The bonus from GRIT is used for several different things, some of which are not listed in the initial entry. The following is a list of all the standard ways GRIT is used, not including any Systems or granted Abilities that may reference your GRIT bonus:
You cannot apply a Mod (a system with the Mod tag) to integrated weapons and you cannot apply core bonuses such as Overpower Caliber (which requires you to choose a weapon) or Auto-stabilizing Hardpoints (which requires you to choose a mount) to integrated weapons either. However, blanket effects such as Neurolink Targeting or Siege Stabilizers (which apply to all weapons of a specific type) can apply to them. [word of Tom]
Your Sensor range is completely irrelevant when it comes to making ranged attacks. They do not represent what your mech can see - they are used for determining range for Searching for Hidden enemies, tech attacks, and other things such as Drone deployment.
The text currently reads “These ranks can be in any combination – for example, you might have the rank I and rank II license for one mech and three different rank I licenses, equaling six in total.” This should instead read “These ranks can be in any combination – for example, you might have the rank I, rank II, and rank III license for one mech and three different rank I licenses, equaling six in total.” Each rank in a license counts once, regardless of whether it is rank I, rank II, or rank III of its respective license.
The latter. Get Focused cannot be used to improve the ranks of Triggers that it was not used to create. [word of Tom]
No. Terrain refers to things like rocks or walls. [word of Tom][word of Tom]
There is no rule specifically preventing you from using a weapon multiple times in the same turn, but the rule preventing you from taking the same action more than once per turn (such as Skirmish) and the fact that Barrage specifies two different weapons means that by default, you will not be able to attack with the same weapon more than once per turn. You cannot spend both of your default quick actions on Skirmish and Barrage cannot be used to pick the same weapon twice.
However, free actions and reactions are explicit exceptions to the “No Duplicate Actions” rule, and so if you can Skirmish or otherwise attack with a weapon as a free action or reaction, you can use a weapon you have already used this turn. For example, if you Skirmish with a Heavy Machine Gun, you cannot Skirmish again with your other remaining quick action, but if you can somehow Skirmish as a free action (such as via Overcharge or the Everest’s Initiative trait), you could use the Heavy Machine Gun again.
Additionally, if you have multiple copies of the same weapon, such as two Assault Rifles in different mounts, you can use both of them in a Barrage.
Yes, it would provoke Overwatch. [word of Tom]
No, if you did part of a standard move to get into engagement, you lose the rest of it, but you can still boost if you didn’t boost already to get out of engagement. [word of Tom]
No. [word of Tom]
The text currently reads “Flying characters that take structure damage or stress must succeed on an AGILITY save or begin falling.” This should read “AGILITY check” instead of "AGILITY save".
You are allowed to fly “over” things, you just can’t curve left or right. [word of Tom]
This is a question that has frequently arisen due to ambiguity in the wording of things brought about by late developmental changes and editing. The official intent is that something that says “an attack” means an attack roll. There are two major exceptions to this. The first is that things which add bonus damage still do so to the entirety of a weapon’s use, following the rules for halving bonus damage when targeting more than one character. An example of this is the Overpower Caliber core bonus. Some effects such as Nuclear Cavalier 2 or Hunter Lock will deal bonus damage only to specific targets or on particular rolls, but those will be explicitly spelled out as such. The other exception is triggered effects will occur once in response to a trigger. The Nelson’s Skirmisher trait states that it triggers “after attacking,” and is therefore triggered after every complete use of a weapon in a Skirmish or Barrage, as well as after anything else which constitutes an attack such as rams, improvised attacks, etc.
Nothing. Only melee and ranged attacks can land a critical hit.
Yes, any effects on your side of things will remain, though target side effects like Cover may have to be recalculated. [word of Tom][word of Tom]
For area-of-effect and multi-target attacks, all attack rolls are made first, then damage is applied afterward. [word of Tom]
No, they are not intended to. [word of Tom]
It’s valid to place the area anywhere, as long as it also attacks that character. [word of Tom] It doesn’t have to be centered on that character. [word of Tom]
Yes, but things that trigger off hitting or object/terrain destruction do not work. [word of Tom]
Invisibility in Lancer is fairly straightforward. All incoming attacks, whether they’re ranged, melee, or tech, have a 50% chance to miss before the attack roll is made. This applies to area-of-effect attacks just as much as single target attacks. If an attack made against an Invisible target misses due to the 50% miss chance, that is a miss and it triggers any effects that may be activated on a miss, including Reliable damage.
Yes. Strictly speaking, all Invisibility is is a 50% chance to miss when attacking an Invisible target and the ability to take the Hide action and be Hidden without cover.
Size 1/2 mechs can fire from around cover while they’re at a corner of hard cover, and be fired back at from that position in turn. This means that size 1 cover permits size 1/2 mechs to fire around it, such as those generated by the Zheng’s Total Strength Suite I, since a size 1/2 mech token and will always be at a corner of a 1x1 piece of hard cover. Larger areas of cover, such as that comprising multiple sections, can block line of sight for size 1/2 mechs even if the cover itself is still only size 1, such as the Jericho Deployable Cover with its 1x2 footprint. [word of Tom]
Guardian only provides the benefit of hard cover to adjacent allies, and therefore it doesn’t provide soft cover against attacks which trace a path through them towards non-adjacent targets. Whether a mech has Guardian or not, characters never obstruct line of sight for or against other characters regardless of size difference. [word of Tom]
They do not stack. “Dealing half damage” is a binary state, similar to Resistance. [word of Tom]
It does not – the halved damage from effects such as Heavy Gunner is not a reduction like Resistance is; it happens “before” step 1 of damage calculations.
It does not. Resistance to Burn only affects the initial damage, and not the end-of-turn ticks. If you take 4 Burn and resist it, you will take 2 Burn damage and mark 2 Burn stacks, but you will take 2 Burn damage if you fail the EOT check. [word of Tom]
Yes, it does. [word of Tom]
Yes, an instance of damage that is reduced to 0 damage such as by armor still counts as taking damage for those purposes. Immunity to damage overrides this as it specifically notes on page 68 under the Immunity section. [word of Tom]
No. Immunity is not a reduction.
On a successful grapple against an opponent of the same size, the character who initiated the grapple immediately has control over it, meaning that the attacker can move their opponent assuming that they didn’t lose all of their remaining movement due to becoming Engaged this turn or that they have some other source of movement they are allowed to take. At the start of the grappled target’s next turn, they then have the opportunity to initiate a contested Hull check to take control of the grapple. [word of Tom]
Yes, the entire grapple can be moved by any of the allied participants. [word of Tom]
No, the Immobilized condition would immediately be reapplied by the state of being in a Grapple. [word of Tom]
Yes. Strictly speaking, Hidden is a status that prevents you from being targeted by hostile effects, except for those that affect an area.
Yes, using Lock On on an enemy while Hidden will cause you to lose Hidden after it resolves, because even though it’s not an Attack, it qualifies as a hostile action due to affecting a hostile character. [word of Tom]
Yes. When you make an attack with a Skirmish or Barrage that grants a bonus auxiliary weapon attack you can choose the order those weapons attack in. However, bonus auxiliary weapon attacks will still not deal bonus damage even if they come first. [word of Tom]
Yes. [word of Tom]
No. Barrage says that you attack with two weapons or one Superheavy weapon. The same weapon twice is not two weapons.
No, when you Overcharge, you gain the Heat and then immediately perform the Quick Action you Overcharged to do. <wot426288556902842368/704095913228107798>
Yes, but if you use a 1/Round Reaction before your first turn, it expends it for the round, so you wouldn’t get it back until the start of your turn in the second round. [word of Tom]
It effectively means "cannot take tech actions or be targeted by allied tech actions.” [word of Tom]
The 2 Stress remaining entry under Meltdown should read “A reactor meltdown can be prevented by retrying the ENGINEERING check as a full action.” [word of Tom]
Any Heat in excess of your Heat Cap is applied to the next bar. For example, if your Heat Cap was 6, and you were at 5 Heat, taking 2 Heat would put you at 7/6, forcing you to take 1 Stress and make an overheating check, leaving you at 1 Heat out of 6 Heat Cap. Notably, you can safely stay at exactly your Heat Cap (in this case, taking 1 Heat and going to 6 Heat out of 6 Heat Cap will not cause you to overheat) and there is no way to overheat and roll over to exactly 0 Heat without some effect stating otherwise. [word of Tom]
Taking the quick action to spin up your thrusters should grant you the Supersonic reaction if you end your turn flying until the end of your next turn. [word of Tom]
Missing with an attack that triggers No Escape (or Exemplar’s Valiant Aid) will trigger Reliable, but do not incur additional costs or require reloading to make the rerolled attack. [word of Tom]
You would re-roll the single missed attack against a new target, not re-do the entire burst.[word of Tom]
Despite the fact that Last Argument of Kings doesn’t deal any Heat by default, there are some effects such as Hacker’s Snow_Crash or Nuclear Cavalier’s Aggressive Heat Bleed that could result in it dealing Heat. This clause is here to prevent you from losing out on Burn if you so happen to overheat a target with those extra Heat effects.
It lasts until the end of the movement, meaning you’ll fall afterwards if not on the ground. [word of Tom]
Yes.
Yes. [word of Tom]
Every roll in the action gets the additional Accuracy. This means that all the attack rolls in a Barrage that directly follows the given order gets Accuracy if you spend a Leadership die in that way. [word of Tom]
You are allowed to use Impact with Cannons that have the Ordnance tag and it will not interfere with you firing the weapon. [word of Tom]
No, you need to have declared a valid attack already, and Engaged characters are not valid for Ordnance. [word of Tom]
No, the Burst doesn’t affect the center target. [word of Tom]
No, Solar Backdrop doesn’t care about relative mech size/height, only whether your position on the map is a higher elevation than the target you’re shooting at. Measure from your feet, not from your head.
They are allowed to use weapons granted by talents and the flight system from Spaceborn is allowed, but Walking Armory is not. [word of Tom]
No, a Loading weapon that hasn’t been fully expended cannot be reloaded until it requires it.
This is a slight misprint. Ordnance should read “This weapon can only be fired before the user moves or takes any other actions on a turn.” Ordnance weapons can be used outside of your turn with various reactions (except for Overwatch which is explicitly disallowed) as long as you abide by the tag’s other restrictions. [word of Tom]
You are able to Overcharge to Skirmish with an Ordnance Weapon, as it is not an additional Free Action you take to then do a Quick Action, it makes the Quick Action itself a Free Action. [word of Tom]
Any damage dice that land on a 1 will cause the attacker to take 1 heat and then be rerolled. This means that if you are rolling a d6 to represent a d3, because both a 1 or a 2 on the d6 results in a 1 on the d3, both will cause Overkill to trigger.
No. All Smart changes is the stat you target – E-Defense rather than Evasion. You still use your Grit bonus when rolling.
Yes, Drones are characters that are allied to their users.
It depends. By strictly rules as written, drones count as allied characters, and so they would count for holding control zones. However, this is not intended to work this way by Word of Tom and will likely be changed in future errata to make it so that drones cannot hold objectives. [word of Tom]
Some drones, such as the Balor’s Hive Drone or the Hydra’s Tempest Drone, have rules text allowing you to redeploy them as a quick action. This means that, as a single quick action, you may immediately move the drone to a different valid space that you would be allowed to deploy it to, without having to spend a quick action to recall it first. [word of Tom]
Per Tom, the following applies to weapon mods and destruction: 1). When a modded weapon is destroyed, the weapon mod itself is also considered destroyed. 2). However, repairing a destroyed modded weapon also repairs the mod for free along with it. 3). To go along with this, clarification and errata has been given that weapon mods are not valid choices for System Trauma when taking structure damage. The weapon mod and the weapon it is equipped to are considered to essentially be the same thing, not two separate things. [word of Tom]
The Stealth Hardsuit’s description should read “They cease to be Invisible if they take any damage or take any actions other than Hide or Boost.” [word of Tom]
No. [word of Tom]
By default, systems with the Grenade tag or the Mine tag take a quick action to use, which can be found in their tag descriptions on page 106. This applies to all Grenades and Mines, unless the specific system says otherwise.
Stable Structure should read "You gain +1 Accuracy on saves to avoid Prone or forced movement (Knockback, Push, Pull, etc).[word of Tom]
No, the reaction for Turret Attack is taken by you, not the Turret Drone. Because of this, the “allied character” that triggers the Turret Attack needs to be allied to you, not the drone. You do not count as your own ally, and so you cannot trigger your own Turret Attack reaction.
You can only take one reaction per turn, once on each character’s turn. Because of this restriction, you can only use one Turret Attack reaction per turn, even if you have multiple Turret Drones out, unless some other effect allows you to take multiple reactions in a turn.
Yes, the falling happens after you completely finish your movement, so you can attack midair. [word of Tom]
Yes, Gyges Frame does apply its effect to Integrated weapons as it is a blanket effect and not specifically applied to the weapon or mount. [word of Tom]
You can choose to apply on hit or on crit effects in whatever order you choose, including before damage from the attack in question. So when you critically hit with a Chain Axe you can choose to apply the Shredded condition to the target before dealing damage, preventing them from benefitting from armor or resistance.
No, Synthetic Muscle Netting doesn’t make you count as a bigger size for the purpose of being rammed, only for the purposes of ramming other targets.[word of Tom]
No, it doesn’t. Depending on the sort of battlefield environment you’re fighting in the GM may decide to allow it contextually, but as a general rule the Reinforced Cabling system won’t let you maneuver freely in zero-gravity simply on its own.[word of Tom]
SEKHMET Protocol doesn’t hand over control of your mech to the GM as if your NHP was cascading, nor does it hand over control of your mech to the NHP as per the rules on page 107. Narratively SEKHMET may be in “control” of things while the protocol is active but you, the player, are still playing, it’s just that you have a series of restrictions and conditions on what actions and maneuvers you can try to take. You still control the mech, you may continue to use talents as per the protocol’s description, and can make decisions within those restrictions as you like. You can also hand control over to Sekhmet using the normal rules for NHPs, and Sekhmet can make use of its berserker protocol after control has been formally handed over to it even without a pilot in the cockpit, but it abides by all normal rules and restrictions of NHPs controlling mechs when doing so, such as no longer being able to use pilot talents etc.
No. Any mech with the Guardian trait (and the Barbarossa’s Colossus trait) only provide cover to allies who are adjacent to them, they do not act as actual pieces of environmental hard cover for the purpose of the Checking For Cover guidelines.[word of Tom]
You share the space of the mech who’s Mule Harness you are on, so you measure the burst from them. (Remember that bursts can affect characters within the same space as you, including the mech who’s Mule Harness you are riding.) [word of Tom]
The Nelson’s Skirmisher trait triggers once per overall attack with a weapon, regardless of how many attack rolls it may have, so an attack with an area-of-effect weapon will still trigger the trait and grant you movement only once. It can however, still trigger multiple times on the same Skirmish or Barrage, such as if you Skirmish with a Main weapon and an Auxiliary weapon in the Nelson’s Main/Aux mount.
Yes, when you Brace, you can decide whether or not to gain the benefits of the system, and the 2 Heat (Self) will only apply if you choose to do so. [word of Tom]
Yes.
The latter. Bursts always measure their size from the targeted point. If a Burst is centered on a mech then you use that as the point of origin, but if launched away from the mech such as with Throughbolt Rounds the Burst will use the end of the line as its center point instead.
Yes, Neurolink Targeting does apply its effect to Integrated weapons as it is a blanket effect and not specifically applied to the weapon or mount. [word of Tom]
No. [word of Tom]
Whatever movement is happening needs to attempt to enter the space of the thing you are colliding with. [word of Tom]
The Magnetic Cannon’s effect should read “On Attack” instead of “On Hit” [word of Tom]
No. This is treated as a single effect, just one with a custom area-of-effect that consists of multiple burst 1 areas. The target only takes 1d6 damage (or half, if they make their save). [word of Tom]
(This only applies to the teleportation action. Hostile characters can be affected by multiple Hall of Mirrors holograms if they move through or move adjacent to multiple holograms.)
Shrike Code should read “they first take 2 heat whenever they make an attack roll.” as opposed to triggering whenever they attack, meaning that attacks against multiple targets will trigger the penalty multiple times.[word of Tom]
Carapace Adaptation applies to anything that grants soft cover, including talents, weapons, etc. [word of Tom]
No. The Pinaka Missiles are still treated as a single attack, just one with a custom area-of-effect that consists of two Blast areas. Even if you place both Blasts in a way that they could hit a single target without overlapping, you still only roll to hit that target once. [word of Tom]
No. [word of Tom]
No, when the Regeneration trait is disabled you do not regain any HP at the end of your next turn, even though both reactivating the trait and regaining HP happen “at the end of your next turn.” The trait simply reactivates. The next opportunity you’ll have to regain HP with the Regeneration trait will be end of the turn after that.
Yes. [word of Tom]
Yes, the Autopod’s Autonomous Assault reaction is considered an attack which automatically hits.
Per Tom, Heavy Frame should still work against Puppet System. This means that a smaller mech can’t use Puppet System to ignore Heavy Frame on either allies or enemies. [word of Tom]
Yes, you would still roll to see if the d20 rolled a 1 or 2. [word of Tom]
The reactions granted by those drones can be used more than once in a round, as long as you obey the usual restriction of taking only 1 reaction per turn. [word of Tom]
No.
Per Tom, all targets affected by the Logic Bomb’s area Slow can be affected by a single activation of Metafold Maze, even though the rules as written currently do not indicate as such. [word of Tom]
No, the Burst doesn’t affect the center target. [word of Tom]
GUN: GUN
No. The Ushabti still follows valid targeting rules (it specifically calls out needing line of sight and for the target to be within its Range, for instance) and Intangible characters are not valid targets for tangible characters and vice versa. The specific effects that cannot be superseded are “doesn’t count as an attack, hits automatically, ignores cover, bypasses IMMUNITY, and its damage can’t be reduced or ignored in any way,” none of which override the requirements of picking a valid target in the first place.
No.
No, once a weapon has been used in a way that requires reloading in needs to be reloaded before it can be attacked with again in any mode or configuration it may have.
The 1d6 damage from the flames only happens once per round. [word of Tom]
Yes.
If your mech is unable to make attacks for some reason, such as being Jammed, it cannot use the Gravity Gun. However, when you attack with it, rather than making attack rolls like you would with a conventional weapon, it forces the targets in the area to make a save, functioning instead more like a grenade or mine. Because of this, there’s no way for it to “miss” like a regular attack would, even if the target is Invisible. This also means that the Gravity Gun does not benefit from anything that would trigger on hit or on crit as it can do neither of those things, since you never make any actual attack rolls. [word of Tom]
Yes, the Save Target is being modified, not the Gravity Gun. [word of Tom]
No, the Repulser Field will not cause mines that have not yet armed to detonate. [word of Tom]
The whole effect should end and the target should float to the ground. [word of Tom]
No, when the Trueblack Aegis is active, the Napoleon should be unable to use free action abilities like that to violate its action restrictions. Free actions which allow it to perform actions it’s explicitly capable of performing while the Aegis is active are permitted, such as any free action Grapples or Rams it may proc from sources such as Titanomachy Mesh, but otherwise it should be assumed that free actions which attempt to get around the action restrictions of the Trueblack Aegis are disallowed. [word of Tom]
The Invisibility penalty only applies when you are using Phase-Ready to bypass the Line of Sight requirement. If you are only using it to ignore cover and you already have Line of Sight, Phase-Ready Mod doesn’t cause the target to be treated as Invisible.
The Blinkshield can’t be crossed with any effect, and that includes another Blinkshield. If you attempt to create a Blinkshield within a Blinkshield and any part of the two shields overlap or intersect, you cannot do so as it would violate the clause that states that no effect can cross the Blinkshield. [word of Tom]
If two characters are on opposite sides, the Hardlight Defense System could break line of sight like any sufficiently large object could.
When used in response to an attack that targets multiple characters, if it successfully activates, the reaction granted by NOAH’s Diluvian Ark will cause attack rolls made against you and your adjacent allies to automatically miss, but it won’t have any effect on attack rolls made against characters that are within the attack’s area of effect that are not adjacent to you.
Additionally, the final effect of Diluvian Ark that deals damage when ranged attacks fail to hit you or adjacent allies will trigger once per attack roll, regardless of whether or not the reaction was taken.
No. Strictly speaking, combat actions such as Stabilize don’t really “exist” outside of combat. When resting or during downtime the Stabilize action isn’t something you take, you have other options for repairing your mech available to you, the same way that if you were looking to use your mech to shoot at a guard tower during a narrative scene you wouldn’t declare “I use a Skirmish,” you would simply state your intent to shoot the tower.
Most long walls would count as a single unique piece of terrain and thus only cause one trigger. [word of Tom]
It should stop all effects of the trigger. [word of Tom]
Chronostutter’s text currently reads "The character taking the action is pushed up to 3 spaces".
This should instead read "the target of the action is pushed up to 3 spaces". [word of Tom]
No, you would not, you would only apply the Reliable. [word of Tom]
Wandering Nightmare should have the Unique tag. [word of Tom]
Yes, you can use the Blink Anchor effect on yourself to change your destination to a free space next to the Blink Anchor when you teleport, such as when you Slip. [word of Tom]
The Warp Grenade effect of Blink Charges currently reads "choose any character within the affected area". This should instead read “choose any characters within the affected area” to make it clear that it can affect multiple targets. [word of Tom]
No. [word of Tom]
Yes, you can continue to Bifurcate. (Refunding the action cost presumably means this does not violate the No Duplicate Action rule.) [word of Tom]
Each layer counts as the same character. [word of Tom]
You should go Intangible with it. [word of Tom]
No, the default hard cover rules still apply, and so they would still need to be adjacent to you and the cover would only apply directionally like usual. The soft cover effect granted by Greater Guardian works just fine at range 2 though. [word of Tom]
Sympathetic Shield should have the Unique tag. [word of Tom]
Yes, you can. (Remember that the restriction on duplicate actions still applies, so you cannot use both of your normal quick actions in a turn to just use Camus’s Razor twice. You could overcharge to do so, use some other means of taking the quick action as a free action, or simply use it once a turn on different turns.) [word of Tom]
No, the change to the Bolt Nexus’ profile is meant to occur after the initial attack resolves fully. The first attack against a target does the base 1 damage, then successive attacks with it gain the benefits of the enhanced profile. [word of Tom]
As the target and the deployable can no longer interact with each other, the effect ends. [word of Tom]
No, spaces are no longer valid targets for you to deploy things into. [word of Tom]
No, for the same reason you can’t use the Omnigun on someone out of line of sight or out or range. [word of Tom]
Yes, it serves as an alternate Core System, which is the requirement for proccing Universal Compatibility. It can still only be used 1/mission regardless of whether Universal Compatibility procs or you have a Core Battery reserve.
As Assault Launcher gives mines a range (of 15) then Quarterback adds to that, making it 18 with effective Arcing. Mines placed with Mine Deployers may be placed out to Range 3.
The answer is “in some cases not at all.” On a talent by talent rank breakdown, Frag and Clear allows you to exclude one character from the affected area, so you can use it to let the Roller Grenade “skip” someone and not detonate on contact with them. Quarterback does not allow you to throw them further, because they have no range value to modify, but you do gain the Arcing benefit for the line. Fire in the Hole does not affect them because they aren’t thrown and more importantly they do not have a targeted space for the ability to work from.
The effect of the Smoke Grenade is “All characters and objects within the blast area benefit from soft cover until the end of your next turn,” so if you pick a character to ignore the effects of this, that chosen character cannot benefit from this effect. That is to say, if you throw a Smoke Grenade and choose a character in its area to ignore the effects, they do NOT benefit from the soft cover it provides for its duration. You tag them with special trackers, you hit them with one of those dye packs they stick in with the money, you curve the smoke cloud, etc. They have to be within its area at the time you throw it, it can’t be decided upon after the fact.
No, the heat it deals is part and parcel with the heat that Invades normally do. This means if used on an ally, it does no heat. This also means that the heat it deals is one packet and not two separate ones, in instances where that may matter.
No, a target becomes grappled as a result of falling a Hull save, and Brawler 3’s Brawler Die only counts down with a successful Free Action Grapple or Quick Action Grapple.
No, with the Termo-Unguis a target becomes grappled as a result of falling a Hull save, and Titanomachy Mesh’s 1/round successful Ram or Grapple effect only works with a successful Free Action Grapple or Quick Action Grapple.
1/round, whenever a character would have to make a save or a check forced by the Empakaai (ie. its Colossus Termo-Unguis) it may impose +1 difficulty on that save or check before that character rolls.
Walking Armory charges are spent when declaring an attack, and only refunded via Walking Armory 3 if you score a critical hit. This refund will not retroactively undo any ticking down of the Loadout Die, nor will it undo any rerolls you make with the Loadout Die if you happen to tick it down and then spend it for a reroll.
No. While the Gilgamesh could normally use Exo-Amplification while Stunned as per the core active itself, Stasis Generator makes the targeted mech immune to all effects, not just hostile ones. As such, the Gilgamesh would be immune to the effects of Exo-Amplification while under the effect of Stasis Generator.
No, it’s a weapon and not a system. It can use Reroute Power on legion drones, but neither Recycle or Rapid Deployment will work with it.
Yes, and it does so for other single-target type grenades such as Mesmer Beacons from the Minotaur license as well. You can take “within range 3 of the targeted space” to also include targeted characters as well for those grenades which work that way.
No. Nuclear Cavalier gives you bonus heat and/or damage on your first attack made while in the Danger Zone on your turn, or if you enter the Danger Zone during your turn it takes place on your next attack. Gaining heat in the course of an attack that was not made while in the Danger Zone will not activate the Nuclear Cavalier bonuses, as the attack was not made while in the Danger Zone and that attack does not count as “your next attack.” The heat accrued from using the Amber Phantom’s core passive to gain bonus damage this way does not apply until you have hit with an attack and choose to gain the bonus damage.
This applies to other forms of gaining heat mid-attack as well. Rolling multiple 1’s on damage dice with an Overkill weapon which pushes you into the Danger Zone will not cause Nuclear Cavalier to activate, nor will weapons that come with optional heat costs that occur mid-attack such as the Gilgamesh’s Superthermal Blade.
No. Once a Goblin is attached to another character via Symbiosis, they no longer take their own turns, only acting when the PC they’re attached to does. You would need to use Convergence Point on the PC the Goblin is attached to, and the Goblin would then take their actions during their host’s turn.
This also means that a Goblin with Symbiosis active no longer counts as being part of the PC turn order the Amber Phantom must choose among with Possibility Mapping (i.e. in a group with three PCs, if one of them is a Goblin with Symbiosis active then there are now only two turns to choose between in the PC turn order).
Yes.
The Shock Claws check for upgrades the first time you activate Go Loud in a scene only. Spending Core Power to activate it after the first activation in a scene will not prompt further upgrades even if conditions have been met in the meantime. However, re-activating Go Loud will grant you the move equal to your Speed and attack with the Shock Claws against a target within range, should you wish to do so. Spending Core Power this way will also proc Universal Compatibility again if you have that Core Bonus.
The Full Tech action itself is comprised of either one system which requires a Full Tech to use, or two options with the Quick Tech requirement. As Parallel Emitters works only 1/round and as taking two Quick Tech actions have to happen sequentially, your 1/round use of Parallel Emitters will kick in when using one of those Quick Tech systems, entitling you to the Quick Action tier benefit. This applies whether the entire Full Tech is made up of Quick Tech Shield systems or only half of it.
Essentially this means the overall action cost you spent to use a Shield tagged system or to Stabilize. For example, Stabilize is normally a Full Action, but with the Sherman license’s Redundant Systems Upgrade, you can Stabilize as a Quick Action instead. If you do so while piloting a Kutuzov, then the overall action cost of that Stabilize is a Quick Action. Similarly, overcharging to use a Quick Action system with the Shield tag as a Free Action will grant you the benefit of a Free Action expenditure if you choose to have that be your 1/round use of Parallel Projectors.
Characters benefitting from Projected Aegis can’t be attacked by the chosen NPC and vice versa, but this won’t prevent entire AoE attacks or “attack everyone” type abilities, those attacks will simply ignore that character while continuing to affect everyone else as normal.
Projected Aegis prevents characters from forcing saves against one another via actions. For example, an Assault NPC with the Micro-Missile Barrage optional could place the line in such a way that it overlaps a mutually Aegis’d PC, but that PC would ignore the effect entirely. Meanwhile, a Hornet couldn’t even target such a character with Lock/Hold Javelins, nor could a Demolisher target them with Sap. Something like a mine, however, is not an action that forces a save. It does force a save, but while it’s associated with a specific character, it doesn’t count as them taking an action to force it, the save occurs as a sort of indirect consequence of stepping in the wrong place, and the Projected Aegis won’t do anything about it. Likewise, actions which do not count as attacks or saves are valid to target one another with, such as the deterministic damage of a GMS Turret Drone, the contested check of a Blackbeard’s Reinforced Cabling, a Goliath NPC’s Crush Targeting, etc.
NPCs can Stabilize, but it only reloads weapons, clears Heat, and ends Exposed. NPCs have their own version of a default Invade Quick Tech that uses Systems as a bonus to the attack roll and only deals 2 Heat and Impaired until the end of the target’s next turn on hit. Other NPC tech attacks are not specifically “Invades” but work as described in the stat blocks of each specific NPC Class. NPCs cannot Brace or Overcharge by default unless some other feature granted to them allows for it. Further information can be found in the list of actions NPCs can take and how they differ from the corresponding PC actions, which can be found on page 280.
The Quick Tech and Full Tech actions differ slightly for NPCs than for PCs. Notably, unlike PCs, the NPC Full Tech option allows for one Full Tech option or two different Quick Tech options, where as a PC is allowed to take the same Quick Tech option twice when they use Full Tech. However, NPCs do not use the same Invasion framework as players: Each Quick Tech option given to them is its own unique thing. This means that, for example, a Witch is allowed to use Full Tech to use Tear Down and Blind in the same turn, where as 2 Tear Down Quick Techs would not be possible, barring the usual Free Action exceptions.
By default, NPCs have only one Structure and are automatically destroyed without a Structure Damage check when they reach 0 HP. However, this may change depending on Template.
If an NPC has any templates that grant them more than 1 Structure, such as the Veteran or Ultra templates, they follow the standard rules for Structure Damage and roll on the Structure Damage table like a PC would. Like usual, if they run out of Structure entirely, they are automatically destroyed.
By default, NPCs only have one Stress and become Exposed indefinitely when they exceed their Heat Cap instead of making an Overheating check. They remain at 1 remaining Stress and are Exposed until they take the Stabilize action, which clears their Heat and ends the Exposed Status. However, this may change depending on Template.
If an NPC has any templates that grant them more than 1 Stress, such as the Veteran or Ultra templates, they follow the standard rules for Overheating and roll on the Overheating table like a PC would. Like usual, if they run out of Stress entirely, they will suffer a reactor meltdown at the end of their next turn.
If an NPC has the Grunt template, any Heat from an external source will automatically destroy them. This does not cause a reactor meltdown, they are just destroyed. Self-inflicted Heat works like it would for a normal NPC.
If an NPC has no Heat Cap at all, they take Heat as Energy Damage instead. [word of Tom]
Generally speaking, no, unless the NPC feature explicitly says otherwise. [word of Tom]
The area created by Covering Fire, and the ability for the Archer to use the associated Got Your Back reaction, should last until the end of the Archer’s next turn after it uses this ability.
Only characters (which includes Drones) should trigger the additional damage from Cluster Munitions. [word of Tom]
The Bombard’s Cluster Munitions are explicitly not Bonus Damage, as it is not labeled Bonus Damage. As it only comes up in situations in which any Bonus Damage would be halved, this wording allows you to avoid having to do the extra math of halving the damage it adds, as it would always need to be halved otherwise.
Broad-Haft Sweep works in conjunction with Kinetic Compensation, granting stacking Accuracy on missed attacks until the next hit. [word of Tom]
The “their” in “their next turn” should refer to the Mirage, and the effect should last until the start of the Mirage’s next turn. [word of Tom]
The Sanctuary effect should last until the end of the Priest’s next turn. [word of Tom]
The attack should count as coming from the Ronin for cover, effects triggering, and other things. [word of Tom]
Tom has gone on the record stating that the fact that Seeder mines are listed as Invisible is an error that was introduced in editing, as the original rules text was meant for them to be invisible, as in, “not visible to players on the map.” This was erroneously changed to “Invisible, the keyword.” In other words, the original intent was that players can’t see them or target them, aside from the Systems check while in Sensors to reveal them and the subsequent Systems check to disarm them after they have been revealed. [word of Tom]
No, the two should be identical. Use the Archer’s version for both.
This is a typo; it should say “If the rifle isn’t loaded, the Sniper instead reloads it.”
No, it can’t move independently. [word of Tom]
No, the Witch would force you to drop the Prepared action. [word of Tom]
Generally speaking, things with the same name are not intended to stack, so something like Deadly wouldn’t apply twice, but features that grant additional Structure and Stress are intended to stack. [word of Tom]
Ravager turret would still only fire a single attack roll at each eligible target. It would not fire at everyone for each PC affected. [word of Tom]
Only at the start of the first round of combat. [word of Tom]
Yes.[word of Tom]
The Perimeter Command Plate System itself is Destroyed. [word of Tom]
No, they do not. [word of Tom]
No, it does not. The effects of Raise the Banner will run out at the normal time, and are not extended by Stay of Execution. [word of Tom]
You’d take the amount of damage that would be done to the Overshield, and then half that amount again for the Argonaut Shield. Damage would then be resolved from there, with the ally resisting the attack. [word of Tom]
No, it shouldn’t. [word of Tom]