The Dusk Wing originated as a legacy-inspired modification package to EVA suits, intended to equip them for hazardous environments. In the early days of deep-space exploration, there was a need for mechanized exoskeletons that not only amplified capacity but enhanced kinetic defense. The Dusk Wing is the spiritual heir of those early deep-space suits. Fast and small, it carries a complement of all-theater maneuverability jets that allow for near-perfect flight.
After the DHIYED expedition, the Exotic Materials Group isolated and translated strains of the entity’s realspace expiry paracode, teleologics, and kinematics for use in electronic and systems warfare. Of the frames trialed for use with DHIYED-derived technologies, the Dusk Wing performed best. As a result, it is often used by SSC’s internal Constellar Security forces when esoteric defense is necessary.
The Dusk Wing can hover when it moves.
During its turn, the Dusk Wing is Invisible; it reappears at the end of the turn.
The Dusk Wing receives +1 difficulty on Hull checks and saves.
“Belief in what we could see, what we could touch – in what our comp/cons assured us was there, in our own subjectivity and memory. Belief in reality became a weapon. We approached the metavault knowing that we would face an unknown enemy, but we approached with the advantage of numbers and machine strength.
“DHIYED taught us as it killed us: through garbled comms chatter, through the screams of the dying, through the cackling of our mirror-selves as they killed us. Every spoofed signature, every temporal skip, every memetic, every non-Euclid – these were lessons.
“Do you understand?
“DHIYED the Teacher. DHIYED the Monster. As we killed it, DHIYED taught us what to fear, and how to face it.
“What do I fear now? That's a good question. What does the pilot fear who cracked open DHIYED’s casket?
“I don’t think we killed it. I think it wants us to believe we killed it – and I cannot imagine what it has done while we think ourselves safe.”
For the rest of the scene, whenever you start a unique movement during your turn (e.g., a standard move, Boost, or movement granted by talents or systems), you leave a holographic imprint of yourself behind in the space from which you started. These are illusory objects the same Size as you that have Immunity to all damage and effects and aren’t obstructions.
When hostile characters start their turn in, move through, or move adjacent to the space occupied by a hologram, it detonates. They must succeed on an Agility save or take 1d6 energy damage. On a success, they take half damage.
You also gain the Hologram Teleport Quick Action.
You may instantly teleport to the location of any hologram within range 50 as a quick action. When you do so, all extant holograms detonate – creating burst 1 explosions that deal 1d6 Energy Damage (Agility save for half) – and you may not create any new holograms until the start of your next turn
Line: 10
Damage: 1d3+1 Energy
This weapon does not attack allied characters caught in its area of effect; instead, it shrouds them in a field of coruscating energy that throws off targeting systems, giving them soft cover until the end of their next turn.
Accurate
2 SP
Until the end of the target’s next turn, they first take 2 heat whenever they attack.
Choose yourself or an allied character: your systems relay blurred, illusory images over their actual silhouette. Your target treats you, or the character you chose, as Invisible until the end of their next turn.
Unique
Invade
Range: 15
Damage: 1d3 Explosive, Heat 1
On critical hit target becomes Impaired until the end of their next turn.
Accurate
Arcing
1 SP
Whenever you Boost or make a standard move, you project a holographic pattern around you, leaving dazzling afterimages that make it hard to discern your precise location: you count as Invisible the next time you’re attacked. You can only benefit from one instance of this effect at a time.
Unique
2 SP
Expend a charge to create a burst 3 flash of light. All hostile characters within the affected area that have line of sight to you must succeed on an Agility save or become Jammed, and a Systems save or become Impaired. These effects last until the end of their next turn.
Characters in cover from you are not affected by this system.
Limited 2
Unique
3 SP
Until the start of your next turn, you can only move in straight lines; however, you create a holographic trail behind you as you move, creating a light barrier made of contiguous sections the same Size as your mech (Size 1 for Size 0.5 Mechs) in each space you move through. This barrier grants hard cover to adjacent characters, and characters that benefit from this cover also gain Resistance to energy.
The barrier doesn’t count as an obstruction and has Immunity to all damage. Characters may freely pass through it but not end their turns inside it, and any character that would be involuntarily moved inside the barrier stops moving if they would end their movement inside it. It lasts for the rest of the scene or until you next use this system.
Unique
Shield
Heat 2(Self)
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