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Helio LARS 2.0.2
Helio LARS 2.0.2
Mo 2 N
N
Unlimited
k ee
Only usable at the start
ve up to your Speed.
/TUR 1/TUR 1/turn at any time,
CCU C : d
p h gh
( )
straight line forward; or,
actions and movement.
ACT ION ACT ION to re per form an
Stacks KH.
x Ac .
Size upward + 1 forward.
Accuracy/Difficulty dice
i
Quick tion
D ff c
e tra
i i ult Terrain:
Falling: 3+ spaces, take
Y ou can break up your
cancel 1:1 before rolling.
RI AL
est
2x move cost to enter.
1 AP Kinetic per space.
Each Overcharge costs
C TIC HIT:
/
C
movement with actions,
Obstruction: Minimum 3, max 9.
F
an’t move an increasing amount
final result of 20+ (incl .
but can’t interrupt an
turn
ree actions
through objs/foes ≥ size.
Flight: Adjust altitude by
action with movement.
of Heat.
accuracy/difficulty): R oll
Usable anytime during
C ≤ Speed, per move. Flight 2x damage dice, K H .
LO 1 1d3 1d6 1d6+4
an’t end movement in
your turn. paths are nominal S: All actions require
3 R 6
L
other characters’ spaces.
1d : oll 1d , result/2.
Of R
Free actions, if available,
E ngagement: When
‘straight lines’. Immune ine Sight, measured
Ro
( eat cost resets
R
to Prone. Immediately edge to edge. is
can repeat other actions.
entering adjacency with
ll vs. target number:
upon Full epair.)
fall if you can’t / don’t broken by large terrain.
a ≥ size foe, your current meets beats.
M l e ee L OS / t h reat
ACC ./Diff.
Attacks R g
an ed
+ C v o er +
L OS
En g g
/
a
Ran
ement
ge
1d20 +GR T I VS THE IR EVADE
Ranged Only
C over is measured center to center, - - WEAPONLESS ATTACKS
and provided by terrain features.
OVER
S OFT C
EN A ED
G G Skirmish Barrage Inflict 1 knockback
SMALLER : Immobilized/dragged
Bonus D amage is granted by some weapon mount. 2 weapon mounts difficult, +1 Accuracy Initiator starts with ‘larger’ status.
NI IA OR
B Damage.
Adjacent Melee I T T
Free action
Quick action
each target. Multiple hits: 1 damage
Deals 1d6 Kinetic. 1d20 +H ULL v
1d20 +H ULL
C H C
s
roll applied to all targets
ACC ./Diff.
Tech actions
tech L OS / Sen s or Ran g e
1d20 +T . ATK VS THE IR E.DEF
Tech attacks
Some installed
Q - Fu ll Tech
h
additional uick
No Roll No Roll attac k
No roll Tec
Use/repeat 2 Quick
Ask G M for one: G rant a mech
Inflict the
Inflict 2 Heat and
Tech actions/attacks.
Techs as one action
Full Stats
+2 Acc urac y
Loc k -On condition.
an Invasion effect. (can’t move between
on their next
One piece of (Any attack can the techs). Or, use
Check or Save.
1 Default effect :
R G G L
hidden info consume a hostile one system with the
C +
+1 Accuracy).
turn.) ( an’t be stacked.) Target is Impaired
public info
Slowed until the end
quick-techs
NO
1 reaction/turn
REPEATS/ROUND
S ill
k check prepare
1d20 +HASE v Pick a trigger and an
s
10
1d20 +SKILL unused quick action
s S biliz R
Overwatch Brace
Pilot Skill Trigger to eaction until your
Boo t ta e When an enemy When taking
up to your speed.
C lear all Heat combat rules.
Using any other
and Exposed. .
immediately
damage/heat/burn.
R
prepared reaction
costs 1 R epair.
Dis ng g e a e
Skirmish against
t
threatening weapon.
R
default 1 Threat.)
R
Some installed only 1 quick action.
C
additional actions standard movement).
lear all Burn.
Deploying mines,
C lear a Hide S earch
drones, etc. is
Condition on
If in H C ard over, out
Sen s or s ,cont.checkS HULL, agility, systems, engineering
v
yourself or an
ofLOS, or Invisible:
1d20 Y
+S S s 1d20 +AGI Saves 1d20 +HASE
v
SAVE TARGET
usually/by default a
R
s
Q uick Action.
adjacent ally.
Become Hidden:
eveal a Hidden
Checks 1d20 +HASE
v
s
10
I ETIC
K N ENGAGED: Upon DANGER ZONE: While HIDDEN: See “Hide”. SLOWED: Can only LOCK ON: Incoming
ENERGY
entering adjacency with at ≥ half Heat: No innate Can’t be targeted (except take Standard Movement; attack can consume for
EXPLOSIVE
a ≥ size foe, current effect.
by AOEs). Ends upon no boosts/special moves.
+1 accuracy (foes only).
BURN: AP, accrues. movement halts and is EXPOSED: 2x taking any combative IMMOBILIZED: Can’t SHREDDED: Disables
lost. While adjacent to a
End of Turn: vENGI check.
Incoming Kinetic, action, Boosting, forcing voluntarily move (can be Armor and Resistance.
1d20 +ENGI s 10 Foe, take +1 Difficulty to Explosive, Energy dmg. a save, or losing cover.
involuntary moved).
IMPAIRED: Gain 1
Succeed: Clear all burn. ranged attacks.
before reductions.
INVISIBLE: Incoming STUNNED: Can’t move Difficulty on all
Fail: take AP damage PRONE: Slowed, all SHUT DOWN: See attacks have a 50/50 or act (no overcharge). attacks/saves/checks.
all non-intangibles.
Pilot actions
ACC./Diff.
1d20 +GRIT
See : mech a ctions Reaction
In case
Fight J ockey Boost Skill v check
1d20 +SKILL s
Overwatch of injury
Upon losing
MELEE OR RANGED Adjacent contested Get extra movement 10 When an enemy all pilot hp
1d20 +GRIT sv Their EVADE 1d20 +GRIT sv 1d20 +HULL up to your speed. Use a Pilot Skill starts movement
Use a Pilot Weapon. Begin riding a mech; Trigger to take 1d6
inside your Threat,
Inflict 1. May Inflict 1 significant action 6 Return to 1 HP.
mount ENEMY MECH of LOS, or Invisible:
turn, you ignore 1d20 +GRIT s SAVE TARGET
Adjacent MECH Full action cont.check Become Hidden: you Reveal a Hidden
Engagement and Checks
Enter your Mech.
1d20 +GRIT v
s 1d20 +HULL can’t be targeted.
character in
don’t provoke 1d20 +GRIT sv 10
YOU
to shake you off. (AOE attacks/effects LOS / Range 5. Reactions. Contested Checks
Allied mechs/vehicles
may also let you aboard. FREE ACTION Jump off. may still hit you.) 1d20 +GRIT sv 1d20 +HASE
Emergency procedures
dismount Eject Shut Down Boot Up Self-destruct
Adjacent free space As a Pilot, fly 6 Clear all Heat and Clear the Shut Down Set a countdown for
Exit your mech
spaces in a line out Exposed. End any AI condition as your either the end of your
as a Pilot.
and away from your Cascades. End all mech powers on. next turn or the end
(Your mech and pilot mech.
effects caused
of your second next Your mech
share an action pool, Your mech is by Tech Actions.
turn. When the
unless your mech is countdown ends, Your explodes. It is
under AI control.) Impaired, and it can’t A Shut Down mech is annihilated, and
eject again, until you Stunned + immune to mech experiences a
anyone inside dies.
KL
keep lowest
Destroy a
Exposed
2-4
System You choose the system or mount.
until manually cleared
2-4 4+
1d6 Destroy a
2
STRESS
(You can’t choose to 1
* Misprinted in the core
book as a ‘Free Action’.