The Blackbeard is IPS-N’s aggressive solution to piracy: a front-facing, first-striking mech designed for environments in which combustible kinetic weapons are useless, dangerous, or likely to cause unnecessary collateral damage. With its distinctly slim frame, the Blackbeard doesn’t just look fast – it also has a reduced radar profile. This mech is hard to track and harder still to hit.
The Blackbeard range comprises two lines: the standard IPS-N/BB-L production line model, and the IPS-N/BB-Sk, a limited-release prototype purpose-built to house IPS-N’s SEKHMET-class NHPs.
The Blackbeard can Grapple targets within Range 5. If the Grapple is successful, the Blackbeard is immediately pulled adjacent to the target by the most direct path. If there are no suitable spaces, the grapple breaks and the Blackbeard does not move.
While grappling, the Blackbeard can Boost and take reactions.
The Blackbeard receives +1 Difficulty on ENGINEERING checks and saves.
The IPS-N-branded Assault Grappling System is a class-leading technology rated for hauling, supporting, and securing chassis of sizes up to Schedule 4. Grapple heads are interchangeable and can be swapped for engagement with soft or hard targets – either electrified or loaded with codespike systems for long-distance incapacitation.
This system fires grappling harpoons at any number of targets within Range 5 and line of sight. Affected characters must succeed on a Hull save or take 2d6 Kinetic damage and be knocked Prone, then pulled adjacent to you, or as close as possible. They become Immobilized until the end of their next turn. On a success, they take half damage and are otherwise unaffected.
Threat: 1
Damage: 1d6 Kinetic
On Critical hit: Your target becomes Shredded until the end of the current turn.
Reliable 2
2 SP
You may Ram targets larger than you, and when you Grapple or Ram larger targets, you count as the same Size as the largest opponent. When you Grapple or Ram opponents of the same Size or smaller, you count as at least one Size larger. Additionally, your lifting and dragging capacity is doubled.
Unique
Burst: 1
Damage: 1 Kinetic
This weapon ignores ranged penalties from Engaged, and deals 3 Kinetic damage to Grappled or Biological targets, instead of 1.
Threat: 2
Damage: 1d6+4 Kinetic
Reliable 3
2 SP
1/turn, when making a standard move, you can fly your Speed in a straight line as long as there is a clear path. This move must end on an object or surface, or else you begin falling. As long as you remain stationary, you can secure yourself to the destination surface or object, even if it’s vertical or overhanging. If you are knocked Prone or knocked back while secured to a surface, you fall.
3 SP
SEKHMET Protocol
Effect
When activated, you give control of your mech to your NHP and gain the following benefits:
All melee critical hits deal +1d6 bonus damage.
1/round, you can Skirmish with melee weapons only as a free action.
Your NHP uses all available actions and movement to move toward the closest visible character – allied or hostile – and attacks them with melee attacks, prioritizing melee weapons. It may benefit from your talents. If there are no characters within Threat, your NHP uses all actions to move as directly as possible to the next closest (visible) target. Your NHP can’t make ranged attacks, even if there are actions available.
You retain enough control to Overcharge as usual; however, your NHP uses the additional action for the same purpose as its other actions.
You can take back control of your mech as a protocol. When you do, you become Stunned until the start of your next turn. Otherwise, this effect lasts until your mech is destroyed – the pilot’s incapacitation or death has no effect.
PROTOCOL
Unique
AI