The original Genghis frame marked the dawn of the mech age; the Armory’s new line seeks to redefine it. From its roots as a modified GMS hardsuit, the Genghis Mk I became notorious for its use in the Hercynian Crisis – the first-contact war that triggered the violent overthrow of the Second Committee. In the administrative and political chaos that followed the Crisis, Harrison Armory secured the design and adapted it to serve as the basis of its first proprietary mechs, including the Sherman and the Saladin.
The new Genghis bears some resemblance to the chassis of Hercynian notoriety, serving in a similar area-denial/soft-target elimination role; The Genghis Mk II has been brought in line with the Third Committee’s Utopian Pillars.
The Genghis has Immunity to burn.
When the Genghis takes structure damage, it clears all heat.
To better manage the Genghis’s tremendous power demands and rapidly accelerate heat dispersion, the Think Tank developed a suite of power-management mechanisms. After extensive field testing, pilots discovered that the TBK Sustain Suite can be used as both a heat sink and an area-denial weapon.
The next time you exceed your Heat Cap this scene, you instead clear all heat and vent a burst 3 cloud of burning matter from your mech.
Until the start of your next turn, all characters within the affected area count as Invisible to everyone except you, and characters other than you take 2 burn and 2 heat when they start their turn in the area or enter it for the first time in a round. Once this effect ends, characters within the affected area receive soft cover (which you ignore) until the start of your following turn, at which point the cloud disperses.
Cone: 5
Damage: 1 Energy, 4 Burn
2 SP
When you clear all heat or take stress, your mech’s cooling vents open and unleash a burst 1 explosion. Characters within the affected area take 2 heat and 2 burn.
Unique
1/Round
2 SP
Range: 5
Line: 5
Damage: 2 Burn
Throw a Napalm Grenade within Range 5. This grenade releases a spray of napalm in a line 5 path of your choice from its impact location. Characters within the affected area must succeed on an Agility save or take 2 burn. On a success, they take 1 burn.
When a character moves over or adjacent to this mine, it detonates with a focused explosion in a line 5 path in the direction of the character who triggered it. Characters within the affected area must succeed on an Agility save or take 4 burn. On a success, they take 2 burn.
Limited 2
Unique
Grenade
Mine
2 SP
As long as you don’t take damage, move, or exceed your Heat Cap, you clear all heat at the start of your next turn.
Unique
Protocol
Cone: 7
Line: 10
Damage: 1d6+2 Energy, 6 Burn
Can be fired as Cone 7 or Line 10
White-hot flames continue to burn in 3 free spaces of your choice within the affected area, lasting for the rest of the scene. When characters start their turn in one of these spaces or enter one for the first time in a round, they take 1d6 energy damage.
Heat 4(Self)
3 SP
1/scene, expend a charge to automatically clear all heat at the end of your turn, venting it in a burst 2 wave. Characters within the affected area must succeed on an Engineering save or take 2 burn and be pushed outside the area (or as far as possible). Until the end of your next turn, characters within the affected area receive soft cover.
AI
Unique
Limited 1
Protocol