The Sherman is the classic Harrison Armory frame: any station, nation, world, or state—stellar or interstellar—with an Armory fleet-supply contract fields a backbone force of Sherman mechs. The Sherman is designed to carry a range of Harrison Armory’s main battle-line energy weaponry, with a rugged, versatile reactor to back it up. After the GMS-SP1 Everest, the Sherman is the second-most-common mech in the core systems—so common that GMS has recently begun equipping its stock models with more ablative and wave-scatter defenses, specifically to deal with hostile actors fielding Shermans.
At present, the Mk I is in wide use, with exclusive, first-contract Mk II units only now rolling off the lines at Ras Shamra and other Armory special-project worlds.
The Sherman gains +1 accuracy on Engineering checks and saves.
When the Sherman clears all heat, you may choose to receive heat equal to half its Heat Cap, putting it in the Danger Zone.
When you Stabilize the Sherman or it exceeds its Heat Cap, it benefits from soft cover until the start of your next turn.
The ZF4 SOLIDCORE is a hard-mounted, dual-source energy beam weapon. Powered by a millifold power generation system, the ZF4 features a secondary belt-fed rack of solidcore batteries that can be used to overcharge a single impulse beam, extending the weapon’s range and destructive power.
Your ZF4 SOLIDCORE immediately gains 3 Charges, to a maximum of 4; additionally, for the rest of this scene, Stabilize generates 2 Charges instead of 1, and all terrain, objects, and deployables take 10 AP energy damage per charge on hit.
This weapon’s profile is determined by the number of Charges it carries. It begins with 1 Charge, dealing 1d6 energy with line 4. Each time you Stabilize, you gain an additional 1 Charge, up to a maximum of 4. The ZF4 gains an additional +4 range and +1d6 energy damage for each charge, and resets to 1 Charge after each attack. Charges persist between scenes, but are lost during a full repair.
Ordnance
Range: 4
Damage: 1d6 Energy
Range: 8
Damage: 2d6 Energy
Range: 12
Damage: 3d6 Energy
Range: 16
Damage: 4d6 Energy
Range: 8
Damage: 1d6 Energy, 1 Burn
Heat 1(Self)
3 SP
You may reroll overheating checks, but must keep the second result, even if it’s worse.
Unique
Range: 12
Damage: 2d6 Energy, 3 Burn
Heat 3(Self)
3 SP
Expend a charge to Stabilize as a quick action.
Limited 1
Unique
Range: 20
Damage: 2d6 Energy, 8 Burn
This weapon can’t make normal attacks. Instead, you can attack with it as a free action at the end of your turn. It doesn’t benefit from or trigger your talents.
Ordnance
Heat 4(Self)
2 SP
1/scene, expend a charge to take two additional quick actions or one additional full action this turn. These actions must obey restrictions on duplicate actions.
AI
Unique
Limited 1
Heat 3(Self)
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