The Drake, IPS-N’s first foray into military-grade mech design, is the backbone of any proactive trade-security or anti-piracy force. Its massive, simian frame is built around a single-cast bulkhead, sloped and reinforced to handle sustained fire and the vagaries of vessel-proximal hardvac travel. The Drake is an imposing chassis, its frame evoking the might of ancient armored infantry from a time when greater numbers guaranteed victory.
The standard fleet license for the IPS-N Drake outfits each chassis with IPS-N’s high-velocity, high–projectile fragment assault cannon for suppressing and overwhelming targets, and a heavy kinetic–ablative shield for defense. Advanced models feature upgraded weapons and armor including the formidable Leviathan Heavy Assault Cannon, a high-rpm anti-materiel weapon.
The Drake can’t be pushed, pulled, knocked Prone, or knocked back by smaller characters.
The Drake has Resistance to damage, burn and heat from blast, burst, line, and cone attacks.
The Drake receives +1 difficulty on Agility checks and saves.
Adjacent allied characters can use the Drake for hard cover.
You deploy heavy stabilizers and your mech becomes more like a fortified emplacement than a vehicle. When activated, two sections of hard cover (line 2, Size 1) unfold from your mech, drawn in any direction. These cover sections have Immunity to all damage.
Additionally, the following effects apply while active:
You become Immobilized.
You benefit from hard cover, even in the open, and gain Immunity to Knockback, Prone, and all involuntary movement.
When you Brace, you may take a full action on your next turn instead of just a quick action.
Any character that gains hard cover from you or your cover sections gains Immunity to Knockback, Prone, and all involuntary movement, and gains the benefits of Blast Plating.
This system can be deactivated as a protocol. Otherwise, it lasts until the end of the current scene.
Range: 8
Damage: 1d6+2 Kinetic
You can spin up this weapon’s barrels as a quick action.
While spinning, this weapon gains Reliable 3, but you become Slowed.
You can end this effect as a protocol.
Overkill
Heat 1(Self)
Reliable 3
2 SP
You use the heavy overarm Argonaut Shield to provide cover for an adjacent character as a quick action, giving them Resistance to all damage; however, you take half of the damage your target would take before calculating Armor and Resistance. This effect lasts until your target breaks adjacency, at which point this effect ceases until you repeat this action.
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.
2 SP
Expend a charge to deploy a Size 1 shield generator in a free, adjacent space, where it creates a burst 1 shield.
Reliable 3
Limited 1
Deployable
Range: 8
Damage: 1d6 (4d6+4 Spin Up)
Unlike other Superheavy weapons, the Leviathan can be used with Skirmish. You can spin up this weapon’s barrels as a quick action.
While spinning, you are Slowed and can no longer use the Leviathan with Skirmish.
You can cease this effect as a protocol.
2 SP
Expend a charge to deploy a portable bunker to a free, adjacent area 4 by 4 area. At the start of your next turn, it unfolds into a fortified emplacement.
Limited 1
Unique
Deployable