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.
| LL | GRIT | Mech Skill Pts | License Pts | Talent Pts | Core Bonuses | Trigger Pts |
|---|---|---|---|---|---|---|
| 0 | 0 | 2 | 0 | 3 | — | 8 |
| 1 | 1 | 3 | 1 | 4 | — | 10 |
| 2 | 1 | 4 | 2 | 5 | — | 12 |
| 3 ⭐ | 2 | 5 | 3 | 6 | 1 | 14 |
| 4 | 2 | 6 | 4 | 7 | 1 | 16 |
| 5 | 3 | 7 | 5 | 8 | 1 | 18 |
| 6 ⭐ | 3 | 8 | 6 | 9 | 2 | 20 |
| 7 | 4 | 9 | 7 | 10 | 2 | 22 |
| 8 | 4 | 10 | 8 | 11 | 2 | 24 |
| 9 ⭐ | 5 | 11 | 9 | 12 | 3 | 26 |
| 10 | 5 | 12 | 10 | 13 | 3 | 28 |
| 11 | 6 | 13 | 11 | 14 | 3 | 30 |
| 12 ⭐ | 6 | 14 | 12 | 15 | 4 | 32 |
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.
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.
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.
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.
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).
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.
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.
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.
Enhance your effectiveness with specific weapon types or attack styles. Examples: Gunslinger (pistols), Crack Shot (ranged attacks), Duelist (melee), Brawler (grapple & ram).
Boost your tech attack capabilities and Invade options. Examples: Hacker (adds powerful Invade options), Spotter (enhances Lock On), Nuclear Cavalier (heat and reactor synergies).
Improve your mech's movement and position in combat. Examples: Infiltrator (stealth and flanking), Walking Armory (carry more weapons), Skirmisher (movement reactions).
Enhance your ability to assist allies. Examples: Leader (inspire nearby allies), Tactician (coordinate attacks), Fabricator (deploy objects and fortifications).
General resilience and adaptability. Examples: Empath (support and read NPCs), Brutal (critical hit enhancement), Exemplar (defense and counterattack).
Command autonomous units in combat. Examples: Drone Commander (control multiple drones), Techno (deployable system synergies). Often pairs well with HORUS licenses.
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.
+5 HP to all mechs you build.
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.
Your mech gains one additional Aux/Aux mount, which cannot be modified by talents or core bonuses.
1/round, when you deal damage with a weapon, you may deal +2 bonus damage. Only usable once per round.
Your mech gains one additional Flex mount.
Your mech gains +1 Armor (max 4).
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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 Type | What It Can Hold |
|---|---|
| Main | One Main weapon or one Auxiliary weapon. |
| Heavy | One Heavy, Main, or Auxiliary weapon (larger mounts can hold smaller weapons). |
| Aux/Aux | Up to two Auxiliary weapons. |
| Main/Aux | One Main weapon and one Auxiliary weapon, or two Auxiliary weapons. |
| Flex | One Main weapon, or up to two Auxiliary weapons. |
| Integrated | A specific weapon built into the frame. Cannot be changed, modified, or lost (unless the frame trait specifies otherwise). |
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.
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.
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.
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.