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Lancer 4 Gay Babies: mech systems
Table of Contents
While all Systems are rare, IPS Northstar Systems are the ones most commonly seen. Outside of character creation, Smith Shimano, HORUS, and Harrison Armory Systems are all much more difficult to obtain.
IPS Northstar
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Systems Classes
Blackbeard
Modules
Assault Harpoon: roll to hit; if you do, if your target is heavier/more anchored, your Mech is pulled into it; if vice versa, it is pulled into your Mech. you may release the target at any time along its trajectory; it is automatically released when your Mech collides with it or vice versa.
Weapons
Chain Axe: a target hit by this takes takes double damage the next time they are hit by anything.
Bristlecrown Flechette Launcher: a blast around your Mech; hits targets it is grappling twice. Mag size 3.
Nanocarbon Sword: if you roll to hit and miss, deal half damage.
Drake
Modules
Fortress Protocol: when you deploy it, your Mech can't move, and it's immune to all damage from one direction of your choice.
Portable Bunker: transform your Mech into a structure that can shelter two other Mechs. it can take any damage they would take while sheltered.
Weapons
Concussion Missiles: if you rolled to hit, choose a direction to fling the target. if you didn't, they choose the direction. Mag Size: 6
Leviathan Heavy Assault Cannon: if your Mech doesn't move and aren't moved on the turn it's fired, do two hits. Mag Size: 3
Lancaster
Modules
Latch Drone: your Mech can generate a Latch drone, can fly or scuttle around. it gains its own turn. can attach it to an ally. they can use it once to ignore any effect that would prevent their movement, or to let them use a module twice for one action. then it returns to your Mech to recharge, which takes an action to do.
Restock Drone Spawner: your Mech can generate a restock drone, which can fly or scuttle around. it gains its own turn. you can attach it to yourself or an ally to reload one module or weapons with a newly manufactured magazine. then it returns to your Mech to recharge, which takes an action to do.
Mule Harness: another Mech can ride your Mech. While they do, all damage they take is divided between them and you, and on your turn you can choose to take a hit in order to deal them for twice as much.
Weapons
Plasma Torch: can cut through anything, even things immune to damage. It takes one attack to cut through, then another to damage. Mag Size 6.
Nelson
Modules
Momentum Drive: when you activate it, your Mech rockets in a straight line at full speed an unlimited distance until you run into something. Mag Size: 3
Armor Lock Plating: when you activate it, your Mech breaks free of anything physically grappling or immobilizing it.
Weapons
Thermal Charge Pike: if your Mech has momentum when you hit with this, the head detonates to do an additional hit of damage. Mag Size 3.
Power Knuckles: on a hit, the target chooses to be knocked prone or knocked straight backward. Mag Size: 6.
Raliegh
Modules
Thunder God Protocol: fire a weapon's entire magazine at once. Mag Size: 1
Mjolnir Cannons: choose two ranged weapons; when you fire one, the other is automatically fired at the same target. cannot roll to hit.
Weapons
Hand Cannon: always does at least 3 damage per hit. Mag Size 3.
Kinetic Hammer: creates a blast centered on the target you hit.
Tortuga
Modules
Throughbolt Rounds. load them into a weapon; each shot fired with that magazine punches through everything in a straight line, ignoring cover and piercing through whoever they hit. Mag Size: 6.
Weapons
Deck-Sweeper Automatic Shotgun: if you don't roll to hit, you can choose to damage everything in an arc in front of your Mech. Mag Size 3.
Daisy Cutter: hit in an arc in front of you. hit or miss, creates a thick obscuring cloud of smoke in front of your Mech. Mag Size: 6.
Pilebunker: if you roll to hit and do, whatever you hit cannot be used next turn, even if it is not destroyed or you do no damage. Mag Size 3
Vlad
Modules
Shrike Armor: automatically shoots spines that hit anyone who grapples/is grappled by or collides with your Mech. Mag Size 6.
Weapons
Impact Lance: if you attack after moving and do not roll to hit, you can divide your damage between everyone you moved past en route to your target.
Impaler Nailgun: if you roll to hit and do, you nail whatever you hit to whatever is directly behind it. If something is forced to move while there are nails in it, it takes another hit. Mag Size 6.
Combat Drill: if you attack someone who is below your Mech, or cannot move, you hit twice. Mag Size
Smith Shimano Corpo

Systems Classes
Black Witch
Modules
Magnetic Field Projector: lets your Mech create an area which halts the movement of anything metal that enters it. When you end the field, choose a direction; anything in that field rockets that way. Mag Size: 1.
ICEOUT Drone: can fly. you can attach it to any target; any weapon that does no damage cannot target them.
Weapons
Magnetic Cannon: on a hit, pulls the target towards your Mech. Mag Size 6.
Ferrous Lash: does no damage. on a hit, move the target any direction but backwards.
Death's Head
Modules
Precognitive Targeting: choose a target; the next attack against them, rolled or not, automatically hits.
High-Stress Mag Clamps: your Mech can walk up walls or hang from ceilings. If anything would prevent it from moving, you may take 1 Pilot damage to move anyway.
Core Siphon: you may take 1 Pilot damage in order to make your next attack hit twice.
Weapons
Vulture DMR: if you roll to hit a target and do, add the result of that damage roll to your next roll against them. Mag Size 6.
Dusk Wing
Modules
Hall of Mirrors Protocol: create a holographic clone in your current position. Your Mech can teleport to any holographic clone; doing this makes all of them explode. Mag Size: 6.
Maneuverability Jets: your Mech may fly. take 1 Pilot damage each time you end your turn in the air.
Weapons
Veil Rifle: anything hit by this cannot be targeted by their allies until the start of their next turn. Mag Size: 6.
Neurospike: melee weapon, must roll to hit. deals 1 Pilot damage.
Metalmark
Modules
Tactical Cloak: your Mech turns invisible until your next attack. Mag Size: 1
Shock Wreathe: your next hit with a melee weapon hits twice. this second hit can deal damage even if the weapon does not. Mag Size: 3.
Weapons
Shock Knife: hits twice when attacking from behind or from stealth.
Rail Rifle: completely silent. your first attack with it does not break stealth or invisibility. Mag Size: 6.
Monarch
Modules
Divine Punishment Protocol: choose a weapon, then make an attack with it against every target you can see, within range. if you don’t have enough ammo to hit everyone, you choose who isn’t attacked. Mag Size: 1
Weapons
Javelin Rockets: instead of attacking, you may fire a missile that hangs in the air until you roll to hit with this weapon. hit or miss, all the other missiles do the same. Mag Size: 6
Gandiva Missiles: if you do not roll to hit, your target must choose 2 hit locations and let you pick one. Mag Size: 6
Pinaka Missiles: they do not hit until the start of your next turn, when they hit twice in a blast. Mag Size: 3
Mourning Cloak
Modules
Slipstream Module: lets your Mech teleport, distance traveled still depends on your speed, but this doesn’t count as movement.
Weapons
Fold Knife: after you attack, your Mech can teleport directly behind or to either side of your target. Mag Size: 3
Vijaya Rockets: deal 1 damage twice. you may always choose where they hit. Mag Size: 6.
Variable Sword: damage is split 50/50 between Pilot and Mech, preferring Mech. Mag Size: 1
Swallowtail
Modules
Cloudscout Tacsim Swarm: choose a target; the next attack that targets them will miss. Mag Size: 3.
Lotus Projector: choose an area; anything hidden in it is revealed, and any invisibility is removed. If any enemies are in the area, any ongoing hostile, non-damaging effects they have placed on allied targets are removed. Mag Size: 3
Weapons
Oracle LMG: instead of shooting, designate a point in space; the gun will fire at the next thing that enters that point without you taking an action. Mag Size: 6
Flash Charges: an arc of light; anyone in it automatically loses initiative and cannot roll to hit on their next turn. Mag Size: 3
HORUS
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| no no no i wont go back |
Systems Classes
Balor
Modules
Hellswarm: when your Mech is destroyed, you may activate this to regenerate it, without any of its mounted Systems. Reroll the Structure for its Body and Limbs at -1 die, and subtract another die each time you do this.
Weapons
Nanobot Whip: must roll to hit. does no damage, but grapples struck targets. counts as three Manipulators for the purposes of Grappling.
Swarm Hive Nexus: can't roll to hit. deal damage, and then automatically deal half that damage on the next turn, and then half that damage again, until they deal no damage. Mag Size: 3
Swarm Body Nexus: create an area; anything in it takes 1 damage if they start their turn there. multiple overlapping areas stack; anyone affected by multiple areas can choose where each one hits their Mech. Mag Size: 3
Goblin
Modules
Symbiosis Protocol: combine with a willing Mech; your Mech takes all damage they take, you both take actions on the same turn, and your Mech's modules can, but don't have to, affect one another. this is determined on a case by case basis. Mag Size: 1
False Idol Module: choose a first target, then a second. you can make the second target appear as the first. until the end of your next turn, any ongoing effects get moved from the first target to the second, and anything targeting the second target has a 50% chance of targeting the first instead. Mag Size: 1.
Liturgicode Protocol: you may choose to take 1 Pilot damage in order to use a weapon that does no damage twice with one action.
Weapons
Metahook: do no damage. you must roll to hit. if you do, you may make an attack with one of your target's weapons. Mag Size: 6.
Gorgon
Modules
Anticognition Hyperfractal: stun the next attacker who hits your Mech. Mag Size: 3
Mimic Mesh: choose an ally. the next time they are targeted by an attack or hostile effect, you can move your Mech between them and it without taking an action.
Weapons
Scorpion V70.1: cannot be used to attack normally. when you or an ally is missed by an attack, the attacking Pilot takes 1 damage. Mag Size: 12
Vorpal Gun: cannot be used to attack normally. When you, your Mech, or an ally is hit, the attacking Mech takes a hit automatically. Mag Size: 6
Hydra
Modules
Orochi Drone Spawner: your Mech can spawn a flying drone, which you can then attach to enemies to immobilize them or to allies to take a hit for them.
Weapons
Ghoul Nexus: cannot roll to hit. a target cannot choose to have this damage the same part of their Frame again until it has damaged all of them. Mag Size: 6
Ghast Nexus: can fired like normal or can be deployed as a drone and fly around, gaining a turn of its own. must return to you to reload. Mag Size: 6
Annihilation Nexus: hits in a blast radiating out around any two friendly targets, including your Mech. Mag Size: 3
Manticore
Modules
Charged Exoskeleton. each time your Mech is hit, you can choose to reroll the damage, taking the higher result. If you do, you record the damage. every three times you do this, you can release it all in a blast around you.
Weapons
Beckoner: must roll to hit. your Mech swaps places with your target. Mag Size: 6
Arc Projector: your target may choose to instead have this attack deal 1 damage to them and maximum damage to an adjacent target. Mag Size: 6
Lightning Generator: automatically deals 1 damage to the part of the Mech it is mounted on or held by every turn, and then fires in a blast around you. Mag Size: 6
Minotaur
Modules
Metafold Maze: choose a target; they are stunned until your Mech moves, is moved, attacks, or takes damage. Mag Size: 3
Weapons
Celestial Shackles: do no damage. you must roll to hit. if you do, mark the position where your target is right now. instead of attacking, you may teleport them back there. Mag Size: 6
Chains of Prometheus: must roll to hit. does no damage, but on a hit, automatically hits your target every time they end their turn not adjacent to you. Mag Size: 3
Slave Systems: must roll to hit. does no damage, but on a hit, if the target is ever not prone or crawling, hits them automatically. Mag Size: 3
Pegasus
Modules
Probabilistic Cannibalism Protocol: while activated, your weapons do the average of their damage roll. Mag Size: 6
Extrude Weapon Module: by taking a hit, your Mech may create and make a single attack with a copy of any weapon used by a target you can see as one action. the weapon is reabsorbed after the attack. Mag Size: 6
Machine Mind Casket: when activated, after everyone else has acted, take another turn. you must do exactly the same thing as you did on your previous turn, though you may change direction of movement, targeting, etc. if any of your Systems are destroyed, your next turn must be identical to the last turn you took, with no differences, except that if you did not use this Module, you use it. each time this forces you to use a System with an empty magazine, you take 1 hit and use it anyway. Mag Size: 1
Weapons
Ushabti Omnigun. on your turn, you automatically attack and hit a random target without taking an action. this damage cannot be prevented in any way. Mag Size: 6
Harrison Armory
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| like im turning over a new leaf!!!! |
Systems Classes
Barbarossa
Modules
External Ammo Feed: when one of your weapons exhausts a magazine, automatically reloads another without you taking an action. Mag Size: 1.
Weapons
Apocalypse Rail: can charge it instead of attacking with it; each time you do this, it will attack another two times when it finally fires. Mag Size: 1
Siege Cannon: hits twice. can only target the furthest enemy from your Mech. cannot target adjacent enemies. Mag Size: 3
Flak Launcher: cannot toll to hit. knocks whatever it hits prone. anything hit by this is hit twice by fall damage on the turn they are hit. Mag Size: 6.
Genghis
Modules
Emergency Vent: when you would take Pilot damage, you can instead choose to divide a single hit of damage across your Mech’s Frame as you choose.
Auto-Cooler: if your Mech did not move last turn, this turn you may ignore the first time you take Pilot damage.
Weapons
Exposed Power Cells: at the end of your turn, vent a cloud of irradiated steam from your Mech in a blast around it. It does 1 damage, and hits once for each action you took this turn and each time the Pilot was hit.
Plasma Thrower: cannot roll to hit. hits in a spray in front of your Mech. You may do 1 Pilot damage to yourself to make it hit twice. Mag Size: 6
Iskander
Modules
Skeleton Key: take 1 Pilot damage to ignore mines and any other automatic sources of damage, including auto-targeting guns, for one turn.
Tesseract: create an area of zero G. Anything in it is flung into the air, and stays there. If they cannot fly or push themselves off of floating objects, they cannot leave. nothing may teleport in or through this area. You may invert and end the field to cause everything in it to slam into the ground, taking double fall damage. Mag Size: 1
Weapons
Broad Sweep Seeder: create an area filled with hovering magnetic micro-mines. when a target enters the area they adhere to them and and explode. the mines can be hid under mud or water, or they can hover in the air. if something teleports through the area, the mines chase after them and explode when they reappear. Mag Size: 6.
Gravity Gun: hits in a blast that pulls everything in it towards its center incredibly fast, to where they will collide in the middle. Mag Size: 3
Napoleon
Modules
Trueblack Aegis: Each turn you use it, your Mech both can't be damaged by enemies and can't attack until your next turn. Mag Size: 3.
Heavy Shielding: when you use this, choose a part of your Frame. it takes half damage until the end of your next turn. Mag Size: 6
Blinkshield: create an area. everything in it cannot damage, be damaged by, target, or be targeted by anything outside of it. nothing can enter or exit it for any reason. at the end of your next turn, if you want to maintain it, you take one hit of Pilot damage. Mag Size: 1
Weapons
Displacer: to fire this, the Pilot must take a hit. it cannot roll to hit. the damage this deals to the target is applied to their entire Frame at once. Mag Size: 3
Saladin
Modules
Tychon Loop: activate it to shield your Mech or another target. the next attack that hits them ricochets to hit a random target. Mag Size: 3
Reinforced Frame: any time your Mech would take extra hits or multiplied damage, you instead activate this and take only one hit. Mag Size: 1
Flash Lock: any time you or any Mech you can see would be moved, teleported, or knocked prone by anything other than themselves, you may instead activate this, they are not, and they take 1 Pilot damage. Mag Size: 3
Weapons
Shatterhead Colony Missiles: damage from these missiles cannot be reduced. if they miss, or if the target is immune to damage, they instead do 1 damage. Mag Size: 6.
Sherman
Modules
Coreburn Protocol. choose a target; for the purpose of any sustained effects, on their turn, they will be treated as though one more turn had passed. Mag Size: 3
Superior Reactor: you may take a hit of Pilot damage to take one additional action once per turn.
Weapons
Solidcore Beam Cannon: each consecutive time you attack an enemy with it, the attack does another hit worth of damage. Mag Size: 3
Tychon Lance: ranged attack, but also hits in a blast around your Mech. Mag Size: 6
Tokugawa
Module
Superheated Reactor Feed: when activated, your Mech takes double damage and deals double damage. this cannot be deactivated without returning to a hanger.
Plasma Sheathe: when activated, your next attack does a hit of Pilot damage to you, but max damage to your target, and the area of the attack increases by one step from single target to blast to area.
External Batteries: keep track of the Structure this Module contributes to your Mech. when you choose to take Pilot damage, you may damage this Module instead. If this Module is destroyed, it does a hit of damage against the rest of your frame.
Weapons
Plasma Gauntlet: deals 1 damage Pilot damage to you whenever you use it. Deals double damage if you, or your Mech, are at half health or less. does triple damage if both are true.
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| FUCK |




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