Perhaps in a tongue-in-cheek nod to its namesake, the Napoleon is a squat frame in comparison to other Harrison Armory designs. Its frame is packed with marvels of Armory engineering – technology that demands nothing less than the best and brightest pilots. In spite of its small stature, the Napoleon employs one of the Armory’s most terrifying new weapons, the Displacer, which manifests pinpoint, one-way blinkspace ruptures on its targets.
Notable for more than its stature, this chassis boasts a tremendous record of success, with pilots reporting a .800 return rate in high-KIA operations. The Napoleon is a popular chassis among breach divisions of the Armory’s legions, Think Tank security, and Union Economic Bureau development teams.
When the Napoleon would take half damage on a successful check or save, it instead reduces the damage to 1.
When the Napoleon Braces, it reduces incoming damage to 1 instead of gaining Resistance.
The Trueblack Aegis is a breakthrough in personal shielding developed by the Armory’s Think Tank. Like the Armory’s other NHP-derived technologies, the Aegis is a “black-box” technology: its code and inner workings are highly confidential, and it can typically only be requisitioned by pilots of high rank or standing within Harrison Armory. Some Cosmopolitan pilots have described the appearance of the Aegis as similar to the void – or blindness – they see when looking into blinkspace. It’s safe to assume the device harnesses unstable blinkfield technology to manifest a thin blinkspace bubble within defined parameters. The blinkfield can only maintain coherence for a brief moment but can be flickered on and off to create a total blinkspace dome.
A shimmering, utterly black field quickly envelops your mech, covering it like a second skin. For the rest of the scene, you:
reduce all damage to 1, except for damage that ignores reduction;
gain Immunity to all tech actions, including beneficial ones, and any current tech effects or conditions on you end;
can only use systems with the Shield tag – any others immediately deactivate (systems that do not require activation are unaffected);
can’t take quick actions, full actions, or reactions, except for standard moves, Grapple, Ram, Improvised Attack, Activate (Shield systems only), Skill Check, and Boost;
can’t Overcharge;
can’t use comms to talk to other characters (as sound doesn’t exit the shield).
You can still receive statuses and Heat, and can be affected by involuntary movement. You can otherwise interact normally with the world, including picking up and dragging items, and so on.
1 SP
This system charges as a quick action, readying a projected stasis point. While it is charged, you gain the Interdiction Point reaction. It can only hold one charge at a time, but charges last for the rest of the scene or until used.
Charge the Stasis Bolt, gaining the Interdiction Point Reaction
1/Round when you or an allied character within range 5 are targeted by a ranged attack, make a contested ranged attack roll: if you win the contested roll, the attack automatically misses. The Stasis Bolt loses its charge.
Shield
Unique
Reaction
2 SP
Choose a hostile character or willing allied character within line of sight and range 5: until the end of their next turn, they become Stunned, gain Immunity to all damage and effects, and can’t be moved, targeted, or affected by any other character or effect. This can be used on each character 1/scene. Hostile characters can succeed on an Engineering save to ignore this effect.
Unique
Shield
2 SP
Melee
CQB
Rifle
Launcher
Cannon
Nexus
Auxiliary
Main
Heavy
Superheavy
As long as you know the rough location of your target, the weapon this mod is applied to can attack through solid walls and obstructions, doesn’t require line of sight, and ignores all cover, but targets attacked this way count as Invisible.
2 SP
Expend a charge to activate this stasis barrier, generating a line 4 barrier 4 spaces high in free spaces with at least one space adjacent to you.
Generate a line 4 barrier 4 spaces high in free spaces with at least one space adjacent to you. It counts as an obstruction and provides soft cover, but doesn’t block line of sight.
When an attack is made against a character that benefits from this barrier’s soft cover, roll 1d6: on 4+, the attack is consumed by the barrier and has no effect whatsoever. The barrier lasts for the rest of the scene, or until you deactivate it as a quick action. This effect does not stack with Invisible.
Limited 1
Shield
Unique
Invulnerable
Deployable
Heat 1(Self)
Range: 10
Blast: 1
Damage: 10 Energy
Armor-Piercing(AP)
Loading
Unique
Heat 10(Self)
2 SP
This system generates a burst 4 bubble around your mech, within which the flow of time is altered drastically. Nothing can enter or exit the bubble, not even light – it’s both impermeable and has Immunity to all damage and effects. Line of sight can’t be drawn through the border of the area, and it can’t be crossed by any action or effect – even those that don’t require line of sight – but time passes normally on both sides. For characters within the affected area, the world outside goes totally black; likewise, characters outside the affected area see a perfect black sphere.
When the Blinkshield is activated, characters partially within the affected area must make an Agility save: on a success, they move to the nearest free space on the side of their choice, inside or outside the area; on a failure, you choose.
This effect remains stationary even if you move, and lasts until the end of your next turn.
Unique
Shield
Heat 4(Self)
Full Action