The Goblin was the first identified HORUS frame, and is likely the oldest legacy chassis prior to HORUS’s transition to pattern groups. Transmission records traced back to the Goblin’s zero model indicate the first chassis was leaked onto the omninet in 4900u. This year serves as HORUS’s assumed “foundation day” for most scholars and intelligence officers who study the group, though contradictory signatures indicate that 4900u is far too late to mark its birth.
The Goblin is a small mech, not much larger than a hardsuit, that relies on its small size and excellent maneuverability to protect its pilot. It packs an interesting recursive processing weave that facilitates electronic warfare capabilities well beyond theoretical parameters.
GMS technicians are still, more than a century later, working to reverse engineer the Goblin and its processing weave. The most recent investigations suggest that it employs technology consistent with hieroglyphic inscriptions noted on LRA.7726235-B and corroborated by tablets transmitted by UIB-GORGON from Metavault XOLOTL prior to the vault’s disappearance.
The Goblin gains +1 accuracy on tech attacks.
Gain the Reactive Code reaction.
1/Round when you are hit by a Tech Attack, you may take any Quick Tech option against the attacker as a reaction.
The Goblin receives +1 difficulty on Hull checks and saves.
One of the first Goblin-pattern systems cracked by GMS technicians was its e-warfare invasion rig, although the rig’s advanced capabilities and architecture remain impenetrable. When installed, the rig manifests a subsentient intelligence – designated INSTINCT – that assists invasion attempts against target systems using a mix of physical and systemic parasymbiotic systems. Invasions attempted while INSTINCT is active are not perceived by the user as code and script, but as an attack on organic matter. INSTINCT has displayed the capacity to act independently, often preempting its user, but generally in their best interest. Readme documentation included in some Goblin manifestations recommend that pilots cycle their mech cores at least once a month to prevent spontaneous enlightenment, though most do not make note of this warning.
Your mech retracts its major systems and attaches itself to another mech, becoming more like a vestigial blister than a separate entity. The host must be an allied and willing mech not already hosting another Goblin, larger than and adjacent to you. While attached, you occupy their space, move with them, and benefit from hard cover, but can still be attacked and targeted separately. You also take any conditions and heat taken by your host.
Your host may use your Systems, E-Defense, and Tech Attack instead of their own. Additionally, from the beginning of the next round, you no longer take your own turns; instead, you can take two quick actions or one full action at any point during your host’s turn. You can’t Overcharge or move, but may still take reactions and free actions normally. Your host’s turn counts as your turn for the purpose of effects that refer to the start or end of a character’s turn.
This effect lasts either for the rest of the scene, until you detach as a quick action, or until you or your host becomes Stunned. When the effect ends, you don’t take a turn until the next round.
1 SP
Range: 15
Damage: 3 Kinetic
Instead of using any kind of trigger mechanism, this weapon automatically scans for target locks, firing spinning, razor-sharp disks upon successful IDs. Gain the Autonomous Assault reaction, which is the only way you can attack with the Autopod.
1/Round when another character attacks a target within range 15 of you and consumes Lock On you may automatically hit their target with the Autopod.
Seeking
Unique
Reaction
2 SP
Your target moves its maximum Speed in a direction of your choice. They can be moved into hazardous areas and other obstacles, but are still affected by difficult terrain, obstructions, and so on. This movement is involuntary, but provokes reactions and Engagement as normal and doesn’t count as Knockback, pushing, or pulling.
Your target becomes Jammed until the end of their next turn as you temporarily disrupt their systems, ejecting ammo magazines and cooling rods. Characters adjacent to your target take 2 energy damage. This can only be used 1/scene on each character.
Unique
Invade
2 SP
Choose an allied character within Sensors and line of sight. You link systems with them, lasting as long as they are within Sensors and line of sight. While linked, you may use their Sensors and line of sight for tech actions, and they may use your Systems to make skill checks and saves; however, any time either character takes heat or a condition, it is also taken by the other character. You can only link systems with one character at a time.
Unique
Quick Tech
2 SP
You create a data construct in a free adjacent space – a Size 2 object that can look like almost anything and that appears real to all systems. The construct provides hard cover, blocks line of sight, and has Immunity to all damage. Characters treat it as an obstruction and so cannot voluntarily move into it; however, if a character attempts to stand on it or is involuntarily moved into its area, it dissipates and is immediately destroyed. It lasts for the rest of the scene, or until destroyed by an adjacent character with a successful Systems skill check as a full action. If you create a second construct, the previous one disappears.
Choose a free space within Sensors and a target – either yourself or an allied character within Sensors. You create a false idol – an illusory decoy of your target – in the chosen space. Before attempting to take any hostile actions against your target, characters with line of sight to the false idol must make a Systems save. On a failure, they don’t lose the action, but cannot target the original character and believe the false idol is real instead until the end of their next turn.
The false idol is the same Size as your target, can benefit from cover, and has Evasion 10, E-Defense 10, and 1 HP. It disappears if it takes heat or damage, or at the end of the scene. If you create a second idol, the previous one disappears.
Unique
Quick Tech
3 SP
You channel your target’s systems through an unknown extradimensional space and unleash an incredibly powerful system attack.
Make a tech attack against a target within Sensors. On a success, they take 2 heat and you inflict an additional effect as follows: the first time you successfully make this attack, you inflict the First Gate on your target; each subsequent successful attack (on any target) increases the level of the effect that you inflict (e.g. your second attack inflicts the Second Gate, your third inflicts the Third Gate, etc.) until you inflict the Fourth Gate, after which the effect resets to the First Gate. Your progress persists between scenes but resets if you rest or perform a Full Repair.
First Gate: You control your target’s standard move next turn.
Second Gate: Your target becomes Slowed and Impaired until the end of their next turn.
Third Gate: Your target becomes Stunned until the end of their next turn.
Fourth Gate: Your target changes allegiance temporarily, becoming an allied character until the end of their next turn. They treat your allied characters and hostile characters as their own and are treated as an allied NPC for activation and turn order. This effect ends immediately if you or any allied character damages, inflicts heat upon, or attacks (including Grapple and Ram) your target, or forces them to make a save. This action may only be used 1/round
AI
Unique
1/Round
Quick Tech
2 SP
You create three Size 1 data constructs in free spaces adjacent to your target, but not adjacent to each other. When a character passes through one of the constructs, they take 2 heat and the construct disappears. They last for the rest of the scene or until either they are destroyed, you take this action again, or you delete them as a free action. A construct can be destroyed by an adjacent character with a successful Systems skill check as a quick action.
Mark a space your target currently occupies. If they leave the affected space, once at any point during your turn, you may take a free action to teleport them back to that space, or as close as possible, ending this effect. An affected character can attempt to succeed on a Systems save as a quick action to end the effect, otherwise it lasts until the end of the scene.
Unique
Invade