: Akashic Warding
DEEP-PENETRATION SCAN, GRAV SLING 2 SP, Quick Tech, Unique
Gain the following Quick Tech options:
Deep-Penetration Scan
1 SP, Unique, Limited 3 Resonant Shroud: Choose an allied character
within Sensors. They benefit from hard cover
When you Scan a hostile character, you may until the start of their next turn.
expend a charge to also apply Lock On to your
target and make it unable to benefit from cover Adaptive Shielding: Choose an allied
until the start of their next turn. character within Sensors, and one of , , or
damage. The chosen character gains
If you’re already poking around inside resistance to the chosen damage type until the
someone’s systems, why wouldn’t you just end of their next turn. This can only be used
juice up some power and search a little 1/scene on each character.
more? There’s often just one more crack
you can exploit.
Adapted from the Akashic Suite, the user
is able to ‘tune’ the space around a
Grav Sling mech to help deflect various
2 SP, Quick Action, Unique
projectiles. Targets often report seeing
Choose a space within 5 - even in mid-air - faint figures through the resonance -
and mark it. This mark lasts until expended, the both with their eyes and sensors - but
end of the scene, or this action is used again. there’s been no recorded proof of these
As a protocol or a quick action, you may figments.
expend the mark to fly directly towards the
space it was in, regardless of distance. You LICENSE III:
stop upon reaching that space, or if you would
POLARITY REVERSER, ECHO-CLASS NHP
enter the space of an object or character. If you
are in the air at the end and have no other way
to fly, you immediately fall. Polarity Reverser
2 SP, Unique, Quick Tech, 1∕round
Useful for both getting good vantage Make a tech attack against a target within
points and extraction, the Grav Sling Sensors and line of sight. On a hit, the target’s
entwines a personal motivator with a defenses are scrambled. The next time that
controlled singularity. When activated, they are hit by a damaging attack before the
the user is suddenly pulled with a end of their next turn, they may not apply any
rather significant force to where the resistance to the attack (Armor and other
singularity was created... so it’s reductions are unaffected). If that attack would
fairly important to make sure to have have been affected by their resistance, the
good inertial compensation. attack gains +1d6 bonus damage.
LICENSE II: IRIS FRAME, Once a chink in the enemy’s defenses are
MULTIPHASIC RIFLE, AKASHIC WARDING located, it’s important to figure out
how to subvert them. Knowing exactly how
the enemy will crush you is not helpful
Multiphasic Rifle
if you’re helpless to stop it.
Main ???, 1 SP, Smart, Unique
[ 10 or 5] [1d6+1 or or ]
This weapon counts as all ranged weapon types
simultaneously (e.g., CQB, Rifle, etc.), but it
can’t take Mods or benefit from core bonuses,
although it still benefits from talents as normal.
[78]
ECHO-Class NHP
3 SP, AI, Unique
Your mech gains the AI property and Eternal
Reflection.
Eternal Reflection
Quick Action
Until the start of your next turn, whenever any
hostile character within 10 and line of sight
targets a character other than you with a tech
action, they must make a Systems save. On a
failure, they must choose to either target you
instead or lose the action. If you are out of
range, they automatically lose the action. Tech
actions that do not target a character are
unaffected.
[79]
IRIDIA
NEMESIS
Striker
The Nemesis is in a peculiar position. While Hestia did work
on the final design, the original mech was brought to Iridia
by the Union Lancer who the goddess impelled to defect and
lead Iridia’s forces. There’s been a rather awkward
discussion with Union over if the Demonworks could even
produce the frame. Thankfully, since the original
manufacturer had long since fallen under GMS purview,
permission was given, and incidents were avoided.
[80]
Art by Spiral_Joe
[81]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 11 GRAVITIC FLIGHT GENERATOR
Armor: 0 Sensors: 10 Even before Iridia, gravity’s grasp on
HULL SYSTEMS the Nemesis was tenuous - an early-stage
HP: 8 E-Defense: 8 gravitic repulsor letting it fly freely
Repair Cap: 3 Tech Attack: +0 for long durations. But it was still a
AGILITY SP: 6 relatively clunky design.
Evasion: 11 ENGINEERING
Speed: 5 Heat Cap: 6 Hestia saw this, and she found it
wanting. But, in her infinite mercy, she
TRAITS uplifted the Nemesis, bestowed gifts upon
GRAVITIC WINGS it, made it a true Iridian frame. No
longer would it need to obey the shackles
You may choose to count any and all of your
of physics.
movement as flying.
[82]
IRIDIA
NEMESIS Mk. I "CHAMPION"
Striker∕Support
Nemesis Variant
This variant can be taken at rank II of the Nemesis license instead of the base Frame.
[83]
Art by Spiral_Joe
[84]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 11 CHAMPION’S BLADE
Armor: 1 Sensors: 10 I will be a leader, never shying away
HULL SYSTEMS from the forefront of battle.
HP: 8 E-Defense: 6
Repair Cap: 4 Tech Attack: +0 I will be a symbol, soaring to bring hope
AGILITY SP: 5 to those who have lost it.
Evasion: 10 ENGINEERING
Speed: 5 I will be a hero, defending the innocent
Heat Cap: 6
until my final breath.
TRAITS
GRAVITIC WINGS But most of all, I will be a champion,
forever brave and true. With the fury of
You may choose to count any and all of your
the tempest and unbreakable honour, I
movement as flying.
will never falter, never fail.
AERIAL DANCER
-Apocryphal Champion’s Oath
When you attack a hostile character with a
melee weapon on your turn while you are
flying, you may remain flying at the end of your Integrated Mount: Stormblade
turn even if you did not move.
Stormblade
DIRECT THE FLOW Main Melee
[ 2] [1d6+4 or or ]
2/round, when a hostile character within line of
sight is hit with an attack, you may push one At the beginning of each scene, choose one of
ally within 3 spaces of the hit character. On the profiles below. This weapon gains the listed
your turn, this push is up to 3 spaces in any damage type, tags, and effects for this scene:
direction, while on any other turn this push is 1 • Howling Winds: Kinetic damage. You gain
space in any direction. This may only trigger +1 Speed and when you Boost you ignore
1/turn. Engagement. On Crit: The target becomes
Slowed until the end of their next turn.
MOUNTS
• Booming Thunder: Explosive damage. This
MAIN FLEX weapon gains Knockback 3. On Crit: The
MOUNT MOUNT target is knocked Prone.
Tempest Surge
Active (1 CP), Protocol
You may change the profile your Stormblade
uses. In addition, it gains Accurate and
Reliable 3 until the start of your next turn.
[85]
LICENSE I: Targeting Uplink
WINGBLADE, INERTIAL COMPENSATOR 2 SP, Mod, Limited 3, Unique
For the first time, the Demonworks was confronted with the
challenge of building something workable out of components
that were functioning, yet they had no idea yet of how to
understand. Many, many Nyx prototypes were made and
discarded over the course of several years, most ending up
with completely disjointed parts. Trial and error was the
name of the game, and there was a lot of error. Sometimes
with catastrophic results.
[87]
Art by Spiral_Joe
[88]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 11 PHANTASM GENERATOR
Armor: 0 Sensors: 10 A dark core of nothing, that yearns to
HULL SYSTEMS escape. To be shaped, to cloak the world.
HP: 6 E-Defense: 7 To hide that which does not want to be
Repair Cap: 3 Tech Attack: +0 found.
AGILITY SP: 8
Evasion: 10 ENGINEERING This void is absolute, until you step out
Speed: 6 Heat Cap: 5 at last. It will protect you in its
embrace, cover you like a blanket. A
TRAITS comfort to you, and terror to your foes.
SUPERPOSITION
Night Phantasms
Whenever you deploy a Drone, deploy it in two Active (1 CP), Quick Action
valid spaces instead of one.
Place 6 Phantasm Tokens in free and valid
The first time that its position is relevant spaces within Sensors, even outside of line of
(Engagement, being targeted by an attack, a sight. These tokens do not occupy spaces or
character is in a position to be affected by it, impede characters in any way.
etc.) you immediately decide which space it
‘actually’ occupies, removing it from the other. 1/round, as a reaction at the start of any
character’s turn, you may deploy one of your
This can cause, for instance, the triggering Drones to the location of a Phantasm Token,
effect to have no effect on the Drone if the removing that token.
Drone’s true space is not a valid target, or
Engagement to not apply to the triggering In addition, whenever you lose Hidden, you
character if the Drone’s true space is not where may teleport to the location of a Phantasm
it would cause Engagement. Token, removing that token.
PHASE SHIFT
While Invisible, the Nyx’s attack rolls ignore
Invisible.
MOUNTS
FLEX HEAVY
MOUNT MOUNT
[89]
IRIDIA
SELENE
Controller∕Defender
Nyx Variant
This variant can be taken at rank II of the Nyx license instead of the base Frame.
[90]
Art by Spiral_Joe
[91]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 11 TRANSWARP GRID
Armor: 1 Sensors: 5 A prototype for what would eventually
become miniaturized into the Epione, a
HULL SYSTEMS
transwarp core was placed into the
HP: 6 E-Defense: 9
chassis of the mech as well as its
Repair Cap: 4 Tech Attack: +0
drones. The matrix woven by the various
AGILITY SP: 8
transwarp points meant that the entire
Evasion: 8 ENGINEERING battlefield was able to be covered by the
Speed: 5 Heat Cap: 5 field.
[92]
LICENSE I: Shroud Drone
GRAV DRONE, PITCH BLACK 2 SP, Limited 2, Unique, Quick Action,
Drone
Grav Drone Shroud Drone (Size 1/2, 5 HP, 10 E-Defense,
2 SP, Limited 4, Unique, Quick Action, 10 Evasion, Tags: Drone)
Drone
Grav Drone (Size 1/2, 5 HP, 10 E-Defense, 10 Expend a charge to deploy a Shroud Drone to
Evasion, Tags: Drone) any free space within Sensors and line of sight.
It creates a 2 around itself. Characters at
Expend a charge to deploy a Grav Drone to any least partly within this area may not draw line of
free space within Sensors and line of sight. It sight out of the area. Characters fully outside of
counts as Size 3 for the purposes of the area or who exit the area are unaffected.
Engagement. Grav Drones cannot be recalled Shroud Drones cannot be recalled and expire at
and expire at the end of the scene. the end of the scene.
Phantasmagoria: Target a Deployable or On Attack: After all damage has been resolved,
Drone within Sensors. It becomes Invisible all characters in the Blast are pushed to the
until the start of your next turn, and you may nearest space outside the area and must pass a
cause it to immediately become Hidden. Hull Save or be knocked Prone.
Phase Nexus
Main Nexus, Smart, Seeking, AP,
Inaccurate
[ 10] [1d3 ]
The drone containing this weapon has a
variation of the Nyx’s phase shift
technology built in. While it enables
the shot to pierce almost anything, the
wrong flux can cause even a direct hit
to miss.
[93]
AETHER-Class NHP AETHER-Class NHPs are rather unusual in
3 SP, AI, Unique, Drone composition. Rather than a single
essence, they’re formed from two or
As a quick action, this system may deploy to a three dozen semi-sentient shards - more
free space in Sensors and line of sight as a animalistic in intelligence - that
Drone with the following stat line: combine with each other to create
conglomerates. These conglomerates keep
AETHER-Class Drone (Size 1, 10 HP, 10 E- combining to form ever larger ones,
Defense, 10 Evasion, Tags: Drone, Invisible) until the greater AETHER is formed. In
non-combat situations, they’ll portion
While deployed, the Drone has Sensors 3, and off parts of themself in order to
shares your Speed. It can move independently control subalterns, with various degrees
on your turn, but can’t take any other actions. If of autonomy, but the battlefield
you can fly or teleport, it can too. Spaces within requires an AETHER’s full presence.
the Drone’s Sensors count as within your own Sudden trauma is able to shatter this
Sensors, though you still require line of sight to cohesion, though, with all parts of the
be drawn from your mech. Any hostile character NHP attempting to follow its own
that misses the Drone with an attack roll gains instincts.
Lock On.
AETHERs are unfailingly optimistic at
The Drone can be recalled or redeployed to a all times. Often gratingly so, and
space within Sensors as a quick action. possibly to their own detriment. They’re
confident that they can get through
While not deployed, your mech gains the AI anything, and any evidence to the
property. This NHP can only be given control of contrary is brushed off with the
the mech if not deployed, and must give up suggestion that things will get better.
control of the mech before deploying. This extends to combat, too, where
they’ll happily bob and weave through
If AETHER cascades, the normal effects do not hostiles, confident that their partners
occur. Instead, the Drone automatically deploys will keep them safe, and are just happy
if it is not already deployed, you cannot control it to help.
or benefit from any of its effects, and it counts
as neither an ally nor one of your drones. This It’s usually obvious when an AETHER has
effect ends when cascade would. gone too long without cycling, as it
starts to try and make its optimism a
reality. It gets angry at anything that
it sees as ruining how things should be,
and tries to remove those issues.
Including cynical pilots.
[94]
IRIDIA
PERSEPHONE
Striker∕Controller
The Persephone has a rather odd place amongst the
Demonworks. While it’s a purely Iridian frame - unlike
something like the Nemesis - its origins lie outside both
Hestia’s schematics and her metavault. It’s something
entirely different.
[95]
Art by Spiral_Joe
[96]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 11 ZERO-POINT REACTOR
Armor: 0 Sensors: 5 The core around which the Persephone is
HULL SYSTEMS designed, the Zero-Point reactor reacts
HP: 8 E-Defense: 8 peculiarly based on how much heat is
Repair Cap: 4 Tech Attack: -2 dumped into it. At low levels, a thick
AGILITY SP: 5 layer of frost protects the Frame, but as
Evasion: 6 ENGINEERING it heats up it instead begins to cause
Speed: 4 Heat Cap: 8 spontaneous thermal increases in nearby
targets.
TRAITS
ZERO-POINT REACTOR The amount of power poured into the
reactor requires severe regulation - if
When the Persephone is not in the Danger
Zone, it gains +2 Armor. When the Persephone pushed too far, the Zero-Point causes an
is in the Danger Zone, it gains +1 Speed and abrupt nullification of all heat in the
hostile characters that start their turn adjacent area in response. This is extremely
to it gain 2 . hazardous to any not properly protected,
and is ill-advised to attempt
ICE TRAIL deliberately.
The Persephone ignores difficult terrain and
Engagement when it Boosts. Absolute Zero
Active (1 CP), Full Action
THERMAL EXCITATION The Persephone and all characters within 2
1/round, when the Persephone clears at least clear all . Characters other than the user take
1 , deal 2 to a character within 3. 2 AP for each point of that they clear.
[97]
LICENSE I: Coldstorm Charges
FLASH CONDENSER, ICE SHIELD 2 SP, Limited 3, Unique
[98]
IRIDIA
PSYCHE
Support∕Controller
While the Astraea is the face of mechs on Iridia, and is the
most popular overall, the Psyche is often considered the
heart. Of the original six Demonworks mechs that were
produced during the conflict with Union, the Psyche managed
to beat out the other less-militarized mechs in the minds of
the people by having a more distinct presence.
The red tape hasn’t stopped the Psyche from being one of the
more heavily exported frames, as its flexibility gives the
units it’s assigned to a great deal of staying power in a
variety of situations.
[99]
Art by Spiral_Joe
[100]
CORE STATS CORE SYSTEM
Size: 1∕2 Save Target: 11 DIMENSIONAL TOPOGRAPHIC
Armor: 0 Sensors: 15
CONNECTION NEXUS
HULL SYSTEMS Collating data from maneuvering known
HP: 6 E-Defense: 12 points around the battlefield, this
Repair Cap: 5 Tech Attack: +1 device, known for short as the “Rift
AGILITY SP: 8 Nexus”, literally unravels space around
Evasion: 10 ENGINEERING the target, briefly connecting it with a
Speed: 4 Heat Cap: 4 discontiguous location. Swift foes can
evade the portal’s creation, but feedback
TRAITS containment ensures collected information
DISTRIBUTIVE MATRIX is not wasted.
Whenever you or an ally within Sensors spends
a repair, you and all Mech allies within Sensors Integrated Mount: Rift Nexus
gain 4 Overshield.
Rift Nexus
METAFOLD OVERRIDE Main Nexus, Arcing
[ 10] [Damage: n∕a]
1/round, when you target another character
with a tech action, you may push that This weapon begins with 0 charges. 1/round,
character up to 2 spaces in any direction when you inflict any involuntary movement on a
before making the attack or otherwise resolving character, other than movement caused by this
the action - the action continues even if this weapon, you gain 1 charge, to a maximum of 5.
moves them in such a way they would no longer
be a valid target - whether because of line of When you hit a character with this weapon, you
sight, range, Sensors, entering an area may teleport the target up to 2 spaces per
forbidding tech actions, or any other effect. charge this weapon has. Once you hit, this
weapon returns to 0 charges. Charges persist
between scenes, but are lost during a full repair.
MOUNTS
FLEX Rift Stabilization
Active (1 CP), Protocol
MOUNT
Immediately gain 5 charges for your Rift
Nexus, up to a maximum of 5. For the rest of
the scene, the Rift Nexus gains the Accurate
tag. In addition, when you hit with your Rift
Nexus, you may treat it as though it has fewer
charges than it currently has (to a minimum of
1). If you do this, reduce the number of charges
it has by the chosen amount, rather than
reducing it to 0.
[101]
IRIDIA
PSYCHE Mk. II "FORSAKEN"
Support∕Controller
Psyche Variant
This variant can be taken at rank II of the Psyche license instead of the base Frame.
[102]
Art by Cosmixian
[103]
CORE STATS CORE SYSTEM
Size: 1∕2 Save Target: 11 TECHNOLOGICAL NULLIFIER
Armor: 1 Sensors: 8 A corruption of the rift nexus, the
HULL SYSTEMS technological nullifier opens a gate
HP: 8 E-Defense: 10 through a shattered realm… and holds it
Repair Cap: 4 Tech Attack: +2 open, draining energy from surrounding
AGILITY SP: 7 people and places into it.
Evasion: 8 ENGINEERING
Speed: 5 Heat Cap: 6 Those caught in the area report a true
feeling of helplessness, as systems
TRAITS refuse to respond, and every part of
SHATTERED SOUL their mech feels like it’s in the process
of shutting down - and might take their
When you or a character within Sensors who
bodies and souls along with it.
has a maximum Structure value greater than 1
loses Structure, you or one ally within Sensors Dead Zone
gains 4 Overshield. Active (1 CP), Full Action
[104]
LICENSE I: STRUCTURAL ENTANGLEMENT, Aurora Barrier
AURORA BARRIER 1 SP, Quick Action, Shield, Unique
[105]
Gravitic Clamps Retribution Bond
2 SP, Unique 3 SP, Quick Tech, Limited 2, Unique
A combination of gravitation and magnetic Choose two willing allies within Sensors, or
clamps allows you to climb on and ride around yourself and a willing ally within Sensors. While
on other mechs. As a quick action, while not this effect lasts, whenever an affected character
Immobilized, you may climb onto an adjacent is hit by a hostile attack, the other character
allied mech that is a larger Size than you. While gains +1 to their next attack roll against the
riding, you occupy the same space as them, triggering hostile character before the end of
move when they move (even if you’re Slowed), their next turn.
and benefit from soft cover. If you or the mount
are knocked Prone, Stunned, Immobilized, or As a reaction, a participant may end this effect
destroyed, you land Prone in an adjacent in order to re-roll an attack roll (that either
space. person made) that is benefitting from the
Accuracy from this effect.
Each mech may only support one rider using
Gravitic Clamps, and a mech using Gravitic If the reaction is not used, this effect lasts until
Clamps may not have a rider using Gravitic the end of the scene, or until you use this action
Clamps. again.
Sometimes referred to as “Butterfly At last, the weaver rests, the tapestry
Clamps”, after the popular Iridian tale finished. More than the souls are joined
that a butterfly alighting on you is a now - the hearts and minds are, too. The
sign that you're being watched over. tale has been told, and now all that is
left is for the story to play out.
LICENSE III:
REFRACTIVE BEAM, RETRIBUTION BOND
Refractive Beam
Main Rifle, 1 SP, Unique
[ 5] [1d3+1 ]
This weapon does not attack allied characters.
Instead, whenever an ally Mech character is
targeted, the Line immediately stops. You may
then draw another 5 from that character in
any direction, so long as it does not overlap with
any other line. This can continue indefinitely,
however each ally may only ever cause a single
new line. Once all lines are drawn, resolve this
attack - no matter how many lines a given
character is touched by, they will only ever be
targeted once.
[106]
Legend tells that when the world began, it was drab and cold, devoid of
vibrancy and colour. It was a sad place, without much hope and purpose.
Among the creatures living there were the creatures that would eventually
come to be known as Ephemera. But they were not as brilliant as they are now,
not as sneaky, not as clever. They were just as sad as the rest of the world.
Hestia saw all of this and would not let it stand. Her children needed the
chance to be happy, the chance to play, the chance to live their lives.
She searched and searched for something that would help her children, but it
seemed hopeless. Even the might of a goddess would not prevail.
And then she found it, on the cusp of giving up. The sole fragment of colour
hiding on Iridia. The glimmer of sunlight through rain-wetted grass.
The goddess hurried to collect as much of the precious ichor as she could in
a basket woven from the silver of the moon. But as much as she tried, she
could not collect enough for the entire world, as the sun vanished once more.
For a time, she sat there in the world, despondent. Even the power of a
goddess was not able to save her children.
Seeing the brilliance of it, the energy it now had, it made Hestia realize
what she could do. How she could bring light to the world.
She gathered more lizards, weaving the rainbows into their scales and
creating the first Ephemera. Their scales were vibrant rainbows, and they
shone like the sun.
She told them to roam and be free, to bring life and happiness to all. Where
they trod, the world became colourful and the other creatures were able to
share in their energy.
Unfortunately, these first Ephemera were too bright, too brilliant. Any who
saw them were transfixed by their beauty, never able to look away.
So, when Hestia made more, she wrapped the light in their scales around
itself. Now they could bring their gifts to people without enthralling them.
Sometimes they wouldn’t even be noticed, their radiant scales shifting and
fading.
But the Ephemera don’t mind. To this day they still spread Hestia’s love,
carrying a little fragment of the divine around in the form of their scales.
Her messengers of life and energy, and a promise that it would be forever
present.
What happened to the First Ephemera, you ask? Some say they stayed by
Hestia’s side once the world was energized, forever under her wing. Others
claim that they still roam Iridia, bringing happiness to those who need it
the most…
[107]
NEW BIG FOUR FRAMES
For the most part, Iridian mech technology has developed in isolation, crafted solely by the ministrations
of their goddess - or at least almost entirely based off of her schematics. But secrets can never truly be
kept forever.
And this is the case for these frames, the result of each of the corprostates getting their hands on some
degree of Iridian material; fusions of Hestian components with their existing ethos. They’re presented
here for use with or without Iridian Demonworks, though are intended to complement the design
decisions within the Demonworks frames.
In addition to four full Licenses, there are also four variant frames for licenses from the Lancer Core book
and the Long Rim supplement. While these aren't specifically Iridian in origin, they do represent aspects
of the planet where they could easily be found (respectively, in order of appearance by corporation:
orbital projects; the metavault; the Silent Mountains or the Reckoning; Nobles or Luminary Knights).
IPS-N Silver (Defender/Controller): A close-range defender, able to slip through reality and cripple
nearby foes.
IPS-N Endeavour (Support): Designed for orbital missions, this heavily-armoured flying Lancaster can
even transport allies through the air.
SSC Luna (Striker): A nimble duelist, it dances invisibly through the enemy formation as it toys with its
targets.
SSC Rosy Maple (Controller/Support): Only half in reality, this tech-oriented Dusk Wing coordinates
the hacker abilities of its allies.
HORUS Phane (Controller/Striker): An inevitable bulwark, it borrows moments from its own future.
Those who stand in its path are wiped from memory, perhaps forever.
HORUS Crysmal (Controller/Support): Formed of viral crystals, this hardier Kobold supports allies from
the front line with additional Lock Ons.
HA Castilla (Striker/Controller): A host for ravenous nanites, it litters the field with pools of greywash.
HA Jeanne (Defender/Support): Focusing on Shield support, this Napoleon's Aegis can give any ally a
moment's Immunity.
Art by Spiral_Joe
[108]
IPS-N
SILVER
Defender∕Controller
When IPS-N and the Demonworks made their agreement, included was
aclause that IPS-N wouldn’t touch Demonworks tech without
permission. Of course, that was a complete lie - and the Silver is
the proof.
In the end, though, it was mostly luck that caused the project to
see success. One particular combination managed to only implode
slightly, leaving it in a peculiarly balanced physical and
paraphysical state. Nobody’s exactly sure why or how this
happened, but by that point they were prepared to just say ‘good
enough’ and call it a day. More trouble than it was worth,
probably, but that’s never stopped the corpro before.
The Silver has seen only very limited release thus far, mostly to
agents who seem to have a particular knack for coming out of
unusual situations more-or-less unscathed. IPS-N’s hoping that one
or another of them will stumble upon how to stabilize some of the
weirdness of the frame, but they’re not exactly holding out much
hope.
Many Silver pilots grow to have a sort of fondness for the weird
happenings that seem to occur around their frames, even the
paracausal storms that occasionally break loose. While
inconvenient at the time, especially if they happen inside a
hanger, the storms aren’t too dangerous and also have a habit of
depositing random objects around.
[109]
Art by Spiral_Joe
[110]
CORE STATS CORE SYSTEM
Size: 2 Save Target: 11 PROFANE AMALGAM
Armor: 1 Sensors: 10 The Silver contains components from many
HULL SYSTEMS different Iridian frames, all put
HP: 12 E-Defense: 6 together in a way that no sane - or
Repair Cap: 4 Tech Attack: -1 insane - person would consider workable.
SP: 7 And yet… it’s technically stable.
AGILITY
Evasion: 8 ENGINEERING
Heat Cap: 6 It’s a miracle that the frame hasn’t yet
Speed: 4
torn itself apart by the paracausal
TRAITS forces created by the interplay of its
LEGIONSPACE STATIC systems, but it’s only one moment away
from causing some sort of implosion of
Tech attacks from hostile characters treat the
reality.
Silver as Invisible.
[111]
LICENSE I: RETRIEVAL CLAWS, LICENSE III: AB-T/R EMERGENCY
ELECTROSTATIC GRASP BULKHEAD, REALITY STORM
[112]
IPS-N
ENDEAVOR
Support
Lancaster Variant
This variant can be taken at rank II of the Lancaster license instead of the base Frame.
[113]
Art by Spiral_Joe
[114]
CORE STATS CORE SYSTEM
Size: 3 Save Target: 10 VOID TETHERS
Armor: 2 Sensors: 10 While the Endeavour’s cargo cables
HULL SYSTEMS usually require one or more external
HP: 8 E-Defense: 8 spacers to securely fasten, skilled
Repair Cap: 7 Tech Attack: +1 pilots can at times snag a target that’s
SP: 8 willing to play along for a few moments.
AGILITY
Evasion: 6 ENGINEERING
Heat Cap: 7 This maneuver isn’t always the safest for
Speed: 6
the Endeavour, but the types of pilots to
TRAITS pull this off usually aren’t the type to
INSULATED care what kinds of obstacles are around.
MOUNTS
MAIN/
AUX
[115]
SSC
LUNA
Striker
The Luna is marketed towards those who want their bodyguard
to be a moment away, yet unobtrusive. It fades from sight,
almost from reality, yet is always ready to spring into
action - ready to finally take center stage. A mech for
those who don’t want to see mechs around, yet still want the
protection of one.
[116]
Art by Spiral_Joe
[117]
CORE STATS CORE SYSTEM
Size: 1∕2 Save Target: 10 STEPSPACE COUPLET
Armor: 1 Sensors: 10 When the Luna clashes with another, you
HULL SYSTEMS could almost think that the pair were
HP: 8 E-Defense: 10 one, as the mech swirls and cavorts
Repair Cap: 3 Tech Attack: +1 around its chosen partner.
AGILITY SP: 6
Evasion: 10 ENGINEERING But the Luna is fickle, and likes to be
Speed: 5 Heat Cap: 5 center stage. Those who take their eyes
off it, who let their attention wander,
TRAITS may find themselves thrust into the fray.
LEGIONSPACE SHADOW For the Luna skirts at the edge of the
senses, and even a moment’s inattention
1/round, when you make a melee attack
may cost you dearly.
against a hostile character, your next tech
attack (against any character) may deal
1d6 AP on a hit, in addition to its other effects. Battle Dancer
Active (1 CP), Reaction
EPHEMERIC BIO-CAM Trigger: A hostile character within Sensors and
Attack rolls against the Luna from the nearest line of sight makes an attack that doesn’t
hostile character treat it as Invisible. If multiple include you
hostile characters are tied for nearest, this Effect: Teleport to a free space adjacent to the
affects all of them. triggering character, before the attack resolves.
[118]
LICENSE I: Energy Buckler
QUICKSILVER EDGE, SHIMMERSIGHT 2 SP, Shield, Quick Action, Unique
[119]
SSC
ROSY MAPLE
Controller∕Support
Dusk Wing Variant
This variant can be taken at rank II of the Dusk Wing license instead of the base Frame.
[120]
Art by Spiral_Joe
[121]
CORE STATS CORE SYSTEM
Size: 1∕2 Save Target: 11 DIGITAL FRACTAL
Armor: 0 Sensors: 15 “It’s a shadow, an imperfect reflection.
HULL SYSTEMS But I think, in the end, that’s more
HP: 6 E-Defense: 12 worrying. Because we project our thoughts
Repair Cap: 3 Tech Attack: +2 onto the unknown - our hopes, our doubts,
SP: 7 our fears. And through that, it knows
AGILITY
ENGINEERING us.”
Evasion: 8
Speed: 6 Heat Cap: 4
“Why did the pilots disappear? What was
TRAITS the pattern? Was there one? If we saw it
SIGNAL RELAY in full, I think we’d understand. But
what if understanding it gives it
1/round, when the Rosy Maple hits a character
strength?”
with a tech attack, that character counts as
within the Sensors of all the Rosy Maple’s allies
until the start of the Rosy Maple’s next turn. “Humans are naturally curious. We want to
know everything. We devour every lesson,
CYBERFORM we seek to understand every mystery. But
On the Rosy Maple’s turn, any attack that maybe there are things that should not be
targets its evasion instead targets its e-defense, sought out. That should remain buried.”
and any Hull, Agility or Engineering save or
check it has to make instead becomes a ETERNAL MATRIX
System save (if it is a save) or System check Gain the following option for Invade:
(if it is a check).
• Sensor Shroud: Until the end of the target’s
next turn, they may not make any attacks that
FRAGILE
do not consume Lock On, unless they have
The Rosy Maple recieves +1 on Hull checks already made an attack that consumed Lock
and saves. On against that character during that action.
[122]
HORUS
PHANE
Controller∕Striker
LOG 2702-3: [So, we got the weirdest thing today. A request
for urgent assistance from someone claiming to be a forward
outpost that we didn’t even know we had. But all the codes
were legit, and our records showed there was a base there.
Just... nobody remembered it existed. Wild.]
[123]
Art by Spiral_Joe
[124]
CORE STATS CORE SYSTEM
Size: 2 Save Target: 10 PROGNOSTIC MNEMOTECH
Armor: 1 Sensors: 15 We are but our memories. The past
HULL SYSTEMS dictates the future. That is the natural
HP: 8 E-Defense: 8 order of things.
Repair Cap: 4 Tech Attack: +1
AGILITY SP: 6 But if you have the strength, you can see
Evasion: 6 ENGINEERING the truth. That past, present, future,
Speed: 4 Heat Cap: 6 all are one. Cast the future as a memory,
and you can ensure it happens. Rewrite
TRAITS that memory, and it can change what
MEMORY HOLE happens.
• Gain 2 Overshield.
Paradox Chronofractal
Active (1 CP), Free Action
Until the end of the scene, you may accrue up
to three instances of Time Debt instead of one.
In addition, whenever you remove Time Debt,
you may teleport up to 2 spaces. Removing
Time Debt is not subject to duplicate action
limits.
[125]
LICENSE I: CHRONOFRAGMENT, Rewrite Memory
TEMPORAL MEMORIA 3 SP, Limited 2, Quick Action, Unique
Null Distortion
Main Cannon, Inaccurate, Smart, Seeking
[ 10] [1d6+2 ]
This weapon ignores Invisible. In addition, on
Invisible targets, the final attack roll for this
weapon can never be affected by .
[126]
MNEMOSYNE-Class NHP
3 SP, AI, Limited 1, Unique
Your mech gains the AI property and the Half-
Remembered Echo reaction.
Half-Remembered Echo
Reaction, 1∕round
Trigger: A character within Sensors is
destroyed, or an Echo fades away.
Effect: Spend a charge from this system to
create an Echo adjacent to where the triggering
character was.
[127]
HORUS
CRYSMAL
Controller∕Support
Kobold Variant
This variant can be taken at rank II of the Kobold license instead of the base Frame.
[128]
Art by Spiral_Joe
[129]
CORE STATS CORE SYSTEM
Size: 1∕2 Save Target: 11 PARANEMATIC RESONANCE
Armor: 1 Sensors: 8 The Crysmal is a natural vector for the
HULL SYSTEMS minerals that created it - it passively
HP: 8 E-Defense: 10 begins to reshape the molecular structure
Repair Cap: 3 Tech Attack: +1 of most inorganics around itself into
SP: 8 copies of the unique composition of the
AGILITY
ENGINEERING crystals embedded in it.
Evasion: 8
Speed: 4 Heat Cap: 6
These gemstones all retain a link to the
TRAITS Crysmal that created them, allowing
CRYSTALLINE INFECTION skilled pilots to influence their growth.
In this way, they can form a shell over a
1/round, when an object, Deployable, terrain
target - shielding them instead of
or character is destroyed within the Crysmal’s
Sensors, the triggering target shatters into a hindering their function.
cascade of glittering crystals in a 1 around
itself. Any hostile character within this burst Crystalline Shield
receives Lock On. Active (1 CP), Quick Action
An allied mech character within Sensors gains
REFRACTIVE BODY Grit+4 Overshield. Whenever a hostile
The Crysmal has resistance to . character reduces this Overshield, that
character gains Lock On. If they already have
Lock On, they take 2 instead.
VIRAL SHATTER
Whenever the Crysmal takes Structure damage, Efficient: This ability refunds 1 CP at the end of
it creates a Size 1 crystal shard in a free space any scene in which it’s used.
within Sensors. This terrain has 10 HP,
evasion 5, and grants hard cover.
MOUNTS
MAIN/
AUX
[130]
HA
CASTILLA
Striker∕Controller
Castilla frames are engines of destruction, designed to
remove fortifications out from around defenders if the
defenders can’t be removed from fortifications. It sends a
blunt message, that the attackers don’t even care enough to
capture things. They just want to annihilate it.
[131]
Art by Spiral_Joe
[132]
CORE STATS CORE SYSTEM
Size: 2 Save Target: 11 HELLFIRE EXCITATION
Armor: 2 Sensors: 10 Disengaging limiters, the Castilla can
HULL SYSTEMS draw upon the swarm's true power for a
HP: 8 E-Defense: 10 short time. It comes at a price, though,
Repair Cap: 3 Tech Attack: +1 as the nanites begin to consume the mech
SP: 6 from the inside as fuel.
AGILITY
Evasion: 6 ENGINEERING
Pyroclasm Overdrive
Speed: 4 Heat Cap: 7
Active (1 CP), Protocol
TRAITS For the rest of the scene, the Castilla gains the
following effects:
NANO-ADAPTIVE ASSAULT
Whenever you cause a hostile character to • The zones created by Ravaging Swarm last
make a Save, you may take 2 to change the until the end of the scene.
Save to your choice of a Systems Save or
Engineering Save. • The Castilla’s Nexus Weapons and
weapons with the Smart tag gain the
RAVAGING SWARM Overkill tag.
1/round, when a hostile character fails a save • Whenever a character fails a save caused
caused by the Castilla or the Castilla scores a by the Castilla, or the Castilla hits a
critical hit with a Nexus Weapon or a weapon character with a Nexus weapon or a weapon
with the Smart tag, it creates a puddle of with the Smart tag, you may push the
nanites in a 1 around the character, which triggering character 1 space in any
lasts until the start of the Castilla’s next turn. direction.
A hostile character that enters this zone for the • If the Castilla's suffers a reactor meltdown, it
first time in a round or ends its turn in the zone deals instead of .
becomes Impaired until the end of its next turn.
EXPOSED REACTOR
The Castilla has +1 on Engineering checks
and saves.
MOUNTS
MAIN HEAVY
MOUNT MOUNT
[133]
LICENSE I: EXIGENCY NANITES, Subjectivity Abrogation
MOLECULAR DISASSEMBLER 3 SP, Limited 2, Unique
[134]
Swarm Limiter Override
2 SP, Mod
Choose one weapon: It gains Smart. In
addition, whenever you make a damage roll
with this weapon and dislike the result, you may
take 2 , which cannot be reduced or
prevented in any way (even by Immunity), to
re-roll the entire damage roll (including dice
from critical hits). You must take the new value,
but may continue to take this damage in order
to re-roll again. Re-rolling damage does not
prevent from Overkill.
[135]
HA
JEANNE
Defender∕Support
Napoleon Variant
This variant can be taken at rank II of the Napoleon license instead of the base Frame.
[136]
Art by Spiral_Joe
[137]
CORE STATS CORE SYSTEM
Size: 1∕2 Save Target: 11 TRUEBLACK PROJECTION
Armor: 2 Sensors: 5 The normally diffuse shielding of the
HULL SYSTEMS Jeanne’s trueblack is able to be
HP: 6 E-Defense: 8 momentarily coalesced on itself or
Repair Cap: 3 Tech Attack: +0 someone nearby in order to create a
AGILITY SP: 7 barrier even more potent than the
Evasion: 8 ENGINEERING original Aegis.
Speed: 4 Heat Cap: 8
Unfortunately, this power soon burns out
TRAITS the focus relays, making it infeasible to
ANTIPOLARITY SHIELDING shield an army - or even one figure for
any length of time.
When you or an adjacent ally Brace, that
character gains Immunity to all effects of the
triggering attack except for damage and . That doesn’t tend to matter to the pilots
around the Jeanne, though. One moment can
ENTROPIC ARC mean the difference between death or an
impossible survival.
1/round, when you use a System with the
Shield tag as a quick or full action, an arc of
Focused Aegis
energy jumps from you. If the System targets an
Active (1 CP), Reaction
allied character, the arc jumps to the target,
otherwise it jumps to any allied character within Trigger: You or an adjacent character take
Sensors. damage
Effect: The triggering character becomes
The character the arc jumps to counts as
Immune to damage until the start of their next
adjacent to you until the start of your next turn
turn, including from the triggering effect.
for the purposes of your Traits, Systems, and
Talents, as well as Focused Aegis. They also
Efficient: This ability refunds 1 CP at the end of
gain +1 on the next Save or Check they
any scene in which it’s used.
make before the end of their next turn.
Note: Universal Compatibility can be triggered
MOUNTS by this ability even though free actions can
normally only be taken on your turn.
MAIN/
AUX
[138]