Armory #
Damage Scale #
Damage Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
---|---|---|---|---|---|---|---|
LIGHT | 2 | 2 | 3 | 4 | 4 | 6 | 9 |
MEDIUM | 3 | 4 | 6 | 8 | 10 | 12 | 14 |
HEAVY | 4 | 8 | 12 | 12 | 16 | 18 | 24 |
ULTRA | 6 | 8 | 12 | 16 | 18 | 24 | 36 |
Ranges #
NEAR / MID / FAR / FULLSCREEN
PILOTS #
- Leisure Suit (Lightly Armoured): Looks really good.
- Assault Suit (Heavily Armoured): Shield.
- Wilderness Suit (Modestly Armoured): +1 Stealth.
- Info Visor: provides technical readouts on targets.
- Targeting Visor: +1 Shooting.
- Anti-Mag Burst Grenade [MID LIGHT]: those caught in blast repel and have their metal repelled.
- Micro-EMP [MID]: most electronics fry. Mechs go down for 1d6 rounds.
- Virus : single electronic system malfunctions.
- Frag Grenade [MID MEDIUM]: scattered shrapnel, used for large groups of Lightly Armoured targets.
MECHS #
- Impact Gauntlet [NEAR HEAVY]: uses detonating charges.
- Chain Glaive [NEAR MEDIUM]: saws through most metals.
- Particle Cannon [MID HEAVY]: depletes moisture from air. +2 to Damage Roll. Full turn to reload.
- Infinisalvo Missiles [FAR LIGHT]: roll for damage 1d3 times as the salvo explodes. 1D3 turns to reload.
- Chaff: sacrifice to dodge a ranged attack. 3 uses.
- Auto-Eject: pilot is ejected upon destruction.