HA’s Tokugawa is a relative newcomer on the market, popular in core systems for security, CQB, and ship-boarding applications. The Tokugawa is an unsubtle, imposing mech – a sturdy platform from which its systems can draw necessary power. Unlike other frames, the Tokugawa’s unique reactor is designed to allow standard limitations to be removed with ease. Knowing this, experienced (or foolhardy) pilots can ‘overclock’ the reactor, increasing its output and gaining an incredible power draw for their energy weapons.
When the Tokugawa is Exposed, its ranged and melee attacks deal +3 energy bonus damage on hit, all of its weapons that would deal kinetic or explosive damage instead deal energy, ranged weapons gain +5 range and melee weapons gain +1 threat.
When the Tokugawa is in the Danger Zone and attacks with a weapon that deals any amount of energy, all bonus damage becomes burn.
Pilots of a certain breed thrive at the very edge of catastrophe, risking either glorious success or utter failure in each moment. These daredevils are familiar with the howl of critical heat warnings – the warbling siren song of destruction and superheated reactor feeds. Tokugawa pilots are notorious for supercharging their weapons with excess energy, pushing their heat gauge to the max. Harnessing the Tokugawa’s unique reactor, these pilots churn out damage and make no friends in the engineering bay – assuming they don’t melt into a ball of slag before they make it back from the line.
You cause your mech to become Exposed until the end of your next turn.
PROTOCOL
For the rest of this scene, weapons that deal any energy gain +5 range if they are ranged or +2 threat if they are melee.
While you’re Exposed, Limit Break stacks with these bonuses for a total increase of +10 range and +3 threat.
Range: 5
Threat: 3
Damage: 1d3+2 Energy
Oh hit, make a secondary attack against all characters within burst 1 of the target. These attacks can’t deal bonus damage, and don’t trigger the Annihilator’s heat cost or secondary attacks.
Armor-Piercing(AP)
Heat 2(Self)
2 SP
Weapons that deal any energy gain +5 RANGE if they are ranged or +1 THREAT if they are melee. When you take any structure damage, this system is destroyed and you take 1d6 AP explosive damage from the explosion. This damage can’t be prevented or reduced in any way.
Unique
Threat: 1
Damage: 1d6 Energy, 3 Burn
Overkill
Heat 3(Self)
4 SP
When you start your turn in the Danger Zone, you gain Resistance to heat for the rest of the turn. This effect persists even if you leave the Danger Zone during your turn.
Unique
2 SP
This system can only be used in the Danger Zone.
Expend a charge and choose a character adjacent to you: they must succeed on an Agility save or take 4d6 AP energy damage and be knocked Prone. On a success, they take half damage and aren’t knocked Prone. You take half of the damage inflicted – before reduction – as heat and become Stunned until the start of your next turn.
Danger Zone
Limited 1
Unique
3 SP
Expend a charge to give your next ranged or melee attack this turn bonus damage on hit equal to your current heat after activating this protocol, as long as the weapon deals any energy.
AI
Unique
Limited 2
Heat 1d3+3(Self)
PROTOCOL