The Kobold pattern group first appeared among revolutionary Ungratefuls toiling on Bo, the capital world of the House of Dust, where it manifested as a clever suite of hardware and software compatible with a broad range of mining and heavy industry mechs. The steaming, shuddering final result of K-PG exposure is an ugly affair: a device transformed from plow to blade by powerful, viral-morph liturgicode that is almost impossible for conventional codec sniffers to capture pre-print.
The clandestine mechanisms by which the Kobold is transmitted and applied make it the perfect machine for fighting Baronic suppression forces. The desperate workers who printed the first Kobolds found them to be eminently fungible. When loaded into their mining exos and chassis, the K-PG code repurposed reactors and industrial tools to deadly effect, weaponizing the very materials and superstructures that powered it. The rapid flash-melting, processing, and extruding of raw material into molten plural-state particles is dangerous – often just as dangerous to its pilot as the final product is to its targets.
Operational dangers notwithstanding, the Ungratefuls who first adopted the K-PG stunned their Baronic overseers with a series of rapid and total victories, liberating a great swath of lunar helium-3 mines. While the insurgency was eventually contained to Bo, it continues, necessitating the deployment of the House of Dust's Graveborn Banner Company for counter-insurgency operations beyond the capability of local security forces.
HORUS's assets in the Long Rim continue to produce K-PG liturgicode seeds. The House of Dust has contracted Mastodon to track down and eliminate HORUS elements in the area; meanwhile, Harrison Armory has reached out to the Brigade-Legion to counter the House of Dust's efforts.
When the Kobold starts its turn adjacent to a piece of terrain or hard cover of SIZE 1 or larger it becomes INVISIBLE as long as it remains adjacent. It ceases to be INVISIBLE if it attacks or takes damage.
1/round, as a quick action, the Kobold may create a SIZE 1 mound of semi-molten polymer in a free space within Range 3 and line of sight. This terrain has 10 HP, EVASION 5, and grants hard cover.
The Kobold gets +1 Difficulty on ENGINEERING checks and saves.
Screeching and venting steam, the Kobold digs into the earth. Moments later, the very ground bends to the pilot’s will and the air shrieks with agony — the cry of every dead Ungrateful, martyred or taken by the Dustmen
Your mech extrudes a massive amount of polymer, creating up to 10 SIZE 1 cubes in free spaces within Range 5. These cubes can be separate or connected and can be stacked up to 5 spaces high. If connected, they form a contiguous surface that can block line of sight. During the turn in which they are extruded, the cubes grant soft cover and each has EVASION 5 and 10 HP. At the start of your next turn, they harden, each cube granting hard cover and gaining +10 HP (but retaining any damage they had taken).
Range: 6
Damage: 1-6 Energy
This weapon deals damage equal to its RANGE from the target (up to a maximum of 6 Energy Damage).
1 SP
You sink the jaws of your clamp into an adjacent object or piece of terrain of Size 1 or larger. You become Immobilized but gain Immunity to Knockback and Prone. This effect ends if the thing you’re clamped onto is destroyed or if you release the clamp as a protocol.
Range: 8
Damage: 1d6 Energy
If your target is on the ground or a flat surface, once this attack resolves place a SIZE 1 mound of slag in a free space adjacent to them. The mound is an object with EVASION 5 and 10 HP.
Heat 1(Self)
Deployable
2 SP
You unleash a seismic pulse in a line 10 path: characters in the affected area must pass a Hull save or be knocked Prone and all objects and pieces of terrain automatically take 10 AP energy damage. If this destroys a piece of terrain or object, it explodes with a Burst 1 area. Characters caught in the area of exploding terrain or objects must pass an Agility save or take 2d6 explosive damage. If they pass, they take half damage. Each character can only be affected by one of these explosions at a time, even if several overlap.
Full Action
2 SP
You inject a memetic, proximity based virus into the target’s reactor. At the end of their next turn, if they are not adjacent to another character or piece of terrain of Size 1 or larger, the virus catalyzes and they take 1d6+2 AP explosive damage. Once catalyzed, the effect ends.
A character can only be affected by one Purifying Code option at a time and are aware of their effects.
You inject a memetic, proximity based virus into the target’s reactor. At the end of their next turn, if they are adjacent to another character or piece of terrain of Size 1 or larger, the virus catalyzes and they take 1d6+2 AP explosive damage. Once catalyzed, the effect ends.
A character can only be affected by one Purifying Code option at a time and are aware of their effects
Invade
2 SP
You force the target’s reactor to eject burning liquid in a Burst 2 area around them, not affecting the space they occupy. The affected area becomes difficult terrain and characters that start their turn in it or that enter it for the first time in a round must succeed on an Engineering save or take 2 Heat and 1 Burn. The liquid cools, dissipating, at the end of your next turn.
Effect
Until the end of the target’s next turn, their reactor shielding is temporarily cracked. They take 2 Burn for each space they voluntarily move (to a maximum of 6 Burn).
Invade