IPSNKidd
IPSNKidd
Support
Sidegraded from IPS-N’s Lancaster support frame, the Kidd was produced under a joint development
contract by IPS-N’s Titan-Enceladus Field Project and Northstar Branch Robotics. The original frame
pattern was bought off a mining commune that had rigged their support drones in a slapdash but
ingenious neural mesh that both hardened them against tech intrusion and increased their operational
efficiency many times over. Urban legend was that the original rig builder had used his drone team to bury
caches of black market volador tech in several wandering asteroids, and out of extreme paranoia made
his systems almost impossible to crack. To this day Northstar Robotics tries valiantly to squash down
persistent rumors that clues to the location of the caches are hidden in the Kidd’s code base.
Designed to provide an aggressive, all-theater support solution to rugged field teams in hostile
environments, the Kidd mounts a trio of powerful systems to ensure a broad operational envelope. The
Jolly Roger semi-autonomous personal orbital platform, bundled with all proven-license Kidd platforms
establishes theater control in any open or near-surface environment. A squadron of bundled WARCHILD
subalterns (and onboard maintenance suite) guarantee friendly support in any environment, and provide
a broad suite of tactical possibility. Finally, Titan-Enceladus’ SMOKESTACK heat sink pylon represents
the cutting edge of IPS-N’s thermodynamic axiomatics, allowing users to offset an amount of heat via the
creation of a pinhole-window into an Omega State of absolute zero.
License:
I. Blackspot Laser, PEBCAC
II. Omnibus Plate, FABI Modifications
KIDD
TRAITS:
Rapid Deploy: On its first turn in any combat scene, the Kidd can deploy or activate any one system
with the drone or deployable tag as a free action.
Re-Route Power As a quick action 1/round, the Kidd can destroy one of its deployables or drones to
either grant 1d6+3 overshield to an adjacent ally to that drone or system or deal 1d6+3 ap energy
damage to an adjacent enemy to that drone or system. It can’t do this to a drone or deployable that
was deployed or created in the same round. Systems without the limited tag destroyed this way must
be repaired before becoming usable again.
Recycle: If the Kidd used Re-Route power in any scene, it gets +1 limited charge back to a system of
its choice with the drone or deployable tag.
SYSTEM POINTS: 10
MOUNTS:
Main
CORE system
Jolly Roger Semi-Autonomous Personal Orbital Platform
Passive: At the start of any combat scene, the Kidd activates an uplink to a paired Jolly Roger, a
orbital satellite weapon. The Roger needs to maintain calibration with the Kidd, which you can track
with the Jolly Roger die (d6, starting at 1). When one of the following occurs, tick the die up by 1:
Each of these effects can trigger only 1/round independently. However, the die also ticks up by 1 each
time a hostile character takes a tech action against an allied character in the Kidd’s sensor range, with
no limit.
As a quick action 1/round, the Kidd can activate a function of the Roger, resetting the die to 1. It can
take one of the following actions, depending on the value of the die:
3+: Scan every enemy in a blast 1 area and apply Lock On.
5+: Every enemy in a blast 1 area must pass a systems save or become Impaired, Jammed, and
Slowed until the end of their next turn.
6: The Roger fires its beam weapon, piercing a narrow hole through walls and obstructions. One
enemy on the battlefield must pass an agility save or take 3d6+3 AP energy damage, or half on a
successful save.
The Roger does not need line of sight to activate these effects and it will easily pierce through objects
and terrain, though if there are other more potent barriers (such as energy shields that block effects
from crossing due to LoS) they will block them normally.
For the rest of the scene the Kidd, the Roger’s first two effects become blast 2 and its beam weapon
affects all characters in a line 15 area.
Main Rifle
1 SP, Unique
Range 15
On hit, weapons and systems with the Drone, Seeking, and Nexus tags gain +1 accuracy to
attack the target until the end of its next turn. On critical hit, the target also gains lock on.
PEBCAC
When the problem exists between chair and chassis, aggressive solutions are needed. This rather quick
solution is an old system level reboot program, often used by asteroid miners dealing with aging
hardware.
An allied mech character in sensor range and line of sight quickly flash reboots from the
system level. This ends all effects caused by tech actions, stops NHP cascade, and the
affected character becomes immune to all tech actions other than this one (hostile or allied)
until the end of their next turn. Roll 1d6 for side effects. These effects take place immediately,
don’t take an action or reaction, and any movement taken is involuntary.
1d6 Effect
5 Character vents 1d6 heat and deals the amount cooled as energy damage to all
adjacent characters
6 Character immediately takes the stabilize action and can choose what to do.
Omnibus Plate
Northstar Branch Robotics returned to their roots with the Omnibus Plate, creating a simple, deployable
catalytic for frontline nexus users. Designed with adaptation in mind, Omnibus Plates can attach securely
to any drone or deployable system, increasing that drone or deployable’s efficacy in all aspects of
employ.
1 SP, System, Limited 2, quick action, deployable (10 HP, size 1), Unique
On activation, creates a size 1 Omnibus Plate in range 5. The plate cannot be moved, is flat,
and does not block movement. The plate can fit a single size 1 or smaller drone or deployable
at a time. Drones or deployables placed inside gain resistance to all damage and increase the
size of any burst or blast effects they generate by +1. Any of the drone or deployable’s effects
that require adjacency can now be activated from within range 2.
Choose an allied mech character in sensor range and line of sight. That ally takes 1 heat and
their next ranged weapon attack gains Overkill, ap, and deals +1d6 bonus damage, but the
weapon cannot be fired until that character takes the stabilize action.
Unique
As a quick action 1/round, you can spend a charge to deploy your team of Forge-2 subalterns
to start work on a project in a free space in range 5 and line of sight. The team is untargetable
and not treated as a separate entity, but the project is an immovable single size 1 deployable
object with 5 HP. The project takes until the start of your next turn to complete, and is canceled
if it’s destroyed. When finished it gains +10 max and current hp. The team returns to you if the
project is destroyed, canceled, or finished, no matter where you are.
Overcharging to use this system again ignores the 1/round limit, but the second project must
be placed adjacent to the first. The team will finish both if given the chance.
• Emplacement: The team creates an elevated emplacement. The emplacement is size 1 and
3 spaces high and can fit characters up to a combined size of 1. Only the top space can be
occupied by characters (the other two are a solid platform) but it can be entered through any
space. Characters must spend a quick action to enter or exit from any adjacent space. Once
a character enters, they are moved to inside the top space, which has firing slits that grant
mutual line of sight but also grants characters inside hard cover from all directions.
Characters and deployables can freely stand on the roof of the structure, which is flat, but
don’t gain cover.
• Snare Foam: Once finished, this project creates a burst 2 area of difficult terrain. Destroying
this project removes the difficult terrain.
• Damping Station: The team creates a repair station. Once built, the station creates a burst 1
area around it, granting immunity to burn to any allied characters within, and clearing any
burn currently affecting those characters.
• Armor Pack: This pack latches on and fuses to the next allied character to move adjacent to
its space, destroying this project but giving them 1 armor for the rest of the scene.
SMOKESTACK Heatsink.
The IPS-N Kidd’s SMOKESTACK Heatsink represent the latest in IPS-N’s heat dispersion systems for
chassis and other CORE-powered vehicles and vessels. Utilizing proprietary axiomatics, the
SMOKESTACK system establishes (via deployable pylon) a localized, minor, and stable pinhole into an
Omega state, allowing users to — for a certain value of thermodynamic exchange — cool excess heat
debt via depositing it into that Omega State. Once the SMOKESTACK reaches capacity — a hard-coded
feature — it detonates, making the system just as effective a weapon as it is a heat sink.
When deployed as a quick action, this deployable creates a burst 2 zone around itself,
absorbing any heat added to any characters at least partially in the area from any source
(before reduction, such as resistance). Once the pylon hits 6 heat, it explodes. Characters
caught in the zone must pass an agility save or take 1d6+3 ap energy damage, or half on a
successful save. Objects and deployables are hit automatically. Any excess heat absorbed by
the pylon as part of the same action or effect that caused it to explode disperses and has no
effect.