CALLSIGN HP ARMOR E-DEF EVASION SPEED GRIT
BATTERY
Christoph Ruben , SPACEBORN, LL 0 /9
+0
2 8 6 3
SKILL TRIGGERS MECH SKILLS
HULL AGI SYS ENG
+2 APPLY FISTS TO FACES +2 SURVIVE +2 TAKE CONTROL
+2 WORD ON THE STREET
2 0 0 0
TA L E N T S
BRAWLER
You gain +1 Accuracy on all melee attacks against targets you are Grappling.
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.
JUGGERNAUT
When you Boost, your next Ram before the start of your next turn gains +1 Accuracy and knocks your target back an additional 2
spaces.
P I LOT LOA D O U T
HEAVY HARDSUIT // P I L O T HEAVY A/C // P I L O T W E A P O N LIGHT SIGNATURE // P I L O T
Threat 1 | 3 Kinetic Damage
ARMOR WEAPON
+2 Armor / E-Def: 8 / Evasion: 6 HP Range 3 | 1 Variable Damage
Bonus: +3 Speed: 3 When a signature weapon is acquired,
choose its damage type – Explosive,
Energy, or Kinetic.
WILDERNESS SURVIVAL KIT
FRAG GRENADES // P I L O T G E A R SLEEPING BAG // P I L O T G E A R
// P I L O T G E A R
Expend a charge for the following effect: Coming in a variety of sizes, sleeping
Frag Grenade (Grenade, Range 5, bags are a field necessity. They’re This kit contains many essentials for
Blast 1): Affected characters must designed to fold out from a hardsuit, fit surviving in hostile environments: a
succeed on an Agility save or take 2 within a mech’s cockpit, resist fire and rebreather, water filters, hardsuit patches,
Explosive damage. changes in temperature, and – when backup thermals, a bivouac kit, and so on.
necessary – seal against vacuum.
You can climb into your sleeping bag,
gaining Immunity to burn, protection
against vacuum, and enough air to last an
hour; however, while in the sleeping bag
you are Stunned and can’t take actions
other than to exit the bag as a full action.
G M S S T A N D A R D PA T T E R N I E V E R E S T
LUCERNE HAMMER
OVERCHARGE
+1 +1d3 +1d6 +1d6+4
HULL AGI SYS ENG
2
0
0
0
STRUCTURE ARMOR HP REACTOR H E AT R E PA I R CORE POWER
C A PA C I T Y
/4 0 /16 /4 /6
ATK BONUS TECH ATK SAVE SPEED E-DEF EVASION
/6
SENSORS LTD SYS
+0 +0 10 4 8 8 10 +0
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
POWER UP (ACTIVE)
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
ASSAULT RIFLE GMS MAIN RIFLE
RELIABLE 2
Range 10 | 1d6 Kinetic Damage
FLEX MOUNT
PISTOL GMS AUXILIARY CQB
RELIABLE 1
Range 5 Threat 3 | 1d3 Kinetic Damage
TACTICAL KNIFE GMS AUXILIARY MELEE
THROWN 3
Threat 1 | 1d3+1 Kinetic Damage
HEAVY MOUNT
HEAVY MELEE WEAPON GMS HEAVY MELEE
Threat 1 | 2d6+1 Kinetic Damage
SYSTEMS
STABLE STRUCTURE GMS SYSTEM
EFFECT
You gain +1 Accuracy on saves to avoid Prone or Knockback.
UNIQUE
PERSONALIZATIONS GMS SYSTEM
BONUS
2
Y O U G A I N + 2 H P A N D , I N C O N S U LT A T I O N W I T H T H E G M , Y O U M AY E S T A B L I S H A M I N O R M O D I F I C A T I O N
YOU H AVE M ADE TO YOUR MECH.
THIS MOD HAS NO NUMERICAL BENEFIT BEYOND THE ADDITIONAL HP IT GRANTS, BUT COULD
P R O V I D E OT H E R U S E F U L E F F E C T S . I F T H E G M A G R E E S T H AT T H I S M O D W O U L D H E L P W I T H E I T H E R A
P I LOT O R M E C H S K I L L C H E C K , Y O U G A I N + 1 A C C U R A C Y F O R T H AT C H E C K .
UNIQUE
TYPE-I FLIGHT SYSTEM GMS FLIGHT SYSTEM
EFFECT
You may choose to count any and all of your movement as flying; however, you take Size +1 Heat
at the end of any of your turns in which you fly this way.
UNIQUE