Seeing GMS and Harrison Armory’s push to secure whole-fleet line contracts with Union member states, IPS-N launched a brief foray into design and production of their own main battle line frame. Enter the Raleigh, a stylistic and design oddity for IPS-N. Designed not as a specialist, but as a purpose-built, close-range mech, the Raleigh failed to stun potential clients in trials.
Though a favorite of test pilots due to its unique styling and agility, the Raleigh saw few fleet orders and, after a brief run as IPS-N’s flagship, was quietly rolled back and replaced with the Tortuga. No longer offered as a fleet contract, the Raleigh enjoys a quiet popularity among pilots seeking a well-balanced, if close-ranged, line mech.
At the end of its turn, if the Raleigh hasn’t made any attacks or forced any saves, it can reload all Loading weapons as a free action.
The Raleigh can make ranged attacks when Jammed.
IPS-N’s M35 Mjolnir cannon is a carryover from Northstar’s Watchman line of defensive weapons, reworked for frontline combat. The Mjolnir is a hard-mounted, multi-barrel auxiliary cannon that uses magnetic acceleration to fire stacks of airburst projectiles at its target. It’s an impulse weapon, tied to the pilot’s second-tier neural processes with mediation from a comp/con or NHP; even in death, a pilot’s Mjolnir will continue to identify and attack hostile targets until reaching total systemic failure. For this reason, the Mjolnir is often referred to as a deadgun – one of many such weapons to be found among CQB-oriented pilots.
You start to spin your M35 Mjolnir up, beginning with no chambered rounds. For the rest of the scene, you load two rounds into chambers at the end of any of your turns in which you haven’t fired the M35 Mjolnir . It can hold a maximum of six rounds.
When you fire the M35 Mjolnir, all chambers fire simultaneously, dealing 4 kinetic damage per loaded round. If you fire four or more rounds at once, the attack gains AP and, on a hit, your target becomes Shredded until the end of their next turn.
Range: 5
Threat: 3
Damage: 4 Kinetic
1/round, when you reload any weapon, this weapon can be fired as a free action.
Range: 5
Threat: 3
Damage: 1d6 Kinetic
Loading
Reliable 1
2 SP
Thermal Grenade
Throw a Thermal Grenade within Range 5. All characters within a Blast 1 area must succeed on an Agility save or take 1d6 energy. On a success, they take half damage. Objects and terrain are hit automatically and take 10 AP energy damage.
Range: 5
Blast: 1
Damage: 1d6 Energy
Breaching Charge
In addition to adjacent free spaces, this mine can also be planted on adjacent walls, pieces of cover, and terrain. Once armed, this mine must be detonated with a quick action. Characters within the affected area must succeed on an Agility save or take 2d6 AP explosive damage. On a success, they take half damage. Objects and terrain are hit automatically and take 30 AP explosive damage.
Limited 3
Unique
Grenade
Mine
Range: 8
Damage: 2d6 Kinetic, 1d6 Explosive
Loading
Reliable 2
3 SP
When you reload any weapon, your next attack with a Loading weapon gains this effect:
On hit: This attack deals +1d6 explosive bonus damage, and targets must succeed on a Hull save or be knocked Prone.
Unique
Threat: 1
Damage: 2d6+2 Kinetic
Reliable 4
3 SP
Melee
CQB
Launcher
Cannon
Nexus
Auxiliary
Main
Heavy
Super Heavy
Your UNCLE-class COMP/CON has control of the weapon this mod is applied to and its associated systems.
1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn.
UNCLE isn’t a full NHP, so cannot enter cascade.
Unique
AI