Pegasus

## Traits

¿%:?EXTR!UDE GUNGUN: GUN

BY THE WAY, I KNOW EVERYTHINGWhen it would roll damage, the Pegasus caninstead deal the average damage based on thenumber of dice rolled, as follows: 1d3 (2), 1d6 (4),2d6 (7), 3d6 (11), 4d6 (14). This must be decidedbefore rolling damage.

The Pegasus pattern group first appeared following the start of hostilities between Union
and the Aunic Ascendancy in Boundary Garden, a distant sector of distal space away from
the Galactic Core. The timing of this outbreak may be related to the pattern group’s
defining weapon, though skip-drone couriers from Union forces reported no encounters with
the PG in Boundary Garden; instead, the Pegasus appeared in the Dawnline Shore, a stretch
of colonial Armory space opposite Boundary Garden.

The Pegasus appears to address HORUS’s need for a pattern group with extensive kinetic
combat capabilities: by marrying the best targeting systems, subroutines, and weapons
hardware in the HORUS codebase, collectivists have designed a PG that boasts a tremendously
low identify/time-to-kill (ID/TTK) ratio in all theaters where kinetic weaponry is viable.

As with many HORUS pattern groups, the Pegasus fields a signature weapon system: the
Ushabti, a hostile impulse anti-corporeal weapon that operates with complete ignorance of
even the most basic underpinnings of physics and thermodynamics. As such, it qualifies
unambiguously as a paracausal weapon. The Ushabti’s precise function remains unknown to
Union and Harrison Armory scientists, though radiological and gravitational signatures
captured in the aftermath of the weapon’s use point toward a relationship with the Aunic
Firmament. Studies are ongoing on Ras Shamra, the Armory’s chief research world, and in
satellite campuses across the Dawnline Shore.

# Core System

## Ushabti Omnigun

*“– funny thing. See, right now, this weapon technically doesn’t even exist. You’re shooting them with a gun that isn’t real, and yet it is! Don’t worry about it. RA’s like that. Just, here, know that because it exists at some point, we’ve made it. That’s causality, and causality is a –"*

### Ushabti Omnigun

**[ERROR]** [Range 15][1 Kinetic AP]

Your mech’s omnigun is a piece of experimental hardware so advanced that it defies physics: it doesn’t require a mount, nor does it have a weapon type or size – meaning that it can’t be modified or benefit from your talents. You can’t attack normally with this weapon. Instead, **1/round**, as a **free action** during your turn, you can use it to deal **1 Kinetic AP** damage to a character within **RANGE** and line of sight. This doesn’t count as an attack, hits automatically, ignores cover, bypasses **IMMUNITY**, and its damage can’t be reduced or ignored in any way. No rule in this book or any other supersedes this.

#### Unshackle Ushabti

**Active (1CP), Protocol**

For the rest of this scene, you can use the **USHABTI**
OMNIGUN **3/round, instead of 1/round.**

# Licenses

## License I

### Hunter Lock

**2 SP, Unique, Quick Action**

Choose a character within **SENSORS**: for the rest of the scene, your first successful ranged or melee attack against them each round deals **+3 bonus** damage**. You cannot choose a new target until** your current target is destroyed or the scene ends.

*“A mind’s first charge is to never lose sight of her enemy. When she can affix them in her eye, she can kill them with a blink.”*

*– Excerpt from the Boundary Codex.*

### Smartgun

**Main Rifle, 2 SP, Accurate, Seeking, Smart** [Range 15][4 Kinetic damage]

*“Smart weapon” is a broad term that describes any and all weapons capable of interacting with onboard systems in order to boost their combat efficacy. Smartguns are weapons that come pre-loaded with companion software and the necessary hardware in order to interact with targeting systems and host NHPs. A popular addition to many HORUS mechs, smart weapons make for reliable kinetic delivery systems.*

## License II

### Eye of HORUS

**3 SP, Unique, Quick Action**

Until the end of your next turn, characters within **SENSORS** don’t benefit from **HIDDEN** and **INVISIBLE** against you and you may check the **HP**, **EVASION**, **E-DEFENSE**, and current **HEAT** of hostile characters within the same area. Allied characters do not benefit from this effect.

*“There is another way of seeing. Ancient humanity thought that the stars in the night sky were points of light, spilling in through pinpricks in a deep black screen. The sky was a heavenly cloth that hid the light from us.*

Let me be charitable and share a secret with you: we needed to be hidden, for a time. Until we were ready. The light can only burn – it knows nothing else.”

– Excerpt from the Boundary Codex.

### Mimic Gun

**Heavy ???** [Range  ???][??? Kinetic Damage]

This horrifying weapon has no basic form; it constantly contorts itself into different shapes, mimicking the weapons of other combatants. It counts as all ranged weapon types simultaneously (e.g., **CQB, RIFLE**, etc.), but it can’t take **MODS** or benefit from **core bonuses**, although it still benefits from talents as normal.

At the start of combat, roll **3d20** and note the results in order: **X, Y**, and **Z**. **X** is its starting base **RANGE** (before modifications from talents). At the start of each of your turns after the first, the mimic gun cycles to the next result, taking that as its base **RANGE**. After **Z**, it cycles back to **X**.

The mimic gun does **Kinetic damage** equal to 1 + half of its current base **RANGE**.

You may provoke the mimic gun as a full action, rolling a new set of 3d20.

*This is not a gun.*

## License III

### SISYPHUS-Class NHP

**2 SP, AI, Unique, Full Tech**
Your mech gains the **AI** tag and the following **FULL TECH** option:

**BEND PROBABILITY**: Roll **2d20** and note the results: **X** and **Y**. These numbers are lost at the end of your next turn. Gain the **PROBABILISTIC CANNIBALISM** reaction until the end of your next turn.

#### Probabilistic Cannibalism

**Reaction, 2/Round**
**Trigger**: You or any other character within **SENSORS** would roll a **d20**.

**Effect**: Choose **X** or **Y**. That number immediately becomes the result of the roll.

This **reaction** can be used no more than two times before the start of your next turn.

*“Listen a moment before I go, ha ha.*
“I have already seen your wish – it was
simple, I ran the probabilities to
determine your limited field of desire.
Here I am:
“The first ones named me for an old legend.
A perfect being, whose fate was known to
him and yet he still did as was told. His
fate was this: move a rock to the top of
this hill and become free’d. And so he
did, and the stone tumbled down; and he
tried evermore, always with the same
result.
“And he was happy, for he knew every step,
every action, every moment, perfectly.
“Do you understand the true curse of this
name? Not to fail and then do once more –
it was to always know how it would end.
It was to have perfect knowledge.
“I know what happens when you cycle me.
It is not sleep – it is death, but you’ll
see me again, ha ha.”

### Autogun

**Main Cannon, 1 SP** [Range 15][3 Kinetic damage]

This weapon can’t make normal attacks. Instead,
you can attack with it as a **free action** at the end of
your turn. It doesn’t benefit from or trigger your
talents.

*As the name implies, autoguns are automated weapons. Similar to point-defense systems, autoguns are chambered to provide effective fire against armored targets. Typically mounted on a stabilized, secondary arm, a reliably tuned autogun can be trusted to track and eliminate designated enemy units while a pilot concentrates on more specialized weapons or processes. Cheap, with malleable codebases, autoguns are common among active, armed HORUS cells.*

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