The Mourning Cloak is a brand-new model from SSC’s LUX-Iconic line, and the manufacturer’s newest close-quarters combat and melee specialist frame. The Mourning Cloak emphasizes precision melee combat and is commonly outfitted with a complement of shielded microfilament wires designed to act as an anti-armor slashing weapon.
Designed by SSC’s Exotic Materials Group based on data from early engagements against the Ascendant Aun in Boundary Garden, the Mourning Cloak combines SSC’s harvested excerpts of DHIYED paracode with adapted Aunic Firmament-manipulation technology. The Mourning Cloak provides a prestigious and tactical option for situations where firearms are impractical and ordnance is unavailable. As part of the LUX-Iconic line, the Mourning Cloak is a popular order in the Baronies and among various high-manna VIP security firms.
1/round, the Mourning Cloak may deal +1d6 bonus damage on hit with a melee attack if its target has no adjacent characters, or if the Mourning Cloak is the only character adjacent to the target.
The Mourning Cloak gains +1 accuracy on Agility checks and saves.
Open only to highly licensed pilots, the EX Slipstream program is a uniquely SSC innovation. The Ex Slipstream module itself is a miniaturized near-lightspeed drive capable of transporting the user through blinkspace with acceptable accuracy. The technology is temperamental, at best: nothing smaller than a mech can survive the stress of exposed blink travel, and the experience is traumatic to both the user and anyone in close proximity.
Teleport to a space within range 3d6. You don’t require line of sight, but attempts to teleport to occupied spaces cause you to remain stationary and lose this action. If you roll the same number on all three dice, you disappear until your group rests, at which point you reappear nearby.
For the rest of the scene, you teleport when you Boost or make a standard move.
Threat: 1
Damage: 1d3 Kinetic
On critical hit you may teleport 2 spaces in any direction after the attack resolves.
Accurate
Range: 5
Damage: 1d3 Explosive
Accurate
2 SP
You infect the target with a viral logic that wipes your image from their sensors. They treat you as Invisible until you next take damage from them. This can only affect one target at a time.
You infect the target with a viral logic that makes your mech appear horrifying. Until the end of their next turn, they become Impaired and cannot make any voluntary movements that bring them closer to you.
Unique
Invade
2 SP
1/Round when your mech takes damage, you may immediately teleport to a free space within 1d6 spaces.
Unique
Threat: 2
Damage: 3 Kinetic
On critical hit deal +1d6 bonus damage.
Accurate
2 SP
When activated, you immediately move out of phase with realspace, becoming intangible. While intangible, you may move through obstructions, but not end your turn within them. You cannot interact with any other object or character or be interacted with in any way (e.g., taking or dealing damage).
Roll 1d6 at the start of each of your turns: on 3 or less, you return to realspace until the start of your next turn; on 4+, you remain intangible.
This system remains active for the rest of the scene, or until you deactivate it as a quick action.
Unique