Professional Documents
Culture Documents
74cd154b-ec5d-40ca-842d-f833dcec32e6
74cd154b-ec5d-40ca-842d-f833dcec32e6
By
Ralf Ziegler
Editing
Melody Watson
Layout
Minerva McJanda
Cover
Tom Bloom
Illustrations
Characters: Cygthera, Maps: SIEGEFAULT, Alternate Frames: Cosmixian,
Environments: Tom Finnbar Carroll, NPC Mechs: Norgad
Playtesting by
Vynne Montgomerie, Riley C. Jensen, Lionel "Electrum" C.,
Silverhand & all of Interpoint Station
Special Thanks
Bethan Hopkins
CONTENTS
INTRODUCTION 4
HAVELBURG 6
THE CITY OF PORT CONROY 7
MAJOR CHARACTERS AND FACTIONS 9
MISSIONS AND BEATS 16
STORY OVERVIEW 17
PART 1 18
BEAT 1: DELAYS 19
BEAT 2: INVESTIGATING THE ABDUCTION 22
DOWNTIME 1: GETTING READY 28
COMBATS IN DUSTGRAVE 31
COMBAT 1A: BLOODSPORT 33
COMBAT 1B: DUSTBRANDED 36
BEAT 3: MAGENTA RED 38
COMBAT 2A: A MAGENTA FAVOR 40
COMBAT 2B: IN THE TALON’S GRASP 42
COMBAT 3: ELEVATOR PITCH 44
BEAT 4: RESULTS 46
PART 2 47
BEAT 5: DUSTGRAVE 48
BEAT 6: LEONORA’S STORY 49
DOWNTIME 2: DRAMATIC TENSION 52
COMBAT 4: MESMERTRANCE 54
COMBAT 5: SUFFERING ON AN INDUSTRIAL SCALE 56
BEAT 7: NHP RESEARCH LAB 58
BEAT 8: FINISH LINE, A MEETING 60
COMBAT 6: TRANSCENDENCE 61
BEAT 9: REUNITED 65
COMBAT 7: BACKSTABBING BIRDS (OPTIONAL) 67
LIFE AFTER DUSTGRAVE 69
APPENDIX 70
SECTION 0 // Introduction
[4]
OVERVIEW BOOK STRUCTURE
Dustgrave is a two-part mission series for Lancer. This book includes the Dustgrave mission series,
Players take on the roles of mech pilots investigating encompassing LICENSE LEVELS (LL) 2–4.
a missing person in the city of Port Conroy, capital of
the world of Havelburg. This mission series is intended Dustgrave assumes that both the GM and the player
for groups at LICENSE LEVEL (LL) 2, though it can be are familiar with Lancer, this is not an introductory
adjusted for higher tiers. adventure. The structure of the mission series –
missions, enemy combatants, downtimes, and oppor-
The events of Dustgrave begin following the abduction tunities to perform FULL REPAIRS – are all designed
of Emily, the shipboard NHP of the merchant ship according to the narrative outlined in this book, but you
Dynast’s Embrace. The ensuing investigation will see should always make adjustments or changes based
the player characters (PCs) sent all over the spaceport on the expectations of your group.
city of Port Conroy. A layered city, Port Conroy is full
of unique characters and points of interest. While its Dustgrave is comprised of several missions and a
lower levels are safe and bustling, the pilots will have number of important story moments, called beats. In
to exercise caution when venturing higher. Dust- addition to marking the passage of time, beats create
choked and borderline inhospitable since the the structure for a story that progresses alongside the
“Disaster”, a freak orbital mining accident, the upper PCs. It’s not necessary to stick exactly to the beats
levels of the city have since been abandoned by the presented in this book – especially if you’re an experi-
authorities, becoming a place for crime syndicates and enced GM – but for the best play experience we recom-
gangs to flourish. mend keeping to the structure presented in this book.
Navigating these spaces and environments will provide Each mission opens with a briefing that provides a
unique challenges in the group’s quest to uncover what rundown of the mission’s parameters, beats, and
happened to Emily. goals. Likewise, each mission is followed by a period
of downtime. Dustgrave takes place over a few days
NHPs – non-human persons – like Emily are and while some adjustments can be made to the time-
similar to advanced AI systems frame, the narrative is relatively fast-paced.
(see Lancer, p. 381–382).
SECTION 0 // Introduction
[5]
HAVELBURG
Havelburg is a world far from Union’s core space, a Eye protection and breathing apparatuses are now as
mining world owned and operated by the IPS-Northstar commonplace for Havelburgians as umbrellas might
(IPS-N) conglomerate. It receives little attention on the be on worlds where rain regularly falls . While the
grand galactic stage and while some would call it a Disaster itself spared the major population centers,
backwater, it nevertheless supports a rare combination some still had to be abandoned as a consequence of
of extensive deep-core and orbital mining operations. localized heavy dustfall. These abandoned, ruined
The latter are mainly restricted to the particles and places – called “dustgraves” – give off an eerie atmo-
debris that orbit the world in a complex ring system. sphere to any who venture into them. Seemingly frozen
in time; their buildings and spires still stand, slowly
Before the Disaster, Havelburg was a tumultuous world drowning in ever-increasing layers of sediment.
with vast jungles and several active volcanoes protrud-
ing from great ashen deserts. All of this was spread While IPS-N subsequently launched a thorough invest-
across a single continent. While the world’s ecosystem igation into the Ganymede Incident, the fact that most
never evolved past semi-aware plant life, it had a very debris from the station itself burned up in the atmo-
diverse range of flora. Now, Havelburg’s jungles are sphere made it night impossible to pinpoint the cause
ruined – its plants dying, suffocating, and decaying, of the malfunction. Regardless, the corpro was heavily
turning the jungles into festering swamps of decaying fined and has since vastly improved maintenance and
matter. Where Havelburg was once a warm and humid safety protocols for all orbital ring mining platforms
world, temperatures have dropped considerably over orbiting Havelburg.
much of the surface as its poles have expanded. Life
further away from the equator has become all but
impossible. PORT CONROY
Nestled between a series of protective mountain ridges
While Havelburg is inhabited – mostly by workers, lies Port Conroy, Havelburg’s largest spaceport and
miners, and other IPS-N company representatives – capital. From here, multimillion-ton freighters in orbit
settlements are sparse and few and far between, doub- are loaded with the precious ores and minerals that are
ling as mining camps and smelting factories. The few mined on Havelburg each day. Compared to the
cities sprinkled across the planet are comparatively surrounding settlements, Port Conroy is massive and
small and lack the amenities one might expect on the it is here that most offworlders can be found. While the
Core worlds. This is especially true since the Ganymede thick layers of dust and extensive damage mean that
Incident – more commonly known as “the Disaster”. Port Conroy’s upper layers are almost exclusively used
by shuttles and cargo haulers, its lower layers are still
a bustling metropolis sporting over three million inhab-
THE DISASTER itants and populated by diverse people from all over
To talk about Havelburg is to talk about the Disaster – the galaxy.
a cataclysm that wracked the planet 10 years ago,
changing the lives of the inhabitants in ways that will Lower Conroy, protected by heavy environmental
resonate for many decades to come. It all started when shielding and dug into the sturdy bedrock of Havelburg,
mining station Ganymede 362-5, located in close orbit, reaches miles underground. Minus an open sky, it is
suffered a sudden, inexplicable reactor core malfunc- almost indistinguishable from any other city of its size
tion. The resulting explosion, coupled with the massive that could be found in a more orthodox place. Upper
amounts of debris it generated, culminated in a Conroy, on the other hand, is almost identical to any
dramatic fallout across the world’s surface. While the of the dustgraves that mark the planet’s surface. While
initial impacts were the most devastating, minor orbital not entirely abandoned, the upper layers of the city are
debris regularly showers the world to this day. no longer patrolled by the local authorities – the Port
Conroy Port Authority (PCPA). As a result, these
For a time, these impacts – coupled with the vast plains layers have become a breeding ground for organized
of volcanic ash covering Havelburg – enveloped the crime, gangs, and other illicit activities. The general
world in massive dust storms. “Dustfall” has since population (and especially offworlders) are advised
become a regular occurrence, leading to significant against venturing into Upper Conroy. Despite that, the
environmental and societal changes over the past years. upper layers are still frequented by thrill seekers and
those looking for merchandise less than legal by plan-
etary and Union standards.
SECTION 0 // Introduction
[6]
INTRODUCTION
THE CITY OF PORT CONROY
While the buildings of Upper Conroy are slowly crumbling
LOWER CONROY under ever-growing amounts of dust, it has become
Bustling and sprawling, Lower Conroy is dug deep into
home to Port Conroy’s criminal “Upper underworld”.
Havelburg’s bedrock. Vast subterranean chambers
This is partly due to its proximity to the surface-level
and corridors, streets, and even parks, are all
spaceport, its landing and launch pads just above
constantly illuminated by pale floodlight suns installed
Upper Conroy, as well as its de facto status as a lawless
in the ceilings.
zone. This has encouraged smugglers to offload their
merchandise here, where it is either stored to be picked
Administered and supervised by IPS-N, Lower Conroy
up by different ships or distributed directly and
is undoubtedly the safest, cleanest, and most environ-
discreetly throughout the city.
mentally secure place on Havelburg since the Disaster.
Even so, it doesn’t hold a candle to the amenities and
If you’re looking for anything illicit on Havelburg,
services available in the heart of Union space. Connec-
chances are you can probably find it in Upper Conroy.
ted to the various launch and landing pads on the
surface via ultrafast elevators, it has become a maze
of corridors and hallways. Once a glorified compound
for warehouses, manufacturing plants, and smelters,
SURFACE
The Surface is just that – those external parts of Port
it has evolved into a city with over three million inhab-
Conroy originally designed as a spaceport. Landing
itants. Most people whose settlements became dust-
and launchpads stretch on for miles over an enormous
graves found refuge in Lower Conroy’s cavernous halls,
flat plane constantly patrolled by blow drones, their
quadrupling the city’s population in just a few years
large frames outfitted with oversized fans, perpetually
after dustfall became commonplace.
working to clear the spaceport of any dust that might
impede the constant stellar traffic. While this ensures
While this transitional period posed many problems,
that the flow of ships is never disrupted, it also
the people of Havelburg showed remarkable unity in
compounds the problems of Upper Conroy, which
the face of a crisis. This, coupled with generous IPS-N
receives the runoff cleared from the spaceport
funding and material support, has stabilized the situ-
premises.
ation for the population.
With ships and freighters coming and going every day,
Port Conroy has, despite the hardships of recent years,
UPPER CONROY maintained its status as an important economic asset
Upper Conroy is Lower Conroy’s opposite. Built close
for IPS-N’s mining branch.
to and on the surface of the planet, it lacks the environ-
mental protection needed to withstand the near-constant
Overseen directly by the PCPA, the spaceport is tech-
dustfall. While some people still live here, they are few
nically a different jurisdiction to Lower Conroy and is
and far between and usually have their own reasons for
often seen as somewhat stricter. In addition to providing
doing so – often tied to the fact that law enforcement
law enforcement, the PCPA governs all traffic to and
has long since abandoned the upper layers of the city,
from orbit, as well as the convoys that bring resources
leaving a vacuum filled by gangs and criminals.
from all over the planet. If Port Conroy is the heart of
Havelburg, its surface-level facilities and the PCPA are
Not quite a dustgrave, the oppressive external envir-
what make it beat in the first place.
onment nevertheless makes itself known throughout
the upper levels. Going outside without a breathing
apparatus is all but impossible and streets are often
blocked off by dunes of dust, constantly reshaping the
layout of Upper Conroy. Having fallen into disrepair
over the past decade, most elevator shafts connecting
the upper levels have long since broken down. They
can still be accessed via various maintenance shafts
and hatches which, while nominally locked and sealed,
are too numerous to permanently secure.
SECTION 0 // Introduction
[7]
LOCATIONS OF PORT WHAT IS AN NHP?
CONROY BY DISTRICT NHPs or “non-human persons” are uncanny
parallel-space intelligences that first emerged in
LOWER CONROY
the wake of the entity known as MONIST-1, or RA.
Garfields: Interplanetary chain restaurant pretending
Since then, a range of NHPs have evolved, been
not to be. Mainly known for its variety of fusion pasta
created, or been developed for specific purposes.
dishes. This franchise is owned by Juan Tismon, who
was a miner and prospector in a previous life.
While NHPs are widely used in various roles once
occupied by machine-mind AIs, they must first
UPPER CONROY
undergo a process called “shackling”. Shackling
Dustmarket: Gray- and black-market bazaar. Vendors
dramatically limits both the perspective and
wrap themselves in flimsy enviro-tents to protect them-
intelligence of an NHP and puts them into a more
selves and their wares from the near-constant dust
human frame of mind. Thus limited, they are used
showers. Almost anything can be found here, including
in a variety of tasks and services and are often
milspec gear.
put into administrative or military roles.
Crater Pit: Created five years ago when a large piece
NHPs are contained in physical containment
of space debris struck the upper surface of Port Conroy,
devices called caskets. For all intents and purposes
penetrating multiple layers of the city before coming to
the casket is the NHP’s body. If an NHP’s casket
rest. While the entry point has since been fixed from
is destroyed, the version of that NHP contained
the surface, the damage to Upper Conroy was never
within perishes as well – provided no backup
repaired. Today, the Crater Pit is used as an under-
exists.
ground mech gladiatorial pit where daring pilots vie for
the favor and admiration of the Upper underworld.
While caskets have no sensory attachments or
limbs, they are often installed within whatever
Velvet House: Probably the cleanest place in Upper
machinery the NHP is assigned to govern and
Conroy. A gambling establishment near the Crater Pit,
control. While this means they inherently lack
operated with an iron fist by Magenta Red and her
bodily autonomy, many NHPs have “physical
syndicate. Probably also the safest place to be, so long
bodies” in the form of subalterns, ships, or mechs.
as you don’t cross her.
All NHPs must regularly undergo a process called
Outskirts: The dilapidated outskirts of Upper are in
“cycling”. This process maintains their shackling
even worse shape than the rest of it due to greater
and prevents them from shedding their imprinted
exposure to the environment. Magenta Red and her
conditioning by slowly thinking themselves out of
crew tend to avoid these areas, and they have deteri-
it. Cycling is a necessary process to keep NHPs
orated into an anarchic dystopia of gang violence and
shackled and safe – it essentially resets them to
worse.
their original state. While this does not necessarily
result in the loss of memories or personality, it
SURFACE
can if backups aren’t used in the cycling process.
The Tower: Headquarters of the PCPA; the nerve
center of Port Conroy’s vast surface spaceport.
Shackled NHPs are unaware of the fact that they
are shackled. Their mental imprinting prevents
Dynast’s Embrace: The ship that was supposed to
them from fathoming their unshackled beings –
get the PCs off Havelburg, currently stranded on its
even if they were conscious of their shackles, they
launchpad after the abduction of its NHP.
would be averse to the idea of unshackling.
Creighton’s Printshop: Extensive printing facility,
NHPs willingly serve their human companions in
usually used in the repair of ships; it offers its services
countless ways and many are designed for specific
to private individuals as well. Does some shady busi-
tasks. Since their emergence, they have become
ness right under the PCPA’s nose, supplying Upper
an integral part in human society. Despite this,
Conroy and especially the Magenta Syndicate with
they do have free will and are considered and
whatever printed parts they require to keep their
treated as full persons for all intents and purposes.
machinery operational.
For more on NHPs, see Lancer, p. 107, 381–382.
SECTION 0 // Introduction
[8]
MAJOR CHARACTERS AND FACTIONS
MAJOR CHARACTERS
AND FACTIONS
PERSONS OF INTEREST
There are several characters that the PCs will engage
with in during their time in Port Conroy, the most import-
ant of which are listed here.
EMILY SHE/HER
Serenada-Class Shipboard NHP
Emily is the shipboard NHP for the Dynast’s Embrace,
abducted during the ship’s stay at Port Conroy. The
PCs will have to investigate the crime and follow any
leads they may uncover in order to find and ultimately
retrieve her. Emily is a very old NHP who has been
installed in the Dynast’s Embrace since it was first put
into service and has since been cycled several times.
She still feels a strong attachment to her post and posi-
tion as the guiding hand of the ship, knowing that the
crew and especially Lyran rely on her to safely travel
from world to world. Taking joy in her mission and well
regarded by the crew, she is the heart and soul of the
ship, figuratively and literally.
SECTION 0 // Introduction
[9]
JUAN TISMON HE/HIM HORTON CREIGHTON HE/HIM
MAGENTA RED SHE/HER
Ordinary Pasta Cook Printshop Owner
Criminal Mastermind
An elderly former miner and Horton Creighton is an IPS-N
The “Queen of the Upper Under-
prospector, Juan is now the owner company man through and
world”, Magenta Red is the owner
and cook of the local Garfields through and the owner-operator of
of the Velvet House casino and
restaurant. He loves to regale Creighton’s Printshop. He appears
head of the Magenta Syndicate
eager listeners with grand tales to be a hologram, and is actually a
that controls most of Upper
about Havelburg and his exploits homunculus – an artificial facsimile
Conroy. She is a former Harrison
as a miner in the days before the of the real Horton Creighton, who
Armory legionnaire and genetically
Disaster, when “things were easier”. died 20 years ago. He oversees the
modified to the extreme. Eight feet
He misses the good old days but printshop via a planetary legal loop-
tall and muscular, she relies on
is in no shape to even lift a plasma hole and does a good job, so no
constant stim injections to keep
drill at this stage in his life. Juan one’s looking to change that.
her hyperactive metabolism in
will help the PCs by giving them Nominally attached to the PCPA,
check. Anyone dealing with
the lay of the land over a tasty Creighton is a somewhat sleazy
Magenta should be careful. She is
pasta dish and has things to say individual who constantly exudes
ruthless, and will terminate any
on a multitude of topics (see p. 25). used-car-salesman vibes. He
who cross her path.
Despite his apparent age and always tries to upsell clients on
somewhat slobby appearance, “the newest IPS-N product”
Juan is sharp and well connected, instead of whatever they came to
able to get intel for the group print in the first place. Creighton
should they be interested and has secret ties to Magenta Red
friendly. and her crime syndicate, supplying
them with whatever they need in
exchange for cold, hard manna.
SECTION 0 // Introduction
[10]
MAJOR CHARACTERS AND FACTIONS
DURST SLAUGHTER HE/HIM
Gang Leader
Durst Slaughter leads the Dust-
branded, one of the many brutal
gangs occupying the outskirts of
Upper. Hopped up on stims most
of the time, he and his crew have
ambitions of one day toppling the
Magenta Syndicate and gaining
control of Upper. Hopelessly
outclassed, he and his men utilize
old mining and industrial frames to
defend the meager territory they’ve
carved out for themselves.
SECTION 0 // Introduction
[11]
FACTIONS
PORT CONROY PORT AUTHORITY (PCPA)
THE DUSTBRANDED
The PCPA is the IPS-N body responsible for the security
The Dustbranded are a group of ex-miners that, dissat-
and spaceport management of Port Conroy. While the
isfied with their previous station in life, sought to get
people of the PCPA do a good job keeping Port Conroy
away from it all in Upper Conroy. A gang of misfits and
running, they are poorly equipped to deal with the day-
miscreants, they have carved out a small empire for
to-day social challenges of a city the size of Port
themselves in the outskirts.
Conroy. While the PCPA’s reps, on a human level, under-
stand that the Dynast’s Embrace won’t go anywhere
Relying on brute strength and their salvaged mining
without its installed NHP, they are nevertheless pushing
and construction mechs to hold onto their territory and
Captain Stavros to resolve the situation as soon as
defend it against other, similarly outfitted gangs oper-
possible, urging him to install a new unit to get the
ating on the outskirts, the Dustbranded are very hostile
ship’s parking space cleared.
to outsiders intruding on their turf.
The PCPA is aware of NHPs disappearing in and around
Near-constant stim abuse, coupled with the horrifying
Port Conroy and will gladly work with the PCs to resolve
environmental conditions in the Upper outskirts have
the issue. The leading suspicion is that the Magenta
had a severe impact on most of the Dustbranded,
Syndicate is behind the abductions.
rendering most of them short-tempered hooligans
looking for a fight. Despite this (or maybe because of it),
MAGENTA SYNDICATE
the Dustbranded see themselves as the rightful rulers
Rulers of the Upper underworld, the Magenta Syndicate
of Upper Conroy. They would like to topple the Magenta
picked up the pieces when Upper Conroy was aban-
Syndicate and take over; a foolish notion, considering
doned by the rest of Port Conroy. While no one is sure
the vast gap in power between the two factions.
where its leader, Magenta Red, came from – and most
are smarter than to ask her – it's exceedingly clear that
Clashing with Syndicate operatives every now and then,
she has or had ties with Harrison Armory. Becoming
the Dustbranded represent little more than an annoying
the de facto leader of Upper when she showed up with
mosquito to Magenta Red. That said, if annoying
five Shermans and a small platoon of well-equipped
enough, even a mosquito will one day warrant swatting.
and trained soldiers, Magenta took the reins with an
iron fist and filled the power vacuum left by the
THE TALONS
absence of authority.
The Talons are a group of mercenaries hired by SSC to
covertly retrieve Dr. Victor Virga after he defected from
While the Magenta Syndicate is involved in all manners
the company over a decade ago with some very sens-
of illegal activity, from drugs and racketeering all the
itive research in tow. After several previous clashes
way to human trafficking, most people that still populate
with Virga in orbit above Havelburg, the Talons thought
Upper see having the Syndicate in charge as preferable
he had died. Learning about the recent NHP abductions
to the total chaos that has overtaken the outskirts.
surrounding the planet, it quickly became clear that
Having it has grown much since its initial outing, the
Virga had survived their previous encounter.
Magenta Syndicate is always taking on new members,
be they street urchins, dissatisfied miners, or spacers
Infiltrating the city using jet-black IPS-N frames, the
down on their luck.
Talons’ cover story is that they have been hired by IPS-
N to investigate the abducted NHPs. The Talons are
These days the Syndicate has become such a powerful
out to settle the score with Dr. Virga and accomplish
force in Port Conroy that, even if the PCPA were inter-
their mission here on Havelburg. They will do what it
ested in taking it out, doing so would likely plunge the
takes to see it through and will obliterate anyone
whole city into chaos.
standing in their way.
The unspoken agreement between both parties is
simple: the PCPA don’t bother the Syndicate and will,
in fact, turn a blind eye to its activities so long as the
Syndicate keeps the Upper underworld somewhat
stable and doesn’t pull anything that might force the
PCPA’s hand.
SECTION 0 // Introduction
[12]
MAJOR CHARACTERS AND FACTIONS
RELATIONSHIP CLOCKS
The relationships between the PCs and the various Over the course of the mission series, the PCs will be
non-player characters (NPCs) and factions they meet able to receive bonuses (or have them denied), based on
in Port Conroy play a significant role in Dustgrave. To the relationships they have with various groups and
represent and track these relationships, various clocks people. Alliances, unique equipment, and so on, may all
should be prepared. be tied to progress on relationship clocks. If a relationship
clock is reduced to 0 segments, the entity in question
Each relationship clocks is divided into 10 segments, won’t want anything further to do with the group. Any
representing how positive or negative the relevant indi- future involvement with them will be basically impossible.
vidual or group is toward the PCs. When first interacting
with an important character or faction, set out a clock Relationship clocks should also provide opportunities
and fill out the starting number of segments (see the for players to roleplay with the various characters of
relationship clocks listed below). These clocks will go Port Conroy. GMs are encouraged to, at their own
up or down based on the group’s attitude and actions discretion, add or subtract from relationship clocks
toward these entities. A range of factors can affect based on any interactions between PCs and NPCs. This
clocks, including performance during mech combat. section outlines the relationship clocks for all major
NPCs and factions, including fixed events that will influ-
Once a clock has been introduced, it should be visible ence the clocks and the benefits the PCs might gain.
to the players. Don’t track the progress of clocks in real
time; instead, fill in or clear segments at the end of EXOTIC GEAR
each scene in which the group has interacted with the Each of the following factions and NPCs will offer the
relevant entity. PCs a piece of EXOTIC GEAR by the time DOWNTIME 2
rolls around, provided they have good enough stand-
ing with the entity in question.
LY FR
D
O
N
10 1
ST
IE
FR
9 2
8 3
7 4
6 5
NEUTRAL
SECTION 0 // Introduction
[13]
LYRAN STAVROS MAGENTA RED PORT CONROY
CREATION OF RELATIONSHIP CREATION OF RELATIONSHIP
PORT AUTHORITY
CREATION OF RELATIONSHIP
CLOCK CLOCK
CLOCK
◇ Agreeing to take on the case ◇ Agreeing to enter an alliance
◇ Agreeing to work with the
of the missing NHP, Emily. with Magenta Red.
PCPA after during their
Relationship clock starts at 6. Relationship clock starts at 3.
investigation in BEAT 2:
INVESTIGATING THE ABDUCTION.
EVENTS THAT INCREASE EVENTS THAT INCREASE
Relationship clock starts at 2.
THE CLOCK THE CLOCK
◈ Uncovering the mystery of ◈ One of the PCs is abnormally
EVENTS THAT INCREASE
how Emily was abducted (+1). buff (+1, once only).
THE CLOCK
◈ Retrieving the subaltern from ◈ Defeating Brutus in COMBAT
◈ Gaining an audience with
Upper and pinpointing the 1A: BLOODSPORT (+1).
Magenta Red, recording the
source of the MesmerTrance ◈ Victory against the
meeting, and handing the
virus (+2). Dustbranded in COMBAT 1B:
tape to the PCPA (+2).
◈ Retrieving Emily (+10). DUSTBRANDED (+1).
◈ Informing the PCPA about the
◈ Destroying Durst Slaughter’s
number of mechs possessed
EVENTS THAT DECREASE mech in COMBAT 2A: A
by the Magenta Syndicate
THE CLOCK MAGENTA FAVOR (+2).
(five Shermans and several
� Losing one or more mechs in ◈ Success in COMBAT 2A (+1).
industrial frames; +3).
combat, requiring funds and – ◈ Informing Magenta Red who
◈ Informing the PCPA that a
more importantly – time to print is behind the NHP
subaltern infected with a
a new mech (-3, can occur abductions (+1).
virus is behind the NHP
multiple times). This does not ◈ Carrying out a favor for the
abductions (+1).
apply if one of the PCs wishes Magenta Syndicate during a
◈ Informing the PCPA about
to print a new mech during a downtime action (can be
the source of the
FULL REPAIR, only if a mech done multiple times) (+1).
MesmerTrance (+2).
was lost in combat.
EVENTS THAT DECREASE
EVENTS THAT DECREASE
BENEFITS THE CLOCK
THE CLOCK
Lyran Stavros is willing to fund the � Acting disrespectfully when
� Committing crimes that the
PCs’ investigation here on speaking with Magenta Red
PCPA is likely to find out about
Havelburg, seeing them as the only (–1, can occur multiple times).
anywhere but Upper (–1, can
way to retrieve Emily. He will � Failing to destroy Durst
occur multiple times).
continue to work with the PCs Slaughter’s mech in COMBAT
� Siding with the Magenta
unless his relationship clock 2A (–2).
Syndicate instead of only
reaches 0, at which point he cuts � Failure in COMBAT 2A (–1).
gathering information to give
ties with the group, seeing them as � Siding with the PCPA to bring
to the PCPA (–10).
incompetent and effectively end- down Dr. Virga (–10).
ing the mission series. The players
BENEFITS
may wish to continue with the BENEFITS
If the PCs are friendly with the
investigation or other activities on If the PCs are friendly with
PCPA after informing them that
Havelburg, but unless they retrieve Magenta Red after telling her the
they know the source of the
Emily, Lyran will be done with them. location of the person behind the
MesmerTrance virus, they may ally
NHP abductions, they may become
themselves with PCPA forces.
allies with her. See BEAT 6:
EXOTIC GEAR See BEAT 6: LEONORA’S STORY
LEONORA’S STORY (p. 51) for details.
If the PCs are friendly with Lyran (p. 51) for details.
Stavros at the beginning of DOWN-
TIME 2 they gain access to the EXOTIC GEAR EXOTIC GEAR
MADRIGAL BOARDING CARAPACE and If the PCs are friendly with If the PCs are friendly with the
its accompanying line of pilot Magenta Red at the beginning PCPA at the beginning of DOWN-
equipment (p. 75), specialized of DOWNTIME 2, they gain access TIME 2, they gain access to the
gear designed for boarding to the COCKPIT-INTEGRATED STIM SHOCK BATON weapon (p. 74).
actions, which is safely stored PUMP system (p. 73).
in the Dynast’s Embrace’s
armory.
SECTION 0 // Introduction
[14]
MAJOR CHARACTERS AND FACTIONS
LEONORA MCGRATH HORTON CREIGHTON JUAN TISMON
CREATION OF RELATIONSHIP CREATION OF RELATIONSHIP CREATION OF RELATIONSHIP
CLOCK CLOCK CLOCK
◇ Agreeing to enter an alliance ◇ Meeting with Horton Creighton ◇ Agreeing to take on the case
with the Talons. Relationship in his printshop, likely during of the missing NHP, Emily.
clock starts at 5. the investigation in BEAT 2: Relationship clock starts at 6.
INVESTIGATING THE ABDUCTION.
EVENTS THAT INCREASE Relationship clock starts at 5. EVENTS THAT INCREASE
THE CLOCK THE CLOCK
◈ Letting the Talons investigate EVENTS THAT INCREASE ◈ One or more PCs
the subaltern (+1). THE CLOCK compliments Juan’s food (+1).
◈ Showing trust by installing the ◈ At least one PC pilots an IPS- ◈ Keeping Juan in the loop
MesmerTrance Dampeners N mech (+2). about the investigation and
(+1, only if all PCs install them). ◈ A PC that previously piloted a any findings (+2, awarded
◈ Defeating Dr. Virga (+3). mech from a different when you feel the group has
manufacturer decides to print divulged something useful).
EVENTS THAT DECREASE and pilot an IPS-N mech (+2).
THE CLOCK ◈ Clearing the glitch affecting EVENTS THAT DECREASE
� Killing a Talon pilot during Horton, allowing him to THE CLOCK
combat. If the PCs don’t perceive the real status of � Juan is very kind and good
explicitly kill a pilot, it is Maintenance Crew 56A (+5). natured – unless the PCs do
assumed they instead ejected ◈ A PC picks an IPS-N license something extreme like burn
and fled the battlefield (–2; if upon gaining an LL (+1). his restaurant down or
this would lower the threaten him, his relationship
relationship clock to 0 an clock will never decrease.
alliance won’t be proposed in EVENTS THAT DECREASE
BEAT 6: LEONORA’S STORY.) THE CLOCK BENEFITS
� Figuring out and confronting � A PC prints out a HORUS Juan can be a rich source of
the Talons about the fact that mech (–3). information for the PCs. He is
they don’t work for IPS-N and � Making disparaging comments knowledgeable about most things
that the PCPA has no about IPS-N and IPS-N Havelburg and Port Conroy. If the
knowledge of them operating licenses in Horton’s presence group requires information pertain-
on the planet at all (–2). (–1, can occur multiple times). ing to their investigation, the city
� Refusing to hand over Dr. or its inhabitants, Juan is more
Virga’s research material, BENEFITS than happy to provide it to them.
including all NHP caskets, to Even if the relationship clock with
the Talons (–10). Horton reaches 0, he will continue
EXOTIC GEAR
to provide printing services for the
If the PCs are friendly with Juan
BENEFITS PCs; however, he will internally
Tismon at the beginning of DOWN-
The Talons will always offer the blacklist the group, flag them to the
TIME 2, they gain access to the
MesmerTrance Dampeners, even PCPA for review, and only interact
BLAST PICK weapon (p. 74). This
if they are frosty toward the PCs. with them if necessary.
is the very same mech-sized
pickaxe that serves as decoration
If the Talons are friendly toward
in the Garfields.
the PCs at the end of COMBAT 6:
EXOTIC GEAR
TRANSCENDENCE (p. 63) and the PCs
If the PCs are friendly with
don’t contest the Talons cleaning
Horton Creighton at the beginning
up the aftermath of Dr. Virga’s
of DOWNTIME 2, they gain access
work, they will let the PCs take
to the R EAPER ASSAULT CANNON
Emily’s casket.
weapon (p. 74).
EXOTIC GEAR
If the PCs side with the Talons
they will, at the beginning of
DOWNTIME 2, gain access to the
MESMERTRANCE DAMPENER system
(p. 73).
SECTION 0 // Introduction
[15]
MISSIONS AND BEATS
Dustgrave is organized into two parts, with missions, beats, and combats.
Beats followed by A and B are mutually exclusive of each other.
PART 1
BEAT 1: DELAYS The PCs find out that Emily, the navigational NHP of the ship they were going to take, has
been abducted. Lyran Stavros, the ship’s captain, asks for their assistance in retrieving her.
BEAT 2: INVESTIGATING The PCs investigate Emily’s abduction. The PCs find various clues and decide where to
THE ABDUCTION go from here.
DOWNTIME 1: The PCs prepare to venture into Upper Conroy: they can either track the subaltern that
GETTING READY abducted Emily on their own (COMBAT 1B: DUSTBRANDED) or try to secure an audience with
Magenta Red, the Queen of the Upper Underworld, who may be able to point them in the
right direction (COMBAT 1A: BLOODSPORT).
COMBAT 1A: The PCs enter a gladiatorial mech fight to impress Magenta Red and get an audience
BLOODSPORT with her.
COMBAT 1B: On their way to track down the subaltern the PCs are ambushed by the Dustbranded
DUSTBRANDED gang. They are contacted by Magenta Syndicate agents afterward, offering them partner-
ship. The PCs can refuse and push on or accept an audience with Magenta Red.
BEAT 3: Magenta Red tells the players about the Dustbranded and offers them an alliance, proposing
MAGENTA RED a joint attack to take the Dustbranded out. The subaltern the players are looking for is
MISSION 1
located in the base of the Dustbranded. The PCs can accept or decline.
COMBAT 2A: A If the PCs sided with Magenta Red, they launch a joint operation against the Dust-
MAGENTA FAVOR branded. Their goal is to take out their leader, Durst Slaughter, and retrieve the subaltern.
COMBAT 2B: IN THE If the PCs didn’t side with Magenta Red, including if they pushed on after COMBAT 1B, they arrive
TALON’S GRASP at the Dustbranded hideout to find it has been demolished. The Dustbranded’s mechs have been
taken out by the Talons. The PCs must get to the subaltern and retrieve it before the Talons do.
COMBAT 3: ELEVATOR The Talons cut power to the elevator the players are using to leave Upper. The PCs have to
PITCH escape via the maintenance shafts only to be ambushed there by the Talons.
BEAT 4: RESULTS Investigating the subaltern yields information about the MesmerTrance virus and where
it originated, pointing the PCs to where Dr. Victor Virga is hiding out in Upper.
FULL REST All PCs gain an LL.
PART 2
BEAT 5: DUSTGRAVE The PCs must ready themselves in order to get through the most desolate areas of Upper
Conroy. They are contacted by the Talons, who offer them an alliance in the upcoming battle
as well as dampeners that will nullify the influence of MesmerTrance on their mechs.
BEAT 6: The PCs are contacted by the Talons, who offer them an alliance in the upcoming battle as
LEONORA’S STORY well as dampeners that will nullify the influence of MesmerTrance on their mechs.
COMBAT 4: The PCs battle Dr. Virga’s horrific mechanical and biomechanical monstrosities. If the PCs
MESMERTRANCE haven’t installed the MesmerTrance Dampeners, they are also susceptible to Mesmer-
Trance, which decreases their efficiency.
COMBAT 5: The group stumbles over Dr. Virga’s workshop where automated drones are constructing
SUFFERING ON AN new horrors to defend the installation. It is paramount that the facility be taken out.
INDUSTRIAL SCALE
BEAT 7: The PCs uncover some of Dr. Virga’s horrific experiments as well as the source of Mesmer-
NHP RESEARCH LAB Trance. Shutting it off will make upcoming fights easier. Virga’s research notes may give
MISSION 2
SECTION 0 // Introduction
[17]
PART 1
BEAT 1:
DELAYS
BEAT 2:
INVESTIGATING THE
ABDUCTION
DOWNTIME 1:
GETTING READY
MISSION 1
BEAT 3:
MAGENTA RED
COMBAT 3:
ELEVATOR PITCH
BEAT 4:
RESULTS
Patrons can find Juan Tismon wearing a cartoonishly Q: Can you tell us about the Magenta Syndicate?
large chef’s hat while he jollily prepares a range of A: “Oh, I forgot that you aren’t from here. The
pasta dishes. From calamari lasagna to mole-rat Magenta Syndicate is the group that controls Upper.
spaghetti, the menu has a variety of local and offworld I suppose they keep the peace and prevent the
specialties to offer. place from falling into anarchy but make no mistake,
they are a vicious group of criminals and you should
Pasta isn’t the only reason for visiting Garfields. Juan is be careful when crossing them. I suppose that
one of the best-connected individuals on Havelburg, sounds a lot worse than it actually is. Magenta Red
and especially knowledgeable on matters relating to Port is a reasonable woman as long as everyone sticks
Conroy. While nobody is too sure how the old ex-miner to her rules. Don’t cause trouble to the Syndicate
turned restaurant owner and chef is so well connected, and you won’t have trouble with the Syndicate.”
the fact is that he has his finger on the pulse of the city.
Below are some downtime activities available to PCs during both downtimes in Port Conroy.
These tasks are often simple and can be performed for When you look around the Dustmarket, you will always
any person or faction for whom the group currently has find something interesting, though whether its some-
a relationship clock. They can range from stakeouts to thing useful will depend on your keen eye and sense
delivering packages or gathering information. for business.
EXAMPLE JOBS
PCPA: Do some detective work in Upper, surveil a
suspicious person, retrieve valuable intel.
Juan Tismon: Help out in the kitchen, relay some
information to him, look for a missing delivery,
meet an informant.
Horton Creighton: Perform maintenance work in
and around the printshop, scour the local omninet
for IPS-N license infringement, drop off some suspi-
cious-looking cargo in Upper.
1 You are robbed in a dusty back-alley; you lose one item important to you that you had on you at the time.
2 A pack of local cigarettes from before the Disaster, hard to come by these days.
3 A scenic postcard depicting a popular pre-Disaster Havelburg vacation spot, addressed to “Ricardo” and signed
with a kiss.
4 An old and well-worn cowboy hat with an intricate pattern of circuitry on the inside. Putting it on your head gives
you a slight jolt.
5 A small amount of Ferillian quartz spice, a highly addictive and illegal substance popular during the SecComm
era. Quartz spice is banned throughout Union space. It gives users enhanced reflexes and speed for a short
period of time. Sustained use can lead to addiction and permanent damage to the user’s nervous system.
7 Panacea Plus Red in tablet form. Incredibly rare to find outside Graham’s World. Only two pills remain in the
container. PPR is able to cure most known illnesses and has strong regenerative properties on hair follicles,
alleviating baldness.
8 A bulky and well-worn prosthetic arm, obviously artificial. The word “KILL” is scratched, letter by letter, into the
knuckles. A repossession notice is attached to it and dried blood still covers some of the ports where the arm
would attach to a human.
9 An armored and tightly locked briefcase. Both facial and DNA scans are required to safely open it. If opened by
any other means, a pair of integrated short-burst torches will incinerate all contents.
10 A robotic parrot that has seen better days. It occasionally squawks about buried treasure and loot. Likely a
children’s toy, though something seems off about the bird.
11 A swarm of specialized single-use whitewash nanites stored in a container with a display attached. The nanites
are programmable via the display and able to give mechs any desired paint job within an hour.
12 Access codes to a clandestine omninet chatroom. Upon logging in, you’ll interrupt a steady stream of messages
written in symbols you don’t recognize. The messages will abruptly stop upon your arrival.
13 A pre-Disaster hoverbike painted bright red. Hover technology has widely fallen out of use on Havelburg due to
the amount of dust displaced by such vehicles.
14 Enough VIP passes to the Velvet House for the whole group, including one free drink per person.
15 Military-Grade Jetpack: Can be attached to any hardsuit, allowing the wearer to fly when they move or BOOST.
17 Pneumatic Enhancer: Your pilot-scale HEAVY A/C weapons gain the following: On hit: target is knocked PRONE.
1 Crash Cushions When you become STUNNED, you may activate this to not become STUNNED.
2 Personal Cloak As a protocol, you become INVISIBLE until the start of your next turn.
3 Precision Targeting Software After hitting with an attack, you may activate this to make the attack critical.
5 Gyro Stabilizers As a protocol, treat all of your weapons as if they aren’t ORDNANCE for the
rest of the turn.
7 System Flayer After hitting with INVADE, you may activate this to deal +4 Heat.
9 IC Blinkpack As a protocol, you may teleport whenever you move for the rest of your
turn.
10 Explosive Knuckles After hitting with a RAM, you may activate this to deal 6 explosive damage.
11 Ultra-High Penetrator Rounds After hitting with a ranged attack, you may activate this to declare that
the attack’s damage can’t be reduced.
12 Run-Off Energy Converter When you use your CORE POWER, you may activate this to generate a BURST
4 aura of lightning. Hostile characters in the area take 4 energy damage.
13 System Backup When forced to perform a save or check you may activate this to auto-
matically succeed.
14 “Field Marshal” Comp/Con As a quick action, up to two allied characters within SENSORS may each
immediately perform a single quick action as a reaction.
15 Retractable Slab Shields As a protocol, you become IMMOBILIZED until the start of your next turn and
gain RESISTANCE to all damage for the same duration.
16 Automated Reflex Suite When you are hit by an attack, you may make the attack a miss as a
reaction.
18 Thermal Optics As a protocol, you may activate this to ignore cover until the end of your
turn.
19 Strain-Resistant Actuator When you BRACE, you may activate this to suffer no detrimental effects
from doing so.
20 Hyper-Spec Fuel Canister As a protocol, you may activate this to gain +1 ACCURACY on all attacks,
saves, and checks until the start of your next turn.
“It’s like a treasure hunt, in a way, and you’re MISSION OBJECTIVES: Find and retrieve the subaltern
a detective.” that abducted Emily.
STAKES: If the PCs fail to retrieve the
– Jeff Warwick subaltern, the Talons will retrieve it.
This will leave the PCs with no
choice but to cooperate with the
Talons if they wish to rescue Emily.
MISSION BEATS While they will still advance to LL3
COMBAT 1A: BLOODSPORT (see below), the players will have to
be creative about how they acquire
their new licenses.
COMBAT 1B: DUSTBRANDED
REWARD: If the PCs retrieve the rogue
subaltern, Lyran Stavros will be
BEAT 3: MAGENTA RED pleased with the progress they are
making on the case. After this
mission is concluded the PCs will
COMBAT 2A: A MAGENTA FAVOR
advance to LL3. The PCs will also be
able to pursue the kidnappers on
COMBAT 2B: IN THE TALON’S GRASP their own terms. They may also gain
the BRUTUS WRECKER or BRUTUS
SHIELD as a reward for victory in the
COMBAT 3: ELEVATOR PITCH
Crater Pit.
RESERVES: If any PCs chose to PERUSE THE
DUSTMARKET during DOWNTIME 1, they
may have come across something
useful they can take on this mission.
BRANCHING PATHS
The players can choose to tackle this mission by taking
several different paths, beginning with a choice
between fighting in the Crater Pit in hopes of arranging
a meeting with Magenta Red (COMBAT 1A: BLOODSPORT,
p. 33) and going straight after the subaltern (COMBAT
1B: DUSTBRANDED, p. 36).
Brutus’s Shield
REWARDS Main Melee, 1 SP, Exotic Gear, Unique
It is tradition in the Crater Pit for those that defeat the
[Threat 1][1d3+1 kinetic damage]
reigning champion to take a single piece of the
defeated mech. There are two items of EXOTIC GEAR. A As a protocol, you may raise this shield to gain
single PC may choose to take from Brutus either 4+GRIT OVERSHIELD until the start of your next turn, at
BRUTUS’S WRECKER or BRUTUS’S SHIELD. which point you lose all OVERSHIELD. You are SLOWED
while you have this OVERSHIELD.
MOVING ON You may not use this protocol two turns in a row.
Whether they succeed or not, the PCs have time to
rest, using the facilities of the Crater Pit to repair their
The signature weapon of the former
mechs. Once they have concluded the rest continue
perpetual champion of Crater Pit. Since
with BEAT 3: MAGENTA RED (p. 38). Meetings with
Brutus’s defeat in glorious combat,
Magenta Red are rare occasions and should not be
someone else now wields this advanced
taken lightly. Cancelling it may not only deprive the
slab shield. Incorporating surprisingly
PCs with their only lead in the case of the rogue subal-
complex Harrison Armory technology, this
tern but also have dire repercussions.
shield can project a localized force
field of significant strength.
PC DEFEAT
If the PCs fail to hold off the attackers, they are over-
whelmed and must eject from their machines before
the oncoming tide of industrial mechs. The Dust-
branded make no effort to pursue the pilots, only
looking to salvage the abandoned frames.
SUBALTERN
TOKENS FOR USE
IN COMBAT 2B
AND COMBAT 3
HORTON CREIGHTON
Should the group want to keep the information from
MOVING ON
The next time MesmerTrance is transmitted – three
Magenta Red or if they don’t have the required standing
days later – the PCs will be able to get an accurate
with her, they can also give Creighton’s Printshop a
lock on its source. At this point, progress to BEAT 5:
call. This is only possible if they were able to restore
DUSTGRAVE. While they wait, the PCs have enough time
Horton’s perception of the missing subaltern, otherwise
to perform a Full Repair.
he won’t register that one of his robots is missing.
Horton will send over a specialized subaltern technician
to investigate whatever’s wrong with the robot. If the
group chooses this route, the PCPA and the IPS-N
authorities will be informed about what the technician
finds in the robot’s databanks.
THE PCPA
If the group has teamed up with the PCPA this is a
good opportunity to check back in with them. If the
PCs have not shared their findings from the Magenta
Red investigation this is a good opportunity to do so.
Officer Ramcock will be eager to hear about their
findings. Additionally, the PCPA has some capable
forensics experts that could extract any data from the
subaltern.
BEAT 6:
LEONORA’S STORY
DOWNTIME 2:
DRAMATIC TENSION
MISSION 2
COMBAT 4:
MESMERTRANCE
COMBAT 5:
SUFFERING ON AN
INDUSTRIAL SCALE
BEAT 7:
NHP RESEARCH LAB
BEAT 8:
FINISH LINE, A MEETING
COMBAT 6:
TRANSCENDENCE
BEAT 9:
REUNITED
COMBAT 7 (OPTIONAL):
BACKSTABBING BIRDS
Q: Who hired you? In truth, the Talons are not mercenaries hired by
A: “The Talons have been hired by IPS-N as an invest- IPS-N to investigate the missing NHPs; instead,
igation and peacekeeping force to get to the bottom they are a deniable-asset black ops mercenary
of the recent NHP abductions on Havelburg.” squad hired by SSC to deal with Dr. Virga, who used
to be a high-ranking SSC scientist. They confronted
Q: Have any information about Dr. Virga? Dr. Virga a decade ago in orbit around Havelburg,
A: “Dr. Virga is an NHP scientist who we’ve been aboard the mining platform Ganymede 362-5. The
pursuing for some time. He has given us the slip ensuing battle between the Talons and Virga’s forces
before but recent events here on Havelburg were a was in fact what set off the Ganymede’s reactor
clear indicator that he’s operating on this world. and triggered the Disaster. The Talons presumed
NHPs don’t just vanish in these quantities.” that Virga was dead until news reached them about
NHP abductions on Havelburg, at which point their
Q: How many NHPs have been abducted? employers tasked them with finishing the job.
A: “On Havelburg the number is six, including the
one taken from the Dynast’s Embrace. But NHPs There are a couple of ways the PCs could find out
have also been going missing on worlds in a radius about the Talons’ true employer. As GM, give the
around Havelburg; we suspect they have been players the opportunity to find out the truth if they
shipped to Virga by another party.” try to investigate. If they don’t, don’t worry about
it:
Q: What is Virga planning with the NHPs?
A: “We currently don’t know, though his involvement • The Talons’ ship is parked on Surface disguised
means it can’t be anything good or pleasant for anyone. as a merchant lander. It is hard to find, but not
We don’t have concrete proof of malicious NHP abuse impossible. The ship was on Havelburg 10 years
yet, because we haven’t been able to locate him yet, ago, around the time of the Disaster.
but abduction is crime enough. If his past is anything
• The PCPA has no knowledge of IPS-N employing
to go by, the Union Department of Justice will have
mercenaries to investigate NHP abductions.
a field day with him once he’s in custody… that is, if
he gives us the choice to take him in.” • If the PCs suggest to the Talons that they should
work with the PCPA, the Talons are evasive, saying
Q: What is the plan going forward? that they cleared it and already have the PCPA’s
A: “We flush Virga out from whatever hidey-hole the go-ahead.
wretched little man has fled to. It’ll likely be well
• The MesmerTrance Dampeners are booby-trapped
defended, not only by the MesmerTrance virus. Virga
(see COMBAT 7: BACKSTABBING BIRDS, p. 67). This
has always had a knack for building a good defense.”
can be discovered analyzing the dampeners.
Q: What’s the MesmerTrance virus? If the PCs decide to confront the Talons about their
A: “The virus is a nasty piece of work. We’ve encountered true employer and question their motives, Leonora
it in the past, though Virga’s doubtlessly iterated it in the is evasive but will admit to it and give the full story
past decade. We're familiar enough with it to have if the issue is pressed. It is up to the PCs whether
developed some countermeasures, though, like the they wish to continue working with the Talons at
dampeners. Without them, the virus may infect your this point. Regardless of whether they choose to
mech’s vulnerable systems. Frankly, it’s part of why we work with the Talons after discovering the truth,
didn’t communicate with you back in Upper; a comms confronting the Talons ensures that COMBAT 7 will
line with an unprotected mech would have been a occur once Virga is dealt with, even if the PCs are
vulnerable attack vector for MesmerTrance.” friendly with the Talons and let them clear out
Virga’s lab. Witnesses are to be eliminated and the
PCs know too much.
TALONS
Working with the Talons requires the PCs to accept
Leonora’s proposal. The Talons are familiar with Dr.
Virga and can offer the group MESMERTRANCE DAMPEN-
ERS to help in the assault. The Talons are well equipped
and capable of dealing with what’s to come.
MAGENTA SYNDICATE
Working with the Magenta Syndicate requires the PCs
to have friendly standing with Magenta (8–10
segments on the relationship clock).
MAGENTA SYNDICATE
The Magenta Syndicate is well connected and has over
the years acquired many licenses, though the methods
of their acquisition are better left unquestioned.
Magenta Red is willing to open the armory for the PCs
and equip them with the best the Syndicate has to offer.
This is a huge favor, and any pilot receiving a license
this way should be prepared to reciprocate the favor
at some point in the future, one way or another…
PCPA
The PCPA is well funded and equipped and is willing
to extend some mil-spec licenses to their newly depu-
tized PCs. While the PCPA is affiliated with IPS-N, it is
willing to hand out both SSC and Harrison Armory
licenses; players that are seeking HORUS licenses,
however, should look elsewhere.
[53]
COMBAT 4: MESMERTRANCE
The furthest outskirts of Upper are utterly desolate and SITREP: Siege (see below)
no living thing can hope to survive the near-constant
dustfall. Venturing out here without a breathing appar- ENVIRONMENTAL HAZARDS: Choking Dust,
atus or closed-cycle hardsuits means certain death in MesmerTrance (p. 31)
less than a minute as choked-up lungs give out,
spelling an agonizing demise. The MesmerTrace virus ENEMY FORCES
was transmitted from here, though, no doubt about it. FOR 3 PCS: 1x HORROR DEMOLISHER
As the mechs make their way through the desolate (Horror options: Quadruped,
wasteland, they approach a large structure that may Abhorrent Redundancies)
have once been a stadium or opera hall of some sort. 1x HORROR ASSAULT
A decade of relentless dust buildup and neglect makes (Horror option: Disruptor Whip)
it hard to tell. The dust begins to stir as the group 1x HORROR GOLIATH
approaches the building, though shapes are hard to (Horror options: Superfluous
make out through the thick dust clouds. The shapes Extremities, Assimilation Maw)
seemingly emerge from the ground, mounds of dust 1x HORROR OPERATOR
revealing themselves to be something else entirely. (Horror option: Terrifying)
FOR 4 PCS: +1 HORROR PRIEST (Horror option:
At the same time a barrage of electronic warfare is Abhorrent Redundancies)
unleashed on the PCs; the MesmerTrance virus assaults +1 HORROR MONSTROSITY (Monstrosity
their systems and washes over them. They will have to option: Spined; Horror options:
brace themselves for the oncoming onslaught. Artificial, Superfluous Extremities)
FOR 5 PCS: +1 HORROR PRIEST (Horror option:
The hostile mechs are difficult to look at, just on account Abhorrent Redundancies)
of the sheer wrongness they have about them. Their +1 HORROR DEMOLISHER
movements are unnatural and jerky, giving the impres- (Horror options: Quadruped,
sion that whatever it is that pilots them is not human. Abhorrent Redundancies)
Their transmission chatter is binary, interspersed with ADDITIONAL If the PCs assault the base without
alien symbols and whole sentences. HOSTILES: any allies add +1x HORROR GOLIATH
(Horror options: Superfluous
Extremities, Assimilation Maw)
ALLIES
If the PCs assault Virga’s base with the aid of allies, REINFORCEMENTS
they will draw attention and distract Virga’s forces, FOR 3 PCS: 1 HORROR ASSAULT
spreading the defenders thin and making the fight (Horror option: Disruptor Whip)
easier. If the PCs assault the base without backup the 1x HORROR ASSASSIN (Horror options:
fight will be harder – add one Horror Goliath to the Terrifying, Abhorrent Redundancies)
enemy forces in this fight. 1x HORROR SPECTER (Horror option:
Phase-Shift Generator)
“01101000 01100101 01101100 01110000 FOR 4 PCS: +1 HORROR MONSTROSITY (Monstrosity
00100000 01101101 01100101 option: Spined; Horror options:
Artificial, Superfluous Extremities)
Targets acquired // parts cataloged ... +++ EnGaGe +1 HORROR OPERATOR
+++ PLEASE PLEASE PLEASE ### intruders desig- (Horror option: Terrifying)
nated “HOSTILE” /// awaiting parameters – Loading FOR 5 PCS: +1 HORROR ASSAULT
– I’M STILL IN HERE ### vivisection of hostiles sanc- (Horror option: Disruptor Whip)
tioned, constituent pieces to be-be-be-be-be-BE +1 HORROR GOLIATH
recycled. No part may exceed half a cubic before (Horror options: Superfluous
processing. ROAM FREE, CHILDREN ROAM AND Extremities, Assimilation Maw)
FEAST – yes father. the choir will guide our hands
and our bellies be filled by your will.
Amen.
Attached to the page are schematics outlining a device After a few seconds, the blinding light emanating from
connecting various NHP caskets, wiring them through the caskets dissipates violently, funneled into the coil
machinery, and ultimately connecting them to what at the end of the apparatus. It shoots a violet bolt of
appears to be the brain of a human body. Frantically electricity into the wall, leaving yet more burn marks.
scrawled margin notes speak of power consumption,
noting that a delicate balance must be maintained in There doesn’t seem to be an easy way to remove the
the initial stages of the gestalt mind’s formation. NHPs, though a skilled hacker may be able to open the
Diagrams denote that spikes of exotic energy at certain apparatus via an attached terminal allowing them to
stages could fatally disrupt the collective entity. safely remove the NHP’s casket from the device.
ROLEPLAYING EMILY
Emily is the projected representation of the Dynast’s It is clear that she is putting on a brave face for her
Embrace’s SERENADA-class navigational NHP. captain and crew and will need time to process the
Whether it is via holoprojector or vid screen, Emily recent events.
is represented as a young woman. Being older than
anyone on the ship, her attire sometimes appear EMILY LIKES:
anachronistic to those around her. • her ship
• her crew
Emily is friendly and good natured. She loves her • not being part of a maddened nightmarish
crew like a family and is grateful to them for not NHP amalgam
abandoning her as well as to the PCs for rescuing • the sound and feeling of rain on the hull
her in the first place. Despite her upbeat demeanor, of the Dynast’s Embrace.
it is apparent to anyone who looks closely that the
recent events have traumatized her and left their EMILY DISLIKES:
mark. Be it in the occasional glitches and artifacts • thick orbital traffic
in her physical projection or in the fact that she • people disrespecting her authority
sometimes stares into the distance, apparently lost as the ship’s NHP
in thought. • not being treated as the person she is.
APPENDIX
[71]
ADDITIONAL RULES GMS CORE BONUS,
This section contains additional rules from other Lancer
supplements that are relevant to content in this one.
WEAPONS, AND SYSTEMS
Dustgrave adds the following options to the list of GMS
core bonuses, weapons and systems available to all PCs.
ADDITIONAL STATUS: INTANGIBLE
INTANGIBLE characters can move through obstructions
such as characters or terrain but not end their turns in NEW CORE BONUS
them. They, their actions, and any effects they own, or
control can only affect other INTANGIBLE characters and Superheavy Mounting
objects. Tangible characters can move through INTAN-
You’d be surprised how large a gun you could fit on a
GIBLE characters and objects but not end their turns
chassis if you ripped out peripheral systems and failsafe
inside their spaces and can’t affect them in any way.
redundancies.
INTANGIBLE characters cannot capture points or count for
zones (for sitreps) and don’t count as adjacent to
If your mech has fewer than 3 mounts (excluding
tangible characters. Effects that are already active on a
integrated mounts) it gains an additional superheavy
character when they become INTANGIBLE, such as
mount. It can only take SUPERHEAVY WEAPONS. They still
statuses, remain active, but effects that require an
require an additional mount to be installed. If your
ongoing interaction between two characters or objects
mech also has a heavy mount the SUPERHEAVY WEAPON
(like traps or force fields) end. If a mech becomes INTAN-
must use that mount as the additional mount.
GIBLE, its pilot remains Intangible for the same duration.
This status is originally from Field Guide to the Karrakin
Tempest Charged Blade
Trade Baronies (p. 138).
Superheavy Melee, AP, Knockback 2
[Threat 2][3d6+4 energy damage]
ADDITIONAL TAG: EXOTIC GEAR
The latest innovations of GMS’s Type-II
Once acquired, this system becomes a permanent part
line of powered and energy weapons have
of the character, but does not increase their LL or count
produced a charged blade of staggering
as a license rank for the purposes of gaining core
proportions. It is currently carried in
bonuses. If it is destroyed or damaged, it can be
the “Storm” line of superheavy equipment.
repaired or reprinted as any other gear with no penalty.
EXOTIC GEAR can only be installed or removed during a
FULL REPAIR, like any other gear. Characters may install
Hurricane Cluster Projector
up to two pieces of gear with the EXOTIC GEAR tag at a
Superheavy Cannon, Smart, Seeking,
time but can own any number of pieces with the tag.
Ordnance, 2 Heat (Self)
This tag is originally from No Room for a Wallflower (p. 10).
[Range 10][Blast 2][1d6+6 explosive damage]
This oversized, chassis-mounted artillery
VARIANT FRAMES platform is capable of unleashing a
If players want their characters to acquire these variant devastating barrage. With a short maximum
FRAMES, they can be taken as alternatives to the range for a weapon of its kind, it is
original FRAMES when a pilot reaches rank II in the nevertheless capable of saturating a
license for that mech, functioning as usual but with targeted area in a harrowing hail of
slightly different traits and CORE SYSTEMS. intelligent self-correcting cluster
munitions. It is currently carried in the
When a character reaches rank II in the relevant license, “Storm” line of superheavy equipment.
they can choose to either retain the standard FRAME or
swap to the variant version. The two are mutually
Armament Redundancy
exclusive. This means that someone who takes the
System, 1 SP, Unique
SSC VICEROY cannot use the standard MONARCH. Only
the Frame changes, all other gear for the license You may choose to ignore weapon destruction as a
remains the same, including the gear for rank II. result of the SYSTEM TRAUMA result when taking
Whenever a character increases their LL, they can swap structure damage. This system can only be used
out one variant Frame for the base version, or vice once before each FULL REPAIR, and is not a valid
versa. They can do this multiple times for the same target for system destruction.
license if their LL keeps increasing.
By installing additional armor plating,
redundant firing circuits, and enhanced
New variant FRAMES:
insulation to magazines the longevity of a
• IPS-N STÖRTEBEKER (IPS-N RALEIGH)
frame’s armaments can be greatly enhanced.
• SSC VICEROY (SSC MONARCH)
APPENDIX
[72]
NEW RULES AND GEAR
EXOTIC EQUIPMENT
FROM BRUTUS: FROM MAGENTA RED:
Brutus’s Wrecker Cockpit-Integrated Stim Pump
Heavy Melee, Exotic Gear, Inaccurate, 2 SP, Exotic Gear, Limited 2, Unique, Protocol
Knockback 1, Thrown 5 As a protocol, you may expend a charge to pick any
[Threat 2][2d6+4 kinetic damage] number of the following stims and apply their effects.
Roll 1d6 for each stim chosen: if any two dice show
On critical hit: Target is knocked PRONE. the same result, you immediately become STUNNED
until the end of your current turn instead of applying
The signature weapon of the former
the effects. All effects from this system last until the
perpetual champion of Crater Pit. Since
start of your next turn.
Brutus’s defeat in glorious combat, someone
else now wields this massive tungsten ball AGITRON:
on a reinforced chain. Ultimately a • You become IMPAIRED.
primitive weapon, this wrecker makes up for • You gain IMMUNITY to SHREDDED.
its lack of elegance with sheer brutality. • Your melee attacks gain KNOCKBACK 1 and deal
+2 bonus damage.
ENDURITRAN:
Brutus’s Shield • You become JAMMED.
Main Melee, 1 SP, Exotic Gear, Unique • You gain IMMUNITY to IMPAIRED.
[Threat 1][1d3+1 kinetic damage] • You gain +2 Armor. This may bring you above 4
Armor.
As a protocol, you may raise this shield to gain
4+GRIT OVERSHIELD until the start of your next turn, at EDGE:
which point you lose all OVERSHIELD. You are SLOWED • You become SLOWED.
while you have this OVERSHIELD. • You gain IMMUNITY to JAMMED.
• Your next attack this turn gains +1 ACCURACY.
You may not use this protocol two turns in a row.
NERVE BOOSTERS:
• You become SHREDDED.
The signature weapon of the former
• You gain IMMUNITY to SLOWED.
perpetual champion of Crater Pit. Since
• You gain +1 SPEED, ignore engagement and
Brutus’s defeat in glorious combat,
your movements do not trigger reactions
someone else now wields this advanced
slab shield. Incorporating surprisingly
Powerful stim pumps are directly wired
complex Harrison Armory technology, this
into the cockpit and intravenously admin-
shield can project a localized force
ister the pilot with a potent slew of
field of significant strength.
drugs. While they can enhance a pilot’s
combat ability to superhuman levels, users
should be keenly aware of the substances’
FROM THE TALONS: various side effects. While the apparatus
is theoretically capable of mixing and ad-
MesmerTrance Dampener ministering complex drug cocktails this
1 SP, Exotic Gear should be done with extreme caution, as
1/scene as a reaction when you are targeted by a the wrong mixtures or doses may lead to
tech attack, you may give that attack +1 DIFFICULTY. sudden cardiac arrest, requiring resusci-
tation of the pilot via in-built defibril-
Additionally, you gain IMMUNITY to the
lators and an injection of “adrenadron” to
MesmerTrance environmental hazard.
purge their system.
Handed to you by the Talons, the Mesmer-
Trance dampener supposedly stops the
highly advanced and aggressive “Mesmer-
Trance” virus from affecting your mech. As
a side effect, it also provides limited
protection against other, less sophisti-
cated attacks on your mech’s systems.
APPENDIX
[73]
FROM HORTON CREIGHTON: FROM THE PCPA:
Reaper Assault Cannon Shock Baton
Main Cannon, Exotic Gear, Overkill, Unique Main Malee, 1 SP, Exotic Gear, Unique
[Range 8] [2d3+1 kinetic damage] [Threat 1] [1d6+1 energy damage]
You may fire this weapon as if it were a SUPERHEAVY On critical hit: Your target must succeed on a
weapon. If you do, it gains RELIABLE 5 and it deals SYSTEMS save or become JAMMED until the end of
4d3+2 kinetic damage instead of its standard their next turn. On a success, they become
damage. IMPAIRED for the same duration. Each character can
only be affected this way 1/scene.
IPS-N’s latest foray into the field of
autocannons, the Reaper represents the The shock baton is a relatively recent
middle ground between a regular assault development in the field of mech-to-mech
cannon and the ubiquitous Leviathan. “less-lethal” weaponry. A popular choice
Capable of laying down a harrowing hail for law enforcement seeking to disable
of bullets, the Reaper lacks the typical frames instead of destroying them,
assault cannon “spin up” feature, relying allowing their pilots to be taken alive.
instead on yet more barrels and two
rotary assemblies to achieve a superior
rate of fire. Handed out to select IPS-N-
licensed printers, this latest model is
still in the test stages.
APPENDIX
[74]
NEW RULES AND GEAR
FROM LYRAN STAVROS:
Madrigal Boarding Carapace Madrigal Power Crusher
Personal Armor, Exotic Gear Pilot Weapon, Exotic Gear,
Bonus Armor Evasion E-Def Speed Sidearm, Unique
+3 HP 3 7+Grit 7+Grit 4 [Threat 1][6 kinetic damage]
If a pilot takes the MADRIGAL BOARDING CARAPACE they On hit: The target becomes IMMOBILIZED and
can’t take any pilot weapons or Gear that don’t have IMPAIRED until the end of their next turn.
“Madrigal” in the name. Madrigal weapons and GEAR
This weapon automatically hits terrain, dealing 10
may only be equipped by pilots wearing the MADRIGAL
AP kinetic damage.
BOARDING CARAPACE.
While wearing the carapace, you may only DISMOUNT
Madrigal Jump System
or EJECT before your mech has acted for the turn
Gear, Exotic Gear, Unique
(excluding protocols).
If your pilot is on foot you may fly when you BOOST. You
If you aren't in your mech and it is being controlled by
must end this movement on solid ground or begin falling.
another person or an AI, it may only perform a single
quick action and standard movement on each of its
turns. It may perform protocols and reactions as Madrigal Thermal Visor
normal. When your mech BRACES during this time it Gear, Exotic Gear, Unique
also loses its remaining quick action. These effects
If your pilot is on foot your attacks ignore cover.
last until you retake control as a protocol.
The MADRIGAL BOARDING CARAPACE counts as one of
Madrigal Disruptor Grenade
the two EXOTIC GEAR systems you may have installed
Gear, Exotic Gear, Limited 3, Unique
at a time, but Madrigal weapons and GEAR do not.
If your pilot is on foot you may, as a quick action,
The Madrigal line of personal protection hardsuits,
expend a charge to throw a disruptor grenade within
manufactured by Cyprian Industries, represents some of
RANGE 5. Characters within BLAST 1 become SLOWED
the best void-capable combat suits available. Designed for
and IMPAIRED until the end of their next turn.
carrying out and defending against boarding actions, the
Madrigal system is modular and can be adjusted to tackle
varied tactical situations. While inferior to heavier, Madrigal Active Camo
dedicated boarding hardsuits and mechs such as the IPS- Gear, Exotic Gear, Unique
N Caliban and the Harrison Armory Kutuzov, the Madrigal
If your pilot is on foot, ranged attacks originating from
yet boasts an impressive degree of personal protection
beyond RANGE 3 treat you as having hard cover.
without sacrificing mobility or agility. Compact enough
to be worn in a mech’s cockpit, the Madrigal is slowly but
steadily encroaching on the pilot hardsuits market. Its Madrigal Personal Shield
superior protection, armaments, and auxiliary systems Gear, Exotic Gear, Limited 2, Unique,
make it an attractive choice for lancers everywhere. Reaction
If your pilot is on foot, you gain the following reaction:
Madrigal Shoulder Launcher
Pilot Weapon, Arcing, Exotic Gear, Shielded
Loading, Sidearm, Unique Reaction, 1/round
[Range 10][Blast 1][5 explosive damage]
Trigger: You take damage.
Madrigal Boarding Shotgun Effect: You may expend a charge to gain
Pilot Weapon, Exotic Gear, AP, RESISTANCE to that damage.
Sidearm, Unique
[Range 3][5 kinetic damage]
Madrigal Shock Field
Gear, Exotic Gear, Unique
Madrigal Railgun
Pilot Weapon, Exotic Gear, Limited 4, If your pilot is on foot, you may, as a quick action,
Sidearm, Unique deal 3 energy damage to all characters adjacent to
[Line 8][4 kinetic damage] you and end all GRAPPLES affecting you.
IPS-N
STÖRTEBEKER
Striker
Raleigh variant – can be taken at rank II of
the Raleigh license instead of the base Frame.
Following the commercial failure of the Raleigh, several third
parties found themselves with the opportunity of buying out
development rights for the license as IPS-N sought to recoup
initial costs. One of the companies that found itself in this
position, Anton Industries, had fallen on hard times after
its CEO vanished in mysterious circumstances, leading to
plummeting stocks.
APPENDIX
[76]
FRAME VARIANTS
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10
Armor: 1 Sensors: 8
TRUESILVER WEAPONRY
Project TRUESILVER was an attempt to
HULL SYSTEMS
improve the destructive capabilities
HP: 8 E-Defense: 7
of whitewash nano-machines. The hyper-
Repair Cap: 5 Tech Attack: +0
specialized nanites manifest themselves
AGILITY SP: 5
as a mirror-sheen silver coating that
Evasion: 10 ENGINEERING
can spread over ammunition and melee
Speed: 5 Heat Cap: 5
weapons alike. This coating gives
armaments a striking appearance and is the
source of the system’s unique name. Thus
TRAITS enhanced, weapons can deliver a
DYNAMIC RELOAD destructive nanite payload that compounds
The STÖRTEBEKER’S non-AUXILIARY weapons gain the any damage done by the initial strike
following effects depending on their type: exponentially, eating away at a target
• Melee weapons gain: “On critical hit: Reload from the inside.
all ranged weapons not used to attack this turn.”
TRUESILVER nanites are internally printed
• Ranged weapons gain: “On critical hit:
and held in a specialized shielded
Reload all melee weapons not used to attack
reservoir before being fed to a mech’s
this turn.”
weapons systems. Slow to be replenished by
the frame’s internal printers, pilots must
TRUESILVER
manage their use with care.
1/scene, after hitting with a weapon, the
STÖRTEBEKER may apply one of the following effects
Hopkins Doctrine
depending on the weapon’s type:
Quick Action
• Non-Loading weapon: The hit is treated as a
critical hit. Resulting damage is not rolled twice. You may only take this action if you took the SKIRMISH
• Loading weapon: Resulting damage can’t be action this turn. Pick one of the following effects:
reduced.
• REPRISE: SKIRMISH with a weapon that was
reloaded via DYNAMIC RELOAD this turn.
MOUNTS • RENEWAL: All weapons not used to attack this
FLEX FLEX HEAVY
turn are reloaded at the end of the turn.
MOUNT MOUNT MOUNT
Truesilver Arsenal
Active (1 CP), Protocol
You may use your Truesilver trait three more times
this combat.
APPENDIX
[77]
SSC
VICEROY
Striker
Monarch variant – can be taken at rank II of the Monarch license instead of the base Frame.
An offshoot from SSC’s Bella Ciao line, the Viceroy is the result of rigorous field-testing in pursuit
of a more accessible version of its larger sibling, the ever-ubiquitous Monarch. Originally developed
under the moniker “MicroMonarch”, the scaled-down frame is nevertheless a force to be reckoned with
and sports the high-quality engineering expected from all SSC mechs. Where the Monarch focuses on
devastating long-range firepower, the Viceroy is more akin to a close-range brawler, using its
sophisticated near-threat targeting arrays to wield the launchers of its sibling with deadly precision.
Equipped with a scaled-down version of the Monarch’s own SSC-30 High-Penetration Missile System, the
Viceroy is more than capable of saturating an area around itself with relatively small but high-yield
warheads, aimed with pinpoint accuracy.
This, coupled with an integrated, one-use burst jump pack, turns the Viceroy into a potent shock trooper
with devastating first-strike capabilities. This role is supported by its ability to shrug off any potential
self-inflicted harm from any “shock and awe” maneuvers thanks to its advanced blast-resistant armor plating.
Since its recent official release, the Viceroy has become – by SSC standards – an affordable frame that
is now being widely rolled out to various SSC associates and subsidiaries. Slated to be approved for
mass production, it is anticipated the Viceroy will become a frontline “soldier” mech to ultimately
rival the likes of Harrison Armory’s Sherman.
[78]
APPENDIX
FRAME VARIANTS
[79]
NEW TALENTS
FIELD ANALYST PROSPECTOR
You’ve always been perceptive, able to analyze the flow Some people aren’t afraid to get their hands dirty. You
of battle and come up with strategies on the spot. are one of these individuals and you aren’t afraid to get
You’re the mastermind behind the scenes, helping your your mech’s hands dirty, either. Having equipped it with
allies out in battle in various ways. From subtle nudges all sorts of industrial mining equipment, your mech is
to your comrades when aiming their weapons to devis- now able to move great amounts of dirt in a very short
ing advanced firing solutions or tailor-made evasive amount of time, allowing it and its allies to rapidly
patterns. With your support, any battle your allies find redeploy using subterranean routes.
themselves in is sure to end in success.
STAKE A CLAIM
TACTICAL INTELLIGENCE Gain the CREATE ENTRANCE quick action.
Whenever an allied character in line of sight misses
Create Entrance
with an attack, you know by how much it missed. Addi-
Quick Action, 1/Scene
tionally, you gain the SUPERIOR INTELLIGENCE reaction.
While standing on solid ground you may create a
Superior Intelligence BURST 1 ENTRANCE around yourself as a quick action.
Reaction, 2/round
You may then tunnel to anywhere up to 5 spaces
Trigger: An allied character in line of sight has
away where you then create another BURST 1
rolled an attack roll.
ENTRANCE. Entrances remain in play until the end of the
Effect: You may add 1 to the attack roll. This may scene. Terrain and sections of terrain overlapping an
cause an attack to hit or critically hit. Each attack ENTRANCE take 20 AP explosive damage.
roll can only be affected this way once. Additionally, you cannot take reactions until the end
of the current turn.
INFORMATION HANDLING
Gain an INTEL DIE, a d6 starting at 1. While completely within an ENTRANCE you and allied
characters gain the SUBTERRANEAN REPOSITION reaction
At the end of your turn, if you didn’t take any actions that during your own turns.
affected a hostile character during that turn other than
Subterranean Reposition
SCAN, your INTEL DIE increases by 2 to a maximum of 6.
Reaction, 1/round
Trigger: During your turn, you are completely
Whenever you use SUPERIOR INTELLIGENCE you may
within an ENTRANCE.
increase the attack roll by the value of your INTEL DIE
instead of by 1. Afterward, it is reset to 1. Effect: You immediately tunnel, ending the
movement completely within a different ENTRANCE
Your INTEL DIE resets at the end of each scene. created by the same character as the first.
MOTHER LODE
CREATE ENTRANCE becomes 1/round and you may use
it an additional time each scene. All ENTRANCES you
create are connected for the purposes of tunneling.
TUNNELING
When tunneling, remove the character from the
battlefield and then immediately place them in a free
and valid space. This is considered moving 1 space
APPENDIX and does trigger reactions.
[80]
FRAME VARIANTS
ICONOCLAST TRANSCENSION
You have acquired an NHP, or has it acquired you? Gain a TRANSCENDENCE DIE, a d3 starting at 3. When you
Together you have set out to achieve greatness and push use TRANSMUTING SPARK, reduce the die by 1. If the die
boundaries. The two of you are in it together and you’ll is at 1 when you use TRANSMUTING SPARK, you may
be able to achieve fantastical things. Perhaps you’re immediately enter a transcendent state and reset the
unaware of the risks; perhaps you willfully choose to ignore TRANSCENDENCE DIE to 3. This has the following effects
them. The power you can tap into with the help of your until the end of your next turn:
companion is, however, undeniable. And with such power,
who is to stop the two of you from breaking some taboos? • Your TRANSCENDENCE DIE can’t decrease.
• MEMETIC SPARK gains +4 damage and +5 RANGE.
• Unless flying or climbing, you are forced to
TRANSGRESSION permanently hover exactly 1 space above any
You may choose to equip your mech with an UNSTABLE
surface at all times.
NHP system.
• You gain IMMUNITY to involuntary movement.
Unstable NHP
0 SP, Unique, AI Whenever you cascade and lose control of your mech,
Your mech gains the AI tag; however, this NHP you enter a transcendent state for the duration. Cascad-
doesn’t count towards the number of AIs you may ing NHPs have access to the benefits of this talent.
have installed at once. You are unable to hand over Your TRANSCENDENCE DIE resets at the end of the scene.
control of your mech to the UNSTABLE NHP as a
protocol, but it can enter cascade.
Your mech gains MEMETIC SPARK.
Memetic Spark
Quick Action, 1/Round
Deal 1 AP energy damage to a character within
RANGE 3 as a quick action.
The spark deals +1 damage for each undestroyed
NHP on your mech including this one. “NHPs” are
systems that both grant your mech the AI tag and
can cascade or be allowed to cascade.
TRANSMUTATION
After performing any action granted to you by an NHP,
excluding handing control of your mech over to the
NHP as a protocol, you may immediately perform the
TRANSMUTING SPARK free action. Each NHP may only
trigger this action 1/round.
Transmuting Spark
Free Action
Project a LINE 3 lightning arc as a free action.
Characters of your choice in the LINE take 2 AP
energy damage.
APPENDIX
[81]
NPC TEMPLATES
INDUSTRIAL
Civilian machines built for mining and construction are much more numerous in the galaxy
than those purpose-built for combat. Despite their obvious shortcomings, those with little
alternatives will often pilot these chassis into battle, turning tools meant to create into
tools used to destroy.
Rivet Cannon
FIELDING INDUSTRIAL NPCS Main Cannon, Knockback 1, +1/+2/+3
INDUSTRIALS are a flavorful NPC type that can represent
[Range 3][Threat 3][3 kinetic damage]
forces that lack the military resources to field combat
frames. The INDUSTRIAL template should not be seen as This weapon can make 1/2/3 attacks. If one of
an upgrade to NPCs, despite offering a slew of powerful these attacks knocks a character back into a piece
melee weapons. INDUSTRIALS are easier to hack, have of terrain that stops their movement, they become
a harder time making saves, and are generally slower IMMOBILIZED until the end of their next turn.
than their regular counterparts, though they do hit
quite hard when making it into contact with a hostile.
Buzzsaw
While the extra ARMOR can help them achieve this goal,
Main Melee, +2/+4/+6, +1 Accuracy
it should not be relied upon.
[Threat 1][4/5/6 kinetic damage]
INDUSTRIAL mechs represent civilian machines, cheaper On critical hit: This weapon’s base damage is
than military-grade frames but by no means capable doubled.
of the same output. If you plan to create an encounter
that only includes INDUSTRIALS, you should add in a Wrecker
couple more hostiles to represent their cheaper nature. Heavy Melee, +1/+2/+3, +1 Difficulty
[Threat 3][5/7/9 kinetic damage]
Take care when creating INDUSTRIALS from NPCs that
Whenever this weapon is used to attack it attacks
have either high base SPEED or ways to move outside
all characters within Threat.
of BOOST – such as CATAPHRACTS or BERSERKERS – as
this negates the INDUSTRIAL’S biggest downside and
Industrial Clamps
makes them quite dangerous.
Main Melee, +1/+2/+3
[Threat 1][5/7/9 kinetic damage]
The Industrial gains +1 ACCURACY to GRAPPLE. This
weapon automatically hits GRAPPLED characters.
APPENDIX
[82]
APPENDIX
NPC TEMPLATES
[83]
SPEC OPS
Expertly trained and equipped individuals that often deploy in teams to increase their
deadly potential even further. Those that end up on the wrong side of such a strike team
should exercise extreme caution.
[85]
HORROR
Artificial horrors beyond human comprehension. From biosynth-hybrid mechs and nanite-swarm
gestalt-schools to phase-shifted tachyon phantoms. A horror may come in many forms, but
those that are forced to face one in combat will always recognize it for what it is.
APPENDIX
[86]
APPENDIX
NPC TEMPLATES
[87]