CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT
VAIL
Huan Zhang Unnasch, LL 0
Noble
/9
2 8 6
HULL AGI
3
SYS
+0 ENG
SKILL TRIGGERS
+2 Blow Something Up +2 Get Somewhere Quickly +2 Lead or Inspire
0 0 0 2
+2 Patch
TA L E N T S
LEADER
Gain 3 Leadership Dice, which are d6s, and gain the Issue Order Free Action.
You can’t use Leadership Dice from other characters as long as you have any remaining. If you have none, you regain 1
Leadership Die when you rest or regain all when you perform a Full Repair.
Leadership dice are consumed when expended.
SPOTTER
When an allied character adjacent to you attacks a target and consumes Lock On, they may roll twice and choose either
result.
BONDED
When you take this talent, choose another pilot (hopefully a PC, but NPCs are fine if your GM allows it) to be your
Bondmate. Any mech skill checks and saves either character makes while you are adjacent gain +1 Accuracy. If both
characters have this talent, this increases to +2 Accuracy, but additional characters with this talent can’t increase it any
further.
Between missions, you can replace your Bondmate with a new one, but only if your relationship with them has changed.
PILOT LOADOUT
HEAVY HARDSUIT / / A R M O R HEAVY SIGNATURE / / W E A P O N MEDIUM SIGNATURE / / W E A P O N
+2 Armor / E-Def: 8 / Evasion: 6 Range 10 | 4 Variable Damage Range 5 | 2 Variable Damage
HP Bonus: +3 / Speed: 3 When a signature weapon is acquired, When a signature weapon is acquired,
choose its damage type – Explosive, choose its damage type – Explosive,
Energy, or Kinetic. Energy, or Kinetic.
HANDHELD PRINTER / / G E A R TERTIARY ARM / / G E A R PERSONAL DRONE / / G E A R
A miniaturized version of Union’s full- A powered third arm mounted on a Small, non-combat drones are a
scale printers, handheld printers can bracket on the hardsuit. Tertiary arms common sight in the field. They’re
be used to make simple objects out of are powered and controlled using the fairly noisy but can fly about half a mile
flexible and durable plastic – as long same neural bridge processes that with good maneuverability before
as you have the right pattern chip. allow hardsuits to respond to user losing signal, relaying audio and visual
input. They can be equipped with information as they go.
manipulators to allow for fine motor
control, weapons to enhance combat
efficacy, or specialty tools.
GMS EVEREST OVERCHARGE
FLOOR MODEL +1 +1d3 +1d6 +1d6+4
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y
0 0
STRUCTURE
0
HP
2
STRESS
/1 /5
H E AT
ATK
/4
TECH ATK
/10
SAVE SPEED E-DEF
EVASION
/4
SENSORS
/8
LTD SYS
+0 +0 10 4 8 8 10 +1
FRAME TRAITS
INITIATIVE REPLACEABLE PARTS
1/scene the Everest may take any quick action as a free While resting, the Everest can be repaired at a rate of 1
action. Repair per 1 structure damage, instead of 2 Repairs.
CORE SYSTEM
HYPERSPEC FUEL INJECTOR
For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a
free action.
PRIMARY / / L O A D O U T
MAIN MOUNT
Mortar GMS MAIN CANNON
Range 15 Blast 1 |1d6+1 Explosive Damage Arcing Inaccurate
FLEX MOUNT
Pistol GMS AUXILIARY CQB
Range 5 Threat 3 |1d3 Kinetic Damage
Pistol GMS AUXILIARY CQB
Range 5 Threat 3 |1d3 Kinetic Damage Reliable 1
HEAVY MOUNT
Heavy Machine Gun G M S H E AV Y C A N N O N
Range 8 |2d6+4 Kinetic Damage Inaccurate
SYSTEMS
Pattern-A Smoke Charges G M S D E P L O YA B L E
Smoke Grenade (Quick)
EFFECT
Throw a Smoke Grenade within Range 5. All characters and objects within a Blast 2 area benefit from soft cover until the end
of your next turn, at which point the smoke disperses.
Deploy Smoke Mine (Quick)
This mine detonates when any allied character moves Smoke
over or Mine
adjacent to it. All characters and objects within a Burst 3
area benefit from soft cover until the end of the detonating character’s next turn, at which point the smoke disperses.
Limited 4 Unique Grenade Mine Quick Action
G M S D E P L O YA B L E
Pattern-A Jericho Deployable Cover
Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5
Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections.
Deploy Jericho Deployable Cover (Quick)
Jericho Deployable Cover
Size 1 HP: 10 Evasion: 5
Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with
5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full
action.
Repairing the system restores both sections.
Unique Deployable Quick Action
Turret Drones GMS DRONE
Expend a charge to deploy a turret drone that attaches to any object or surface within Sensors and line of sight. Gain the
Turret Attack reaction, which can be taken once for each deployed turret drone. Turret drones cannot be recalled and expire at
the end of the scene.
Deploy Turret Drone (Quick)
Turret Drone
Size ½ HP: 5 Evasion: 10 E-Defense: 10
Gain the Turret Attack reaction, which can be taken once for each deployed turret drone. Turret drones cannot be
recalled and expire at the end of the scene.
Turret Attack (Reaction)
TRIGGER
An allied character within Range 10 of a turret drone makes a successful attack.
EFFECT
The turret drone deals 3 Kinetic damage to their target, as long as it has line of sight to their target.
Limited 4 Unique Drone Quick Action