// Core Rules

Deployment States

Related rules: Megadamage & Hardness

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:

  1. Named states. Each state has stat modifiers, action restrictions, and a list of which class features are accessible while in that state.
  2. Transitions. Each pair of adjacent states has a defined action cost (or condition) to move between them.
  3. A default state. Used at scene start for narrative and non-combat purposes; combat-start state is determined by the narrative situation.
  4. 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

StateSuit HardnessMovementBoomerSuit featuresPilot features
Undeployed0–3 (bodysuit only)Full Speed, no armor check penaltyUnavailableNoneAll accessible
Mobile-armored12 (L1, scales)Speed −5 ft, armor check penalty appliesUnavailable (recoil un-stabilized)All suit features activePilot features that don't require unarmored agility
Locked-down20 (L1, scales)Anchored: cannot Stride or Step; can pivot in placeAvailableFull suiteFull

Hardness values use the Power Armor tier from Megadamage & Hardness and scale at the class levels indicated in Chromeboy.

Transitions

From → ToAction costNotes
Undeployed → Mobile-armoredSuit Up Requires the suit to be within Stride distance (the pilot mounts it). Provokes nothing special; not interruptible.
Mobile-armored → Locked-downLock Down Anchor legs deploy. The Chromeboy is flat-footed for the remainder of this turn.
Locked-down → Mobile-armoredRelease Anchors retract. Boomer becomes unavailable starting next turn.
Mobile-armored → UndeployedSuit 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.