Developed on the proving grounds of the Armory’s Think Tank, the Iskander is a new specialist frame designed to bring gravtech area-control and breach capabilities to a mechanized platform.
A bulky frame, the Iskander fields a mix of kinetic and causal-energy systems that empower pilots to triumph in a wide portfolio of scenarios. The Iskander platform has no civilian counterpart: it is intended to be used as a frontline command and control platform, with an emphasis toward identifying and eliminating static explosive threats.
1/round, the Iskander may throw one Grenade or plant one Mine as though it has range 15.
1/round, when the Iskander plants a Mine (even using its Assault Launcher trait), it may plant up to two other Mines in free spaces adjacent to itself as a free action.
The Iskander never triggers or sets off Mines or other proximity-based systems unless it chooses to do so.
The Broad-Sweep Seeder is a proprietary device developed during the Orrugi Occupation, during which Armory legionnaires fought an embittered, recalcitrant local guerilla movement. IEDs, VBEDs, and D/SABEDs were often employed by the resistance; to counter the threat, Harrison Armory developed the Seeder to simultaneously scan, identify, and eliminate explosive threats in proximity to stationary units. The technology proved successful and, with minor adaptation, was adapted for installation on Armory frames.
The Broad-Sweep Seeder emits an excited LIDAR hivecone to flag potential targets: if positive identification occurs, the target is neutralized with a spray of mag-accelerated, dull-coat flechettes. The Seeder can also carry explosive hivemines.
This system fires an enormous, expanding cloud of micromines across the whole battlefield, affecting all hostile characters within range 50. For the rest of the scene, when hostile characters make any movement other than their standard move (including involuntary movement), they take 3 AP explosive damage. This effect can trigger any number of times, but only 1/round for each character.
Range: 5
Damage: 3 Explosive
Limited 6
Knockback 1
2 SP
Range: 5
Throw a Gravity Grenade within Range 5. Your target must succeed on an Agility save or be Slowed until they make no voluntary movements for a full turn on their own turn.
This mine must be detonated remotely as a quick action, affecting a single character within range 5 of the mine: they must succeed on a Hull save or be pulled as far as possible toward the mine and knocked Prone. Flying characters that fail the save are affected the same way, except they are also forced to land (this counts as falling but without damage).
Limited 2
Unique
Grenade
Mine
Range: 8
Blast: 3
Characters within the affected area must succeed on a Hull save or take 1d6 energy damage and be pulled as close to the center of the blast possible. This weapon cannot be modified or benefit from core bonuses.
1 SP
This system emits a burst 2 pulse around you. Characters within the affected area must succeed on a Hull save or be knocked 2 spaces directly away from you; then, all Mines within the affected area detonate simultaneously.
You count as having Immunity to any damage or effects immediately forced by mines detonated using this system, although persistent effects still affect you.
Unique
Heat 1(Self)
2 SP
Expend a charge to fire a cluster of miniature bombs at a character within Sensors. They must succeed on an Engineering save, or the bombs clamp on. At the end of their next turn, the bombs detonate, dealing 1d6+3 AP explosive damage. All characters adjacent to your target take half damage. The target can disarm and detach the bombs by voluntarily moving at least 4 spaces before the end of their turn.
Limited 4
Unique
2 SP
Choose a blast 3 area within Sensors: this area, extending 6 spaces high, becomes a zero-g area. In addition to the usual rules for zero-g movement, objects that enter the affected area float in place, and objects or characters that are knocked, moved, or pulled out of the area sink harmlessly to the ground at the end of their turn instead of falling. This area disperses if you create a new one. Otherwise, the effect persists until the end of the scene. When the zone disperses, everything within floats harmlessly to the ground.
Choose a hostile or willing allied character within Sensors. If they are allied, they float 6 spaces into the air, becoming Immobilized while in the air but counting as flying and unable to fall. They can choose to sink harmlessly to the ground at the end of any of their turns or the start of any of yours. If they are hostile, they must succeed on an Engineering save or experience the same effect as an allied character; however, they sink harmlessly to the ground at the end of their next turn. Hostile characters can each be affected 1/scene.
Unique
Quick Tech