The Minotaur was the first HORUS pattern group identified by the Union Intelligence Bureau. Previously, HORUS mechs were released as complete, identifiable models, of which the Goblin is the best and longest-lasting example. As HORUS’s decentralized organizational structure evolved, so too did its design philosophy. Pattern group designs followed beginning with the Minotaur, a schema designed to bring HORUS’s most potent invasion systems and weaponry to the field in a single, battle-ready chassis.
Mechs built according to the Minotaur pattern group are interdictors: formidable machines meant to lock down and overload the systems of fast-moving targets. Disassembly by Union technicians has found that Minotaurs contain a huge quantity of interior systems, occupying more physical space than should be possible by several orders of magnitude. The mechanism by which these folded systems are printed is thus far unidentified, but likely related to the Goblin’s signature recursive weave.
A signature of the Order Xenoglossia’s Stygos Grammaton, the Royal Karrakin Foundries Calendula is derived from the Minotaur pattern group first released by HORUS. Oddly, it is unclear from temporal markers whether the codebase used to create the Calendula was created separately, before contact with Union, despite being nearly identical to the Minotaur codebase.
The Calendula uses the internal spatial manipulation abilities of the Minotaur and inverts them, allowing experienced pilots of the mech to cut into a ‘non-space’ widely regarded by Union theorists to be the Aunic Firmament. In this grey and bleak interstitial zone, matter appears as a flowing fog, and is just as easily parted.
You may Mount or Dismount the Minotaur for the first time each round as a free action. Additionally, the Minotaur doesn’t become Impaired when you Eject.
1/round, when the Calendula hits a character with a tech attack, it can create a void husk in a free space within RANGE 3 of its target. Void husks are INTANGIBLE objects that don’t cause obstruction. The husk is the same SIZE as its target, has IMMUNITY to all damage and effects, and emits a BURST 2 aura while active that affects both Intangible and tangible characters. Hostile characters are SLOWED while they are at least partly in the area. The Calendula can create any number of husks, all of which disintegrate at the end of the scene.
While inside the Minotaur, you can’t be harmed in any way, even if the Minotaur explodes or is destroyed.
SLOWED hostile characters are also SHREDDED while within Range 3 of the Calendula.
Hostile characters cannot pass through a space occupied by the Minotaur for any reason, and must always stop moving when Engaged with it, regardless of Size.
As a protocol, the Calendula can become INTANGIBLE until the start of its next turn.
No maze is more terrible than the one I make. I know all ends and hide them all inside this one perfect construct. What is a human mind but a program of sorts, a system that seeks order and narrative from a mess they are given?
I order it for them. Me. I order it for them and set them to the task of sorting it out. When they emerge, they weep in joy, in discovery. I save them, I show them that they are their own redeemers (and yet, am I not just as culpable - as worthy of credit?).
So, go now. Enter. Free yourself.
When you hit with a tech attack, you may activate this system, causing your target to become Slowed until the end of your next turn. If they are already Slowed, they become Immobilized until the end of your next turn; if they are already Immobilized, they become Stunned until the end of your next turn. Each character can only be Stunned by this effect once per combat but can be Slowed or Immobilized any number of times.
Choose a character within Sensors: they become Stunned as you hurl their systems into a metaphysical information trap so tangled they can do nothing but try and escape. At the end of their next turn, they can make a Systems save at +3 difficulty. On a success, they are no longer Stunned. This save can be repeated at the end of each of their turns, gaining +1 accuracy each time until successful.
“I inscribe thy name, I threaten thee with the second death. I kill thy name, and this I kill thee again in the afterlife.“
1/round You may target another character in line of sight within Range 3 of a void husk, banishing them to an interstitial space. Allied characters can choose whether or not to be affected, and hostile characters can avoid being affected by succeeding on a SYSTEMS save. Banished characters exist in a shadowy gray realm, making them INTANGIBLE.
This effect lasts until the banished character moves adjacent or starts their turn adjacent to a void husk, either of which returns them to physical space and clears INTANGIBLE.
One hostile character and one allied character both within Range 5 and line of sight to you or a void husk, become INTANGIBLE until the end of your next turn. Two characters must be chosen for this effect to occur. This ability is Efficient and will refund 1 Core Point at the end of any scene in which this ability was used.
2 SP
Range 5
Throw a Mesmer Beacon within Range 5. Your target must succeed on a Systems save, or the only voluntary movements they can make are toward you until the end of their next turn.
Characters within the affected Burst 2 area must succeed on a Systems save or become Immobilized until the end of their next turn
Limited 2
Unique
Grenade
Mine
2 SP
All characters of your choice within burst 2 of your target must succeed on a Systems save or become Slowed until they end one of their turns not adjacent to any character.
Until the end of your target’s next turn, they take 2 heat for every space they voluntarily move, up to a maximum of 6 heat.
Unique
Invade
2 SP
Make a tech attack against a character within Sensors. On a hit, they take 4 heat and, for the rest of the scene, take 2 heat any time they are more than range 3 from you at the end of their turn. They can end this effect with a successful Systems save as a full action. This can only affect one character at a time.
Make a tech attack against a character within Sensors. On a hit, for the rest of the scene, the first time in a round they move adjacent to an allied character during their turn or start their turn adjacent to one, both characters take 3 heat. They can end this effect with a successful Systems save as a full action. This can only affect one character at a time.
Full Tech
2 SP
Your target is teleported 1d6+1 spaces directly toward you, or as close as possible. If this effect would move them to a space occupied by a character, object, or piece of terrain, the teleport fails.
Your target disappears from the battlefield until the start of its next turn. It returns in the same space they disappeared from, or in a free space of their choice as close as possible.
Invade
3 SP
When activated, this system creates a burst 3 field around you that lasts until it is deactivated as a quick action, and you become Slowed for the duration. Hostile characters that start their turn within the affected area or that enter it for the first time in a round must succeed on a Systems save or become Slowed until the end of their next turn. Only characters of your choice within the field can teleport or consider the area of the field valid space for teleportation.
2 SP
Make a tech attack against a hostile character within Sensors. On a hit, they immediately attack a different character or object of your choice with a single weapon as a reaction. Although you choose their target and weapon, they count as attacking and taking a reaction.
Make a tech attack against a hostile character within Sensors. On a hit, they immediately take one of the following actions – chosen by you – as a reaction: Boost, Stabilize, Improvised Attack, Grapple, Ram. Although you choose the action and its target (if relevant), they count as taking the action and taking a reaction.
Unique
Full Tech