Section 1 // Building Pilots & Mechs

Leveling & Licenses

LL Progression · What You Gain · Licenses · Mech Building · Reallocation
When Do You Level Up?
At the end of every mission — whether it succeeded or failed — all characters advance one License Level (LL). This happens during the Debrief stage. Maximum LL is 12.
What You Gain Each Level
+1 Trigger
Add +2 to an existing trigger, or take a new trigger at +2. Triggers max out at +6. Your pilot's on-foot skills keep growing with their experience.
+1 Mech Skill
Add +1 to any mech skill (HULL, AGILITY, SYSTEMS, or ENGINEERING). Each point also improves your mech's base stats. Maximum +6 in any single skill.
+1 Talent Rank
Advance an existing talent to the next rank (I→II or II→III), or take a new talent at rank I. Talents define your combat style and give special abilities that only apply while piloting a mech.
+1 License Rank
Spend one rank on any manufacturer's license (must buy ranks in order: I before II before III). Unlocks new weapons, systems, and frames. GMS gear is always available at no license cost.
+GRIT (auto)
GRIT = half your LL, rounded up. Automatically increases as you level. GRIT adds to: pilot HP, mech HP, mech SP, attack rolls, and Save Target. First GRIT point arrives at LL1.
Core Bonus (LL3/6/9/12)
At every third LL, choose a powerful Core Bonus — a permanent improvement to all mechs you build. GMS bonuses are always available. Manufacturer bonuses require 3 ranks in that manufacturer's licenses to qualify.
Reallocation Options (choose one per level-up)
Every time your LL increases, you may optionally choose one of the following reallocations in addition to your normal gains:
Reallocate a talent: Move all rank points from one talent to any other talent (at equivalent rank). If you had Gunslinger II, you could swap to Spotter II instead.
Reallocate a license: Move all rank points from one manufacturer's license to any other. If you had IPS-N Raleigh III and want to try HORUS Goblin, you can swap all 3 ranks over. Note: if this causes you to lose a Core Bonus qualification, you must replace that Core Bonus with one you now qualify for.
Replace a Core Bonus: Swap one Core Bonus you have for another you qualify for. Useful if your build direction has changed.
Important: Reallocation is one choice per level-up. You can't reallocate a talent AND a license in the same level-up. Choose strategically.
Starting at LL0

Pilot

  • Choose a background
  • 4 triggers at +2 each
  • 1 point at +2 or 2 points at +1 each in mech skills
  • 3 rank I talents of your choice

Mech

  • Access to all GMS gear (no license needed)
  • Only available frame: GMS-SP1 Everest
  • Mech stats from your mech skill distribution
  • GRIT = 0 at LL0 (first GRIT at LL1)

No License Points Yet

At LL0 you have 0 license points. You get your first at LL1. This is intentional — LL0 is about learning the Everest and GMS fundamentals before expanding into manufacturer-specific gear.

Full Progression Table
How to read this table: All values are cumulative totals at that LL, not per-level gains. Trigger and mech skill points have a cap of +6 in any individual trigger/skill, but total points can exceed that cap (allowing you to invest in multiple skills). Gold rows are Core Bonus milestones.
LL GRIT Mech Skill Pts License Pts Talent Pts Core Bonuses Trigger Pts
002038
1131410
2142512
3 ⭐2536114
42647116
53758118
6 ⭐3869220
749710222
8410811224
9 ⭐511912326
105121013328
116131114330
12 ⭐6141215432
⭐ = Core Bonus milestone — you choose a new Core Bonus at LL 3, 6, 9, and 12.
How Licenses Work

License Structure

Each manufacturer offers multiple licenses. Every license has three ranks (I, II, III) that must be purchased in order — you can't buy rank III without first having rank I and II. Each rank unlocks a set of weapons, systems, or frames.

Spending License Points

Each level-up gives you +1 license point to spend on any rank of any manufacturer's license. You can spread points across many manufacturers or go deep on one. GMS gear never costs license points — it's always available.

Access is Permanent

You never lose access to licensed gear. You're assumed to always have access through influence, patronage, wealth, or rank. Advanced 3D printing means even a destroyed mech can be reprinted during downtime.

Mixing and Matching

Licensed gear is fully interchangeable across your mechs. An LL5 pilot with IPS-N Raleigh III and SSC Metalmark II can take any Raleigh weapon and mount it on the Metalmark frame, or vice versa. Your frame doesn't restrict your weapons beyond mount type.

What Each Rank Unlocks
Rank I
Weapons, systems, and gear specific to this manufacturer. First entry point into the license. Does not unlock the frame.
Rank II
More weapons and systems, plus the manufacturer's mech FRAME — this is when you unlock the actual chassis to pilot. Additional Rank I gear also becomes available.
Rank III
The most powerful and advanced gear in that license line — often including unique or legendary weapons and systems. Also qualifies you for that manufacturer's Core Bonuses.
The Five Manufacturers
GMS
General Massive Systems · Always Available
The galactic standard. Reliable, interoperable, broadly available. GMS gear requires no license points — all pilots have access from LL0. The Everest is the universal starting frame.
Design identity: Jack-of-all-trades, adaptable, accessible. GMS Core Bonuses are also available to all pilots regardless of licenses held.
IPS-Northstar
IPS-N · Shipping & Logistics Turned Military
Originally a shipping consortium. IPS-N mechs are heavy, tough, and built to last. They reward aggressive, in-your-face combat and tankiness over subtlety.
Frames: Blackbeard, Drake, Lancaster, Nelson, Raleigh, Tortuga, Vlad
Design identity: High HP, armor, close quarters, defender/striker roles.
Smith-Shimano Corpro
SSC · Bespoke High-Performance Engineering
Luxury mechs for discerning pilots. SSC gear is fast, elegant, and often experimental. Favors evasion, stealth, and precision over brute force.
Frames: Black Witch, Dusk Wing, Metalmark, Monarch, Mourning Cloak, Swallowtail
Design identity: High evasion, E-defense, stealth, support/controller roles.
HORUS
HORUS · Anarchist Paracausal Collective
Not a corporation — a hacker collective that distributes weapons and frames through unconventional means. HORUS gear is strange, powerful, and often breaks the rules. Highly technical, high-reward, high-chaos.
Frames: Goblin, Gorgon, Hydra, Manticore, Minotaur, Pegasus
Design identity: E-war, control, AI systems, reality-bending effects.
Harrison Armory
HA · The Arms Dealer of the Galaxy
The largest weapons manufacturer in human space. HA mechs are weapons platforms: powerful, aggressive, and designed to end fights fast. Known for extreme heat generation and reactor-pushed performance.
Frames: Barbarossa, Genghis, Iskander, Napoleon, Saladin, Sherman, Tokugawa
Design identity: High damage, heat mechanics, danger zone synergies, artillery roles.
What Are Talents?

Overview

Talents are special enhancements representing your ingenuity and experience as a mech pilot. They give benefits and abilities tied to specific weapon types, playstyles, or systems. With a few exceptions, talents only affect your character's capabilities while piloting a mech (not on foot).

Talent Ranks

Each talent has three ranks (I, II, III) that must be purchased in order. At LL0, you start with three rank I talents of your choice. Each level-up gives +1 talent rank — spend it to advance an existing talent or take a new one at rank I.

Reallocating Talents

Once per level-up, you may reallocate all points from one talent to any other at equivalent rank. If you had Gunslinger II and want Spotter II instead, you can make that swap. You lose all benefits from the old talent immediately.

License Independence

Talents are separate from licenses — you can take any talent regardless of what manufacturer licenses you hold. A pilot with only IPS-N licenses can still take HORUS-flavored talents. Talent choice is entirely based on your playstyle, not your frame.

Talent Categories (Examples)

Combat Talents

Enhance your effectiveness with specific weapon types or attack styles. Examples: Gunslinger (pistols), Crack Shot (ranged attacks), Duelist (melee), Brawler (grapple & ram).

Electronic Warfare

Boost your tech attack capabilities and Invade options. Examples: Hacker (adds powerful Invade options), Spotter (enhances Lock On), Nuclear Cavalier (heat and reactor synergies).

Mobility & Positioning

Improve your mech's movement and position in combat. Examples: Infiltrator (stealth and flanking), Walking Armory (carry more weapons), Skirmisher (movement reactions).

Support & Leadership

Enhance your ability to assist allies. Examples: Leader (inspire nearby allies), Tactician (coordinate attacks), Fabricator (deploy objects and fortifications).

Utility & Survival

General resilience and adaptability. Examples: Empath (support and read NPCs), Brutal (critical hit enhancement), Exemplar (defense and counterattack).

Drone & Deployable

Command autonomous units in combat. Examples: Drone Commander (control multiple drones), Techno (deployable system synergies). Often pairs well with HORUS licenses.

What Are Core Bonuses?

Core Bonuses are permanent improvements applied to all mechs you build — not just one frame. They stack and apply regardless of which frame you're currently piloting. You get to choose a new Core Bonus at LL 3, 6, 9, and 12 (four total at max level).

GMS Core Bonuses are always available to all pilots. Manufacturer Core Bonuses require you to have at least 3 license ranks in that manufacturer's licenses to qualify (e.g., Raleigh III counts as 3 ranks, or Raleigh I + Drake I + Nelson I = 3 ranks across IPS-N licenses).

Replacing a Core Bonus: Once per level-up, you may replace one Core Bonus with another you now qualify for. Useful when reallocating licenses causes you to lose qualification, or when your build direction changes.

GMS Core Bonuses (Always Available)

Reinforced Frame

+5 HP to all mechs you build.

Universal Compatibility

You may install one additional system or weapon, chosen from any license you hold, without it counting toward your SP limit (once per mech build). The system/weapon must still fit a valid mount.

Integrated Weapon

Your mech gains one additional Aux/Aux mount, which cannot be modified by talents or core bonuses.

Overpower Caliber

1/round, when you deal damage with a weapon, you may deal +2 bonus damage. Only usable once per round.

Improved Armament

Your mech gains one additional Flex mount.

Hardened Frame

Your mech gains +1 Armor (max 4).

Manufacturer Core Bonuses (Require 3 Ranks in that Manufacturer)

IPS-N Examples

Reinforced Frame: +5 HP (also a GMS bonus).
Full Subjectivity Sync: Gain +1 Accuracy on all melee attacks and Ram/Grapple checks.
The Lesson of the Open Door: Gain RESISTANCE to a damage type when you damage an enemy with that type.

SSC Examples

Ghost: 1/round, when you become Hidden you may also Boost as a free action.
Fomorian Drive: When you Boost, you can fly for that movement.
Quantum Entanglement: 1/scene, teleport up to your Sensor range.

HORUS Examples

Lesson of Disbelief: +1 Accuracy on all SYSTEMS checks, +2 E-Defense.
Lesson of the Open Door: After hitting with a tech attack, your next melee attack vs. same target gains +1 Accuracy and damage cannot be reduced.
Autochthonous Map-Body: You can deploy in any valid space within your Sensors at mission start.

Harrison Armory Examples

Tachyon Lance Capacitor: 1/round, deal +1d6 energy damage on hit with a heavy weapon.
Apocalypse Rail: Your Heavy weapons gain +5 Range.
The Hunger: When you destroy a mech or character, immediately heal 2 HP.

Step-by-Step Mech Construction
1

Choose a Frame

Pick a FRAME from your available licenses. The frame determines your mech's base stats (HP, Evasion, Speed, etc.), available mounts, SP, and unique Core System. At LL0, only the GMS Everest is available. Each rank II license unlocks a new frame.

2

Apply Mech Skill Bonuses

Each point in your mech skills improves your mech's stats: HULL: +2 HP/pt, +1 Repair Cap/2pt · AGILITY: +1 Evasion/pt, +1 Speed/2pt · SYSTEMS: +1 Tech Atk & E-Def/pt, +1 SP/2pt · ENGINEERING: +1 Heat Cap/pt, +1 limited use/2pt

3

Add GRIT

GRIT (= half LL, rounded up) adds to your mech's HP, SP, attack rolls, and Save Target. At LL0, GRIT is 0. First point arrives at LL1.

4

Choose Weapons

Assign weapons to your frame's mounts. Any weapon you have a license for can go on any compatible mount — mixing manufacturers is allowed. Unless a weapon has the Unique tag, you can take it multiple times.

5

Choose Systems

Spend your SP (System Points) on systems from any license you hold. Each system lists its SP cost. Unless a system has the Unique tag, you can take it multiple times. You cannot exceed your total SP.

6

Apply Core Bonuses

Write down your active Core Bonuses (gained at LL 3, 6, 9, 12). Core Bonuses apply to all mechs you build — you don't need to pick new ones per mech.

7

Note Talents

Record your active talents and their ranks. Talent effects apply while you're piloting any mech — they're pilot-level abilities, not mech-specific. Done!

Mount Types
Mount TypeWhat It Can Hold
MainOne Main weapon or one Auxiliary weapon.
HeavyOne Heavy, Main, or Auxiliary weapon (larger mounts can hold smaller weapons).
Aux/AuxUp to two Auxiliary weapons.
Main/AuxOne Main weapon and one Auxiliary weapon, or two Auxiliary weapons.
FlexOne Main weapon, or up to two Auxiliary weapons.
IntegratedA specific weapon built into the frame. Cannot be changed, modified, or lost (unless the frame trait specifies otherwise).
Key Rules When Building

Smaller in Larger

You can always install a smaller weapon into a larger mount. An Auxiliary weapon can go in any mount. A Main weapon can go in a Heavy mount. Only a Heavy weapon specifically requires a Heavy mount.

SP Limit

Your SP (System Points) is your total budget for systems. GRIT and SYSTEMS skill both contribute to your SP total. You cannot exceed your SP. Weapons don't cost SP unless they note an SP cost.

Unique Tag

Items with the Unique tag can only be installed once per mech (not once per character). If you build a second mech, you can take it again on that mech, but not twice on the same mech.

Reprinting Mechs

You can print an entirely new mech configuration during a Full Repair (with proper facilities). You don't lose old mech configurations — you can maintain multiple builds and switch between missions. Only one mech is active per mission.