Gorgon

## Traits

METASTATIC PARALYSISWhen an attack roll against the Gorgon lands on 1–2,it automatically misses and the attacker becomesSTUNNED until the end of their next turn.

GAZEThe Gorgon can take two reactions per turn,instead of one.

GUARDIANAdjacent allied characters may use the Gorgon forhard cover.

The Gorgon is unique among HORUS pattern groups in that it prioritizes
defensive systems meant to ensure personal and allied survival; otherwise,
it fields a typical complement of horrifying, confusing, and uncanny weapons.

The typical Gorgon mounts multiple weapon systems meant to identify and
intercept incoming enemies, allowing pilots to project a zone of control around
themselves and their allies. The Gorgon is feared for its ability to extrude
a dangerous memetic “basilisk”, a projected light-cone of anticognitive,
hyperfractal visual data that is deadly to ontologic, sapient beings.

# Core System

## BASILISK DIRECTED ANTICOGNITION HYPERFRACTAL

*The BASILISK is a dangerous memetic weapon derived from DHIYED liturgicode, translated for use in mech-scale engagements. Typically projected from a communications laser, BASILISKs create hyperfractal patterns: memetic interruptions that affects all sapient observers, organic or otherwise. Exposure to a basilisk typically causes immediate encephalitis, massive ocular and cranial hemorrhage, and death – survival is possible with tempering and interdictor heads-up displays, but even then headaches, nausea, and confusion for a short period after viewing are possible. Long-term, survivors often exhibit “flashback” symptoms: momentary paralysis, corporeal alienation, and consciousness destabilization. Anticognition hyperfractals are classified as paracausal weapons; due to the not-as- yet understood nature of their visible- light spectrum broadcast, one would think that they would pose a risk to their user, however, for some reason they do not.*

### Extrude Basilisk

***Active (1CP), Quick Action***

You project a horrifying basilisk,
a visual data-pattern that is incredibly
harmful to NHPs and electronic
systems, and hard to look at even for
humans. For the rest of the scene,
hostile characters must succeed on
a **SYSTEMS** save before attacking
you or any allied characters within Range 3. On a
failure, they become **STUNNED** until the end of their
next turn. Each character can only be **STUNNED** by
this effect once per scene.

# Licenses

## License I

### Mimic Mesh

***2 SP, Quick Action, Unique***

Choose an allied character within SENSORS: until
the end of your next turn, you gain the Battlefield
Awareness reaction.

#### Battlefield Awareness

**Reaction**
**Trigger:** A hostile action is taken against your target.
**Effect:** You may move 3 spaces towards your target,
by the most direct route possible. This movement
interrupts and resolves before the triggering action,
ignores engagement and doesn’t provoke reactions.
This reaction can be taken as many times per round
as it is triggered.

*Derived from a rather benign HORUS*
script, mimic meshes extend across
projected sensor ranges to feed live
positional and superpositional data to
the pilot. This multidimensional data
equips an effective leader to coordinate
their allies’ movement with the assurance
of survival.

### Sentinel Drone

***2 SP, Drone, Quick Action***

**Sentinel Drone (SIZE 1/2, HP 5, EVASION 10,**
E-DEFENSE 10, Tags: DRONE)
The sentinel drone drone can be deployed to any
free space within **SENSORS** and line of sight, where
it establishes a **Burst 2** security perimeter. Hostile
characters within the affected area take **3 kinetic damage** from
the drone’s automatic fire before making any attack.
The sentinel drone can be redeployed to a new
location or recalled as a **quick action**.

*Sentinel drones watch for aggressive*
enemy actions and move quickly to
intervene. The precise appearance, manner
of locomotion, and means of operation of
a given class of sentinel drone may vary,
but regardless they conform to one
objective portfolio: deny the enemy and
protect the master unit.

## License II

### //SCORPION V70.1

***2 SP, Unique***

Any time you or any allied character adjacent to
you is missed by a **tech attack** or succeed on a
save against a hostile **tech action**, choose one of
the following:
• The attacker becomes **IMPAIRED** until the end of
their next turn and takes **2 Heat**.
• The attacker becomes **JAMMED** until the end of
their next turn.

*The //SCORPION program has a long history on the omninet despite its rather mundane operation (for HORUS-tagged code, at least). Traced back to pre-Deimos theory code found on an obscure research paper discussing pre-NHP machine mind reflex-responses, //SCORPION evolved from a simple packet interpreter to a robust anti-incursion program, nimble enough to adapt to most any market-line system that receives its broadcast.*

### Monitory Module

***2 SP, Quick Action, Unique***

When activated, gain **1d3 CHARGES** and choose an adjacent allied character: until the end of your next turn, whenever your target is attacked while adjacent to you, expend a **CHARGE** to **SKIRMISH** against their attacker as a **reaction**, dealing **half damage**, **Heat** or **Burn** on hit. All charges are lost when this effect ends.

*“Good friend. Knows many tricks.”*
– Author inscription found in MONITOR
codebase, later deleted.

## License III

### SCYLLA-Class NHP

***3 SP, AI, Unique***

Your mech gains the **AI** tag and **Unleash SCYLLA**.

#### Unleash SCYLLA

Quick Action, 2 **Heat**(Self)
Until the start of your next turn, you gain two
special reactions that allow you to **SKIRMISH** in
response to one of the following triggers (chosen
when you take this action):
• A hostile character makes an attack against you
or an allied character within **Range 3** of you.
• A hostile character attempts to attack or interact
with an object chosen when you take **UNLEASH**
SCYLLA **and within line of sight. Characters are**
aware of the object chosen.
These reactions deal half damage, **Heat** or **Burn** on
hit and must target the character that triggered
them.

*The first specifications for the Gorgon*
pattern group hid a secret: SCYLLA, a
dormant NHP unknown to Union until their
first manifestation in 4852u, when they
woke after Union Science Bureau officers
ran a test-fax Gorgon through a
Balwinder-Bolaño test.

*SCYLLA proved challenging: USB*
ontologisticians were unable to pin down
a stable subjectivity, and SCYLLA reached
cascade threshold within minutes of
manifestation. To prevent further
metastatic cascade, site security engaged
SCYLLA’s prime unit, defabricating it
with a steady bombardment of kinetic and
energy weapons.

*[there, a little history, a little background, a little knowledge of where this little one came from. treat it with kindness, and it will love you as a loyal dog does its master.]*

### Vorpal Gun

***Main Cannon***[Range 5][2d6 Kinetic Damage]

Gain the **SNICKER-SNACK** reaction, which is the only
way you can attack with this weapon.

#### Snicker-Snack

***Reaction, 1/round***
**Trigger:** A hostile character within **RANGE** of the
**VORPAL GUN** and line of sight deals damage to an
allied character.
**Effect:** You may make an attack against the hostile
character with the **VORPAL GUN**.

*DO NOT STARE DIRECTLY INTO THE APERTURE.*