The IPS-N Nelson is the purest embodiment of the close-quarters doctrine espoused by its manufacturer. It is built to brawl, thriving when ordnance has been exhausted or when the environment is too volatile for firearms. With its functional size, the Nelson can strike fast and remain a difficult target to track. Layers of fractal-fold Armor-Lock plating with ceramic-analogous carbon flaking properties effectively nullify the impact of incoming ballistics by dispersing kinetic energy across a rounded hull. This null-k defense protects the pilot from impact trauma, allowing for sustained combat efficacy in high-trade scenarios.
The Nelson is an iconic IPS-N chassis, known across the galaxy as the favored frame of the Albatross, the nomadic order of Cosmopolitan peacekeepers. The Albatross’ distinctive white, gold, and red livery, mastery of the war pike, and apparent agelessness due to time dilation has won both them and the Nelson a venerated place in Diasporan lore – and secured an endorsement contract with IPS-N in perpetuity.
1/round, after you Boost, the Nelson’s next melee attack deals +1d6 bonus damage on hit.
After attacking, the Nelson can immediately move 1 space in any direction as long as it isn’t Immobilize or Slowed. This movement ignores engagement and doesn’t provoke reactions.
IPS-N’s Perpetual Momentum Drive exploits fighter-tier nearlight spooling to capture and sustain a passive .000001 ls charge, able to be dumped into boost systems upon command. Chassis equipped with this drive require heavy reinforcement, including strengthened joints and limbs, and installation of a k-comp crash couch to protect the pilot from sudden g-force and shear.
For the rest of the scene, Skirmisher allows you to move 4 spaces at a time instead of 1 space.
Threat: 3
Damage: 1d6 Kinetic
On Critical hit: Your target becomes Shredded until the end of the current turn.
Knockback 1
Thrown 5
1 SP
Your mech’s extended limbs, additional armor, redundant motor systems, and other reinforcements allow you to ignore difficult terrain.
Unique
2 SP
Damage: +1d6 Explosive
Melee
Auxiliary
Main
Heavy
Superheavy
On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage.
Limited 3
Unique
1 SP
You can Brace while Grappling. When you do so, any grapples currently affecting you end.
Additionally, when you Brace, you gain the following benefits until the end of your following turn:
Attacks against you receive +1 difficulty.
You can’t fail Agility or Hull saves or contested checks.
You gain Immunity to Knockback, Grapple, being knocked Prone, and being moved by any external force smaller than Size 5.
Unique
Heat 2(Self)
Threat: 1
Damage: 1d3+1 Explosive
On Critical hit your target must succeed on a Hull save or be knocked Prone.
3 SP
Until the start of your next turn, you can move +2 spaces when you Boost and your melee attacks (including Ram, Grapple, and so on) gain Knockback 2.
When you move during this time, you must move your full Speed in a straight line; however, you can stop if you would collide with an obstruction or hostile character, and you can change direction between separate movements (for example, standard moves, Boost, etc).
PROTOCOL
Unique
Heat 2(Self)