A proof of concept more than a line-production chassis, there have been select releases of White Witch licenses by Smith-Shimano’s LUX-Exotic group to elite military enclaves, most notably to the upper cadres of the House of Moments.
The White Witch builds on the platform established by the Black Witch; utilizing SSC’s signature magtech weapons and equipment, it takes Black Witch and tunes it for hypersolipsistic focus, narrowing the effect cone to encompass only the White Witch and its pilot.
The White Witch marks SSC’s first foray into null-ordnance/environmental-manipulation chassis. When active, its entire chassis becomes a conduit for onboard base-compound magtech agitators to exploit its immediate environment, drawing atomic components out of organic and inorganic objects and surfaces to enhance its built-in defensive systems. The White Witch reorganizes these molecular draws using its chassis as substrate, quickly forming substantive defenses and weapons from “thin air”.
This process has understandably traumatic effects on organic and inorganic materials inside the immediate effect cone.
While this mech is Immobilized, it has resistance to Kinetic damage and cannot be knocked back or knocked prone. It can choose to become immobilized until the end of its next turn as a protocol.
White Witch braces, it gains overshield equal to 4 + GRIT before it takes damage.
When an allied character in Range 2 of the White Witch takes damage from a hostile source, the White Witch can reduce the damage by 1 and deal 1 AP kinetic damage to itself.
Adjacent allied characters can use this mech as hard cover.
“The first test nearly ended the program. Exotic Materials is a … liberal department within the Constellation, but even our executives were hesitant to approve a second run. The data generated by WW_01 was invaluable, and we were sure we could get it right with a second test – all we needed was the sigma on its rewrite cone! Suits just get leery when systems fail. They forget that progress takes blood – sometimes literally – as payment for a breakthrough.”
Each time you take damage from yourself or a hostile source (even if that damage is reduced or ignored), gain +1 ARMOR for the rest of this scene after taking damage, up to a maximum of +6.
For the rest of the scene, Ferroreactive Armor gives +2 Armor each time instead of +1, to a max of +12. Each time your armor increases in this way, your mech deals 1 AP kinetic damage to all characters in a Burst 1 area as it draws raw material from the environment. If your benefit from Ferroreactive Armor would increase past +12, it explodes instead, dealing 1 AP kinetic damage in a Burst 2 area around you. All characters within the affected area must succeed on a HULL save or be knocked PRONE, then IMMOBILIZED and SHREDDED until the end of their next turns. The benefit from Ferroreactive Armor resets to 0, although it continues to be active and this effect can occur multiple times in a scene.
Threat: 2
Damage: 1d6 Kinetic
1/round, you may force a character hit by this weapon to make a Hull save. On a failure, both you and your target are Immobilized and cannot be moved in any way. For the duration, the target always considers you within range for melee attacks. On any subsequent turn, you can end this effect as a protocol, knocking your target 4 spaces in any direction, or your target can end it by successfully hitting you with a ranged or melee attack. This condition can’t be removed any other way.
Protocol
1 SP
You and one character within Range 3 and line of sight become Immobilized and cannot be moved in any way. For the duration, the target always considers you within range for melee attacks. On any subsequent turn, you can end this effect as a protocol, or your target can end it by successfully hitting you with a ranged or melee attack. This condition can’t be removed any other way.
1 SP
You project a shield of resonant ferrofluid over an allied character within Range 5. They gain Overshield equal to 4 + GRIT, but any damage dealt to this Overshield before reductions of any kind also deals equivalent kinetic damage to you as if the attacker had also damaged you, no matter how far away you are. This damage does not inherit tags or effects.
Overshield
Shield
Limited 3
2 SP
Your mech is capable of projecting a spot-magnetic force of incredible power. You can prime this system as a quick action. Once primed, you gain one use of the Intervention reaction for the rest of the scene.
This system must be primed as a quick action.
1/Round when an allied character within Range 5 and line of sight is targeted by an action that deals kinetic or explosive damage, you become the target of the action instead. If the action was an area of effect, such as a line, cone, blast, etc, the attacker must now position it so it targets you, or as close as possible, which could change its targets. This transfer takes place even if the original could not have hit you (i.e., it was a melee attack).
Unique
Shield
Range: 10
Damage: 3 Kinetic
Any time you take damage from a hostile source you may choose to store a charge in this weapon. It fires with an additional +1d6 kinetic damage, Reliable 2, and Knockback 1 for each charge stored, to a maximum of 3 charges. Once fired, it clears all charges, hit or miss.
When fired, the weapon deals an additional 1d6 kinetic damage per charge, up to a maximum of 3 charges. Once fired, the charges deplete to 0, hit or miss. They also deplete to 0 if you take structure or stress damage.
Range: 10
Damage: 1d6+3 Kinetic
Reliable 2
Knockback 1
Range: 10
Damage: 2d6+3 Kinetic
Reliable 4
Knockback 2
Range: 10
Damage: 3d6+3 Kinetic
Reliable 6
Knockback 3
3 SP
You spray a Size 2 surge of liquid metal in a free adjacent space, where it rapidly hardens into wicked spines. It doesn’t provide obstruction initially, but at the beginning of your next turn, it becomes a solid object (20 HP) that can be used for hard cover. The first time in a round any character would move into its space after the barrier hardens, that character takes 1d6 AP kinetic damage. You can only have one barrier deployed at a time; if a new one is deployed, the first one dissolves.
Deployable