The Sunzi represents the peak of Harrison Armory's research into weaponized blink technology. Pilots approved to fabricate and field-test Sunzi components are monitored remotely by the Armory's Special Projects Group, which enjoys wide latitude in gathering telemetry and biometric data. The Sunzi platform is considered by Harrison Armory to still be in development, and not yet available for fleet contracts.
Like the Armory's Napoleon chassis before it, the Sunzi utilizes the Armory's H-GOBLIN-derived recursive-mesh interdermal substrate, allowing it to mount outsized weapons and systems on a chassis measuring just over three meters tall. Where it differs is in its technological heritage. The Napoleon was largely the product of the Armory's internal paracausal/ parallel space research and development groups; the Sunzi is rumored to be derived from stolen and extracted Volador technology. This may explain why the Long Rim and the Dawnline Shore are the primary test grounds for the platform – far from Union's most direct oversight, the Armory may have more time to make what progress it can before Union's regulatory impulse catches up to them.
According to Union NavInt reports on the Sunzi, the platform's unshielded emissions are consistent with known blinkspace signatures; corroborating intelligence from undercover elements inside the program's main campus on Ras Shamra show that the Sunzi's development has been fast-tracked to respond to the evolving situation in the Dawnline Shore. Both as a forcemultiplication tool to assist the Armory's legionary presence across the Shore, and more specifically to counter the Ungratefuls' newest weapon there, Object L (see UNI Report CORPSE GATE for more).
When allied characters within Range 50 of the Sunzi teleport or are teleported, free spaces adjacent to the Sunzi are always valid end destinations.
The Sunzi has Immunity to involuntary movement caused by other characters.
1/round, the Sunzi can teleport 2 spaces as a free action.
(TT_CLEARANCE_01): JUST A HEADS UP, YOU’RE GOING TO READ SOME OBTUSE SHIT HERE. I’VE TRANSCRIBED ONLY THE USEFUL PARTS OF WHAT THE VOLS SAID. REFER TO THE VISUAL FOR CORRESPONDING HAND SIGNS. REFER TO REPORTS: VESSEL-PILOT-DOORWAY
Size: 1/2
Deployable
Immunity to all damage and effects
Limited 3
You carry a single blink anchor that you can deploy as a quick action. When any character teleports within your line of sight, you may force them to appear in a free space adjacent to the blink anchor instead of their original destination, as long as they can safely stand there. If your target is hostile, this expends a charge.
Initiating this interruption does not count as a reaction. Once it’s deployed, you or any allied character can pick it up or put it down while adjacent to it as a quick action.
For the rest of the scene, this system gains 6 charges (you can use a die to track this). As a reaction at the start or end of any hostile or allied character’s turn within SENSORS and line of sight, expend a charge to teleport them up to 3 spaces in any direction, as long as they end in a free space in which they can stand.
2 SP
Choose and mark two free spaces within your line of sight that share a surface and are within Range 5 of each other. Characters that start their turn in one of these spaces or enter one for the first time in a round are pushed as far as possible in a straight line towards the other space. If they collide with an obstruction, they stop moving. They may avoid being pushed with a successful Hull save. Grenades, Deployables, or other loose objects of Size 1 or smaller that are thrown or deployed into one of the spaces are also pushed towards the other space before activating or detonating. They activate or detonate early if they are forced to stop by another character or object. This effect lasts for the rest of the scene, or until you take this Quick Tech option again.
Unique
Quick Tech
3 SP
Throw a grenade with Range 5 and Blast 3. On impact, choose any character within the affected area and teleport them to any free, valid space within the same area. An unwilling character can pass an Engineering save to avoid this effect
Once detonated, the character that triggered it must pass an Engineering save or be teleported to a free, valid space of your choice within Range 5 of the mine and become JAMMED until the end of their next turn. If they pass, they still teleport but do not become Jammed.
Unique
Limited 3
Grenade
Mine
Range: 10
Damage: 1d3+1 Energy
The target must pass an ENGINEERING save or be teleported a number of spaces equal to the damage you dealt with this weapon (including bonus damage, etc.; no more than 10 spaces), in a direction of your choice. They must end in a free, valid space.
Unique
Armor-Piercing(AP)
Loading
2 SP
You open a blink tear in a free, adjacent space. It lasts until the end of your next turn. As part of any movement, characters other than you (hostile or allied) that enter the space at least partially may teleport to a free space adjacent to you. You may only open one tear at a time, and if you create a new tear it replaces the previous one.
Heat 1(Self)
PROTOCOL
2 SP
You tear a hole in space, creating a Blast 1 area in a free space within Sensors and line of sight. Weapons with the Blast, Line, Burst, or Cone properties do not affect this area, and it may not be occupied by characters or objects for any reason. Any character or object that moves at least 1 space into the affected area immediately teleports to any free space adjacent to the area (of its player’s choice), or as close as possible. The affected area blocks line of sight; however, any character may target the hole in space with a ranged weapon (excluding Blast, Line, Burst, or Cone weapons) as if attacking it. Attackers don’t roll to hit the hole – instead, it absorbs the attack and redirects it against a new target of the attacker's choice within Range 10 of the zone. The attack resolves as if it originated within the hole. This effect lasts for the rest of the scene, or until you take this action again or end it as a quick action.
Unique
Quick Tech
2 SP
Choose yourself or another character within Sensors and line of sight. Your target is charged with unstable energy until the start of your next turn. Unwilling or hostile character can ignore this effect by succeeding on an Engineering save.
Each time your target takes damage for that duration, you may teleport them up to 4 spaces to a free, valid space of your choice as a reaction.
Quick Tech