The Saladin is a hardy and efficient platform for full-squad support shielding. Based on early defense-oriented versions of the Genghis, the Saladin became the stuff of Armory legend following the exploits of Harrison I “Fearkiller” during the Interest War.
Since its first iteration, the Saladin has proved successful in a defensive and support role; it has even become a mainstay among Union Department of Justic and Human Rights liberator teams engaged in emancipation and refugee escort missions, despite the ideological (and, often, tactical) friction between the Armory and the DoJ/HR. Records from these engagements indicate that the Saladin’s massive bulk alone was a comfort and morale boost to DoJ/HR troopers and their charges, many of whom referred to the mechs as “Big Sal”. Union-flagged Saladin pilots often report null balances on bar tabs following engagements in emancipated systems.
The Saladin has Immunity to Shredded.
Adjacent allied characters can use the Saladin for hard cover.
1/round, the Saladin can give +1 difficulty to any attack against it or an allied character within Sensors as a reaction before the roll is made.
Developed by the Think Tank as a joint venture with IPS-Northstar’s Stellar Engineering Unit, the Tachyon Loop uses a closed-loop system to restrain and manipulate a tachyon lance, accelerating tachyons at faster-than-light speeds around a central buckler. The buckler can be carried by a mech or mounted directly, interceding directional incoming fire. As the tachyons travel faster than light, they are invisible to the naked eye, giving the shield the appearance of a large spoked wheel.
This system projects an accelerated-tachyon shield over an allied character within Sensors. You may choose a new target as a quick action. Gain the Defensive Pulse reaction for the rest of the scene.
1/round when your target is attacked, you empower their tachyon shield with a pulse of energy. They gain Resistance to all damage from the attack, and if the attack misses, you may force the attacker to reroll it against a character or object of your choice, checking line of sight and Range from your target instead of from the attacker. If the attack was part of an area of effect, the new target must be inside the same area of effect from the original attack instead.
1 SP
Range: 15
Damage: 1d3+1 Energy
The final attack roll for this weapon can never be affected by difficulty.
Arcing
2 SP
This system generates a burst 3 dome that lasts until the end of your next turn. You become Immobilized for the duration, but any ranged or melee attacks made against characters within the affected area from outside the dome receive +1 difficulty.
Additionally, gain the Blinkfield Intervention reaction while the shield is active.
1/Round when a character or object within the affected area is attacked, take two Heat, then grant the attack’s target Resistance to all damage from this attack.
Unique
Shield
Reaction
1 SP
1/Round when you or an allied character in Sensors and line of sight is pushed, pulled, knocked back or knocked Prone, take 2 Heat. The movement or status is prevented, and the target gains Immunity to all the above effects until the start of their next turn.
Unique
Shield
Heat 2(Self)
Reaction
3 SP
This system creates a burst 3 hardlight shield. While the shield is in place, you become Immobilized. It blocks line of sight in both directions, and no attacks or effects can pass through (even if they don’t require line of sight). Characters partially within the affected area ignore this effect and draw line of sight as usual.
Characters can pass through the shield, but when crossing the perimeter for the first time in a round or starting their turn overlapping the boundary, they take 2 Burn.
This shield lasts for the rest of the scene, or until deactivated as a protocol.
Unique
Shield
Heat 2(Self)
PROTOCOL
Full Action
4 SP
Melee
CQB
Rifle
Launcher
Cannon
Nexus
Auxiliary
Main
Heavy
Superheavy
This weapon gains Overkill, and its damage can’t be reduced in any way, including by other effects and systems (such as Resistance, Armor, etc).
3 SP
These effects apply until the end of your next turn:
You become Slowed.
Each time you or an allied adjacent character are targeted by a ranged attack, you may take 1 heat as a reaction and roll 1d6 before the attacker rolls: on 4+, you take an additional 1 heat and the attack automatically misses you and any allies adjacent to you. This effect does not stack with Invisible.
Each time a ranged attack fails to hit you or an adjacent allied character, the attacker takes 4 kinetic damage.
AI
Unique