The Swallowtail is Smith-Shimano’s primary long-range scouting and fire-support platform, built for rapid and sustained ranging across hostile, volatile environments. Built for long-term sustainability, it can operate in unstable environs for months and maximize its survivability by adjusting its operating efficiency on the fly. Each unit has an integrated cloak and a suite of predictive choral intelligences that coordinate its highly developed sensor systems to rapidly simulate and predict tactical developments – sometimes before they even occur.
The Swallowtail’s base model, the SW-01, is one of SSC’s few mass-produced lines – the entry-level BELLA CIAO model. Built without a cloaking field and up-armored to address direct security requirements, the SW-01 is especially popular among the rank and file troopers of Constellar Security forces.
At the end of its turn, the Swallowtail becomes Invisible if it hasn’t moved that turn. This lasts until it moves or takes a reaction, or until the start of its next turn.
1/round, when the Swallowtail inflicts Lock On, its target also becomes Shredded until the end of its next turn.
Cloudscout TACSIM Swarms are packets of networked microsensors, launched in nonlethal mortar canisters that detonate high above the battlefield. Once seeded, the swarm generates a TACSIM program that begins to run brevity cycles: tight, contained simulations of tactical possibility. Probability results are then fed to the Swallowtail’s choir processors, which in turn feed it to the pilot and networked squad members, ensuring a high probability of successful outcomes.
1/Round when an allied character in line of sight takes damage from another character in line of sight, Roll 1d6. On 4+, the attack was actually a simulation predicted by your processor - your ally gains Resistance to all damage dealt by the attack and may teleport up to 3 spaces, representing their “true” location. On 3 or less, there’s a glitch – your allied doesn’t gain Resistance, but can teleport up to 6 spaces.
2 SP
This scout drone can be deployed to a space within Sensors and line of sight, where it emits a Burst 2 field with the following effects:
You know the current location, HP, Evasion, E-Defense, and Heat of all characters within the affected area.
Hostile characters cannot Hide in the area, and if they end their turn in the affected area they cease to be Hidden.
Hostile characters can’t benefit from being Invisible while in the affected area.
You can recall and redeploy your scout drone as a quick action.
Invisible
Drone
2 SP
Make a tech attack against a character within Sensors and line of sight. On a success, they take 2 heat, Lock On, and cannot benefit from soft cover until the Lock On is cleared; additionally, once before the start of your next turn, when an allied character hits your target, you may declare as a reaction that they have hit a weak spot. If it wasn’t already, the attack becomes a critical hit.
Full Tech
1 SP
Range: 15
Damage: 1d3
Accurate
Arcing
1 SP
Your mech can retract its major systems to reduce its profile. While active:
rolls to locate you receive +1 difficulty while you are Hidden;
ranged and tech attacks against you receive +1 difficulty;
you become Slowed and can’t make attacks of any kind;
you may take other actions (e.g., Hide, Activate, and so on).
You may end this effect as a quick action.
Unique
PROTOCOL
3 SP
ATHENA constructs a perfect, real-time, and fully interactive 3D model of a blast 3 area within range 50, including moving characters, all rendered in lovingly extreme detail. The following effects apply:
You have full visibility within the affected area, but it doesn’t count as line of sight.
You know all statistics, weapons, and systems of characters within the affected area.
Hostile characters within the affected area don’t benefit from cover and can’t Hide or become Invisible.
Hostile characters that end their turn in the affected area receive Lock On and cease to be Invisible or Hidden.
ATHENA’s simulation lasts until the end of the scene, or about 30 minutes within the narrative. You may target a new area as a quick action.
AI
Unique
4 SP
You become Slowed, but your Mech and all allied characters within a burst 2 area become Invisible as long as they remain completely inside the area. This effect lasts until the end of your next turn, or until you are Stunned, take damage, or deactivate it as a quick action.
Heat 2(Self)