// Core Rules
Deployment States
Overview
Deployment States is a state-machine pattern for classes whose equipment or biological condition has multiple discrete modes. The Chromeboy is the primary user. The pattern is intentionally reusable — classes with similar structure (Redliner burnout, Manic psi-overload) adopt it rather than inventing their own state mechanics.
Core concepts
A class with deployment states has:
- Named states. Each state has stat modifiers, action restrictions, and a list of which class features are accessible while in that state.
- Transitions. Each pair of adjacent states has a defined action cost (or condition) to move between them.
- A default state. Used at scene start for narrative and non-combat purposes; combat-start state is determined by the narrative situation.
- State-gated features. Class features list the state(s) in which they're accessible.
The shape is small — a handful of states, a handful of transitions — but its impact on play is large because it controls when a class can use its signature features.
Chromeboy state machine
Three states: undeployed, mobile-armored, and locked-down.
State table
| State | Suit Hardness | Movement | Boomer | Suit features | Pilot features |
|---|---|---|---|---|---|
| Undeployed | 0–3 (bodysuit only) | Full Speed, no armor check penalty | Unavailable | None | All accessible |
| Mobile-armored | 12 (L1, scales) | Speed −5 ft, armor check penalty applies | Unavailable (recoil un-stabilized) | All suit features active | Pilot features that don't require unarmored agility |
| Locked-down | 20 (L1, scales) | Anchored: cannot Stride or Step; can pivot in place | Available | Full suite | Full |
Hardness values use the Power Armor tier from Megadamage & Hardness and scale at the class levels indicated in Chromeboy.
Transitions
| From → To | Action cost | Notes |
|---|---|---|
| Undeployed → Mobile-armored | Suit Up | Requires the suit to be within Stride distance (the pilot mounts it). Provokes nothing special; not interruptible. |
| Mobile-armored → Locked-down | Lock Down | Anchor legs deploy. The Chromeboy is flat-footed for the remainder of this turn. |
| Locked-down → Mobile-armored | Release | Anchors retract. Boomer becomes unavailable starting next turn. |
| Mobile-armored → Undeployed | Suit Down | Dismounting takes physical effort. Cannot be performed in combat without an ally or cover providing concealment. |
These costs match PF2e action economy: a Chromeboy who starts a turn mobile-armored can lock down (2 actions) and still have 1 action left for some other choice (Aim, Recall Knowledge, Demoralize, etc.). They cannot fire the Boomer in the same turn they locked down — the lock-down completes too late.
Scene start defaults
For non-combat scenes (downtime, exploration, social), the pilot declares their default state. The GM should respect the declared default unless the narrative situation forces otherwise.
For combat encounters:
- Combat starting from patrol or expected confrontation → Mobile-armored.
- Combat starting from inside or near a vehicle/mount → Mobile-armored.
- Combat starting from surprise or rest, or in an environment where the suit was stored → Undeployed.
- Combat starting from an entrenched defensive position → Locked-down.
State-gated feature access
Chromeboy class features specify the required state in their description. Examples:
- Fire Boomer — requires Locked-down.
- Suit Stride — requires Mobile-armored or Locked-down (transitions through both).
- Recall Knowledge (military gear) — accessible in any state.
A feature that requires a specific state cannot be used in other states. State transitions are themselves not features — they're activities defined here.
Generalization
The state-machine pattern is reusable. Classes that adopt it include:
- Redliner — bio-augmentation burnout. States: fresh, fatiguing, burnout, crash. Each state has different stat curves, different durations between forced transitions, and different access to class features.
- Manic — Overclock psi-overload. States: calm, heightened, overload, collapse. A similar tempo to the Redliner, but psi-driven.
Class designs that look like “this character has multiple modes” should adopt this pattern (named states, transition activities, state-gated features) rather than inventing parallel mechanics.