The Tortuga is IPS-N’s short-to-medium range line of mechs. Conceived, tested, and perfected in the void of deep space, the Tortuga was made to breach and clear carrier decks, hostile station environments, and the spinal columns of capital ships. It excels at occupying space and filling hallways with its angular bulk, often acting as a walking battering ram by boarding parties and marines. But the Tortuga defends just as effectively as it attacks, using its broad plates of brachial armor to shield itself and any advancing allies.
The Tortuga gains +1 accuracy on all attacks made as reactions (e.g. Overwatch).
Adjacent allied characters can use the Tortuga for hard cover.
IPS-N security teams are no strangers to the dangers of ship-to-ship or ship-to-station boarding actions. Tight corridors, unstable gravity, dark environments, hard vacuum, and the potential dual threat of both organic and inorganic opposition make boarding actions some of the most statistically deadly engagement – according to IPS-N’s internal metrics, even the winning side should expect at least 30% casualties. Hoping to lessen the cognitive burden on pilots and any NHPs or comp/cons installed in their chassis, IPS-N developed the WATCHDOG co-pilot. The WATCHDOG is a simple subsentient partition: a flash-homunculus of aggregated intelligence generated from thousands of after-action reports from boarding actions, debriefings, and volunteer donors. Not an NHP, nor even a comp/con, the WATCHDOG is a robust tactical program similar to a smart weapon. That said, its ability to operate without cycling presents certain advantages: namely, these co-pilots have some capacity to learn and make best-guess predictions based on analysis of their pilots. WATCHDOGs tend to have plain personalities – to whatever extend they can be said to have one – and are a favorite of pilots looking for a no-nonsense attitude and crisp, efficient counsel.
The WATCHDOG system is currently under review by a joint USB/UDoJ-HR commission, but there has been no formal stay on production yet issued.
For the rest of this scene:
If you have less than threat 3 with a ranged weapon, it increases to 3.
1/round, you may take an additional Overwatch reaction.
Any character you hit with Overwatch becomes Immobilized until the end of their next turn.
Range: 3
Threat 3
Damage: 2d6 Kinetic
Inaccurate
2 SP
When you Ram, you deal 2 kinetic damage on hit, and you deal 10 AP kinetic damage when you Ram objects and terrain .
Unique
Cone: 7
Damage: 3d6 Kinetic
Creates a cloud of smoke and detritus in the attack cone, providing soft cover in the affected area that lasts until the end of your next turn.
Limited 2
Threat: 1
Damage: 1d3+5 Kinetic
On critical hit your target must succeed on a Hull save or become Stunned until the end of their next turn.
Loading
2 SP
CQB
Cannon
Rifle
Auxiliary
Main
Heavy
Super Heavy
When you attack with the weapon this mod is applied to, you may fire a throughbolt round instead of attacking normally. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.
Unique
3 SP
When activated, the Hyperdense Armor hardens into a shimmering, reflective surface that offers unparalleled protection. You gain Resistance to all damage, Heat and Burn from attacks that originate beyond Range 3; however, you become Slowed and deal half damage, Heat and Burn to characters beyond Range 3.
Unique
Shield