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CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT

GENERIC
John Lancer, LL 6
Celebrity
󰋙 /9
󰒙 0
10
 10
HULL AGI
󰁘 4
SYS
+3 ENG
SKILL TRIGGERS

+6 Assault +4 Charm +4 Invent or Create +6 Show Off


󰋙 󰋙 󰋙 󰋙
4 0 2 2

LICENSES
 HORUS Balor III  HORUS Minotaur III
TA L E N T S
EXECUTIONER

1/round, when you hit with a Heavy or Superheavy melee weapon, you can make another melee attack with the same
 weapon as a free action against a different character within Threat and line of sight. This attack deals half damage, if
successful.
The first time in a round that you perform a critical hit with a Heavy or Superheavy melee weapon, you deal 3 Kinetic
 damage to all characters and objects of your choice within Threat, other than the one you just attacked.

 1/round, when you miss with a melee attack, you reroll it against a different target within Threat and line of sight.
EXEMPLAR

The first time on your turn that you attack a hostile character within Range 3, hit or miss, you may give them the Exemplar’s
Mark as a free action. Characters can only have one Exemplar’s Mark at a time – new marks from any character replace
 existing marks.
The character has the Exemplar’s Mark until the start of your next turn, and while they have it, you gain the Valiant Aid
Reaction.
1/round, when the character with your Mark attacks a character within Range 3 of you, other than you, they trigger your
 Overwatch.
As a free action when you mark a character, you may challenge them in a duel to the death: you and the character with your
Mark receive +3 Difficulty on attacks against characters or objects other than each other until either the end of the current
scene or one of your mechs are destroyed. If they take any action that includes an attack roll against you, hit or miss, this
 effect ceases for them until the start of your next turn.
While To The Death is active, you cannot voluntarily move away from the character with your Mark; additionally, your Mark
lasts either until the end of the current scene or one of your mechs are destroyed, and you cannot Mark any new
characters.
BRAWLER

 You gain +1 Accuracy on all melee attacks against targets you are Grappling.
BRUTAL

When you roll a 20 on a die for any attack (sometimes called a ‘natural 20’) and critical hit, you deal the maximum possible
 damage and bonus damage.
NUCLEAR CAVALIER

 The first attack roll you make on your turn while in the Danger Zone deals +2 Heat on a hit.
CORE BONUSES
THE LESSON OF THINKING-TOMORROW’S-THOUGHT

When you hit with a tech attack, your next melee attack against the same target gains +1 accuracy, and its damage can’t be
reduced in any way.
AUTO-STABILIZING HARDPOINTS

Choose one mount. Weapons attached to this mount gain +1 Accuracy.


PILOT LOADOUT
HORUS BALOR OVERCHARGE
DEAD WIGHT +1󰈸 +1d3󰈸 +1d6󰈸 +1d6+4󰈸
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y

󰋙 󰋙 󰋙 󰋙 
4 0
STRUCTURE
2
HP
2
STRESS
󰂎/1 /6
H E AT

ATK
 /4

TECH ATK
󰋙 /23

SAVE SPEED E-DEF


 /4

EVASION SENSORS
󰈸 /6

LTD SYS
+3 +3 13 3 12 6 5 +1
FRAME TRAITS
SCOURING SWARM REGENERATION SELF-PERPETUATING

The Balor deals 2 kinetic to At the end of its turn, the Balor When you rest, the Balor regains
characters of its choice that start regains 1/4 of its total HP. When it full HP automatically and without
their turn grappled by or adjacent to takes stress or structure damage, REPAIRS.
it. this effect ceases until the end of its
next turn.
CORE SYSTEM
HELLSWARM
Your nanites switch into a hyperactive mode, causing the following effects until the end of the scene:
You and adjacent allies gain soft cover.
Scouring Swarm deals 4 kinetic, instead of 2.
Regeneration restores 1/2 of your total HP, instead of 1/4.
If you would take structure damage, roll 1d6: on 6, your mech hellishly pulls itself together, taking no structure damage,
returning to 1 HP, and gaining Immunity to all damage until the end of the current turn.
You become Shredded and cannot clear this condition for the duration.

PRIMARY / / L O A D O U T
MAIN MOUNT
HORUS MAIN NEXUS
Swarm/Hive Nanites
Range 5 |2 Kinetic Damage 2 Burn Damage Smart Seeking

HEAVY MOUNT
H O R U S H E AV Y M E L E E
Nanobot Whip
Threat 3 |2d6 Kinetic Damage
Smart

SYSTEMS

Swarm Body H O R U S S Y S T E M
󰫅Activate Swarm Body (Quick)
EFFECT
After activating this system, a burst 1 swarm is released at the end of your turn. Characters of your choice that start their
turn in the area or enter it on their turn must succeed on a Systems save or take 3 kinetic. This amount increases by +3
damage for each of your turns that you have remained stationary, up to a maximum of 9 kinetic.
This effect lasts until you move, including involuntary movement.
Unique Quick Action

Scanner Swarm HORUS TECH

You gain +1 accuracy on tech attacks against adjacent characters.


Unique

Interdiction Field H O R U S SYSTEM

󰫅Activate Interdiction Field (Quick)


EFFECT
When activated, this system creates a burst 3 field around you that lasts until it is deactivated as a quick action, and you
become Slowed for the duration. Hostile characters that start their turn within the affected area or that enter it for the first
time in a round must succeed on a Systems save or become Slowed until the end of their next turn. Only characters of your
choice within the field can teleport or consider the area of the field valid space for teleportation.
Quick Action
HORUS TECH
Viral Logic Suite
Logic Bomb (Invade)
EFFECT
All characters of your choice within burst 2 of your target must succeed on a Systems save or become Slowed until they end
one of their turns not adjacent to any character.
Banish (Invade)
EFFECT
Until the end of your target’s next turn, they take 2 heat for every space they voluntarily move, up to a maximum of 6 heat.
Unique Invade

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