The Vlad is the second iteration of IPS-N’s legacy Yi-Sun-Shin model, first made famous by Albatross pilots in the Celestine campaign during the fall of the Second Committee. With the wealth and quality of data generated by the Albatross in that conflict, IPS-N produced the Vlad, a power plant- and frame-upgraded spiritual successor to the Yi-Sun-Shin and deserving of a new line designation.
The Vlad, as the Sun did before it, shares much of its design philosophy and ancestry with IPS-N’s early asteroid-mining frames. Many of its standard armaments take inspiration from the early efforts of resourceful miners to convert tools into improvised anti-piracy weapons; likewise, its frame emphasizes redundancy, toughness, and component universality, allowing it to operate with outstanding self-sufficiency for long and/or dangerous deployments.
Heavily armored, the Vlad suits a frontline role where it can absorb fire from dangerous targets while lining up the perfect shot.
When the Vlad inflicts Immobilize on another character, the target also becomes Shredded for the same duration.
When a character within range 3 attacks the Vlad, the attacker first takes 1 AP kinetic damage.
Primarily a defensive modification, Shrike armor bristles with hardened chromium-tungsten spikes – a nod to the Vlad’s historical namesake. Shrike tips are strategically placed in areas with a high likelihood of kinetic encounters: gauntlets, manipulator joints, shoulder plating, and so on. Shrike armor is uncommon among pilots from the Core and is considered a mark of underdeveloped – if terrifying – tactics.
For the rest of this scene, you gain Resistance to all damage originating within range 3, and Shrike Armor deals 3 AP kinetic damage instead of 1.
Threat 3
Damage: 1d6 Energy
On attack you also attack all characters in a Line between you and your target. You take 1 heat for each target past the first.
1 SP
Expend a charge to deploy a Webjaw snare to a free, adjacent space, where it arms at the end of your turn.
The Webjaw Snare does not obstruct movement, and can’t be attacked until it is triggered.
The snare is triggered when any character moves over it. They must succeed on a Hull save or take 1d6 AP kinetic damage and become Immobilized. This effect lasts until the snare is destroyed.
Limited 2
Unique
Deployable
Range: 5
Threat: 3
Damage: 1d6+1 Kinetic
On hit targets must succeed on a Hull save or become Immobilized until the end of their next turn.
Heat 1(Self)
1 SP
This system blankets a free blast 1 area within range 5 with explosive caltrops. The affected area becomes difficult terrain for the rest of the scene, and mechs take 1d3 AP explosive damage when they enter the affected area for the first time in a round or end their turn within it.
Unique
Threat: 1
Damage: 3d6 Kinetic, 1d6 Energy
When attacking a character that is Prone, Immobilized, or Stunned, this weapon’s Overkill tag does an extra +1d6 bonus damage each time it activates. This can activate indefinitely if the new bonus die result is a 1, triggering Overkill again.
Armor-Piercing(AP)
Overkill
2 SP
This system fires a charged stake at a character adjacent to you. Your target must succeed on a Hull save or be impaled by the stake, taking
1d6 AP energy damage and becoming Immobilized while impaled. At the end of each of their turns, an impaled character takes 1d6 AP energy damage. An impaled character can successfully repeat this save as a full action to remove the stake and free themselves, which is the only way to end the immobilization.
You can only affect one character with the stake at a time.