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v0.4 New Additions: Iron Steed, Repeating Rocket Launcher, Vulcan, Long-Range Rifle, Bazooka, Twin Cannons, Horse Fangs, players now start with 4 Piloting Skill Points
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v0.5 New Additions: Editing, clarification, added Tankhorse, Pile Bunker, Mega Cannon, Machine Gun, Back-Mounted Machine Gun
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v0.4 New Additions: Iron Steed, Repeating Rocket Launcher, Vulcan, Long-Range Rifle, Bazooka, Twin Cannons, Horse Fangs.
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v0.3 New additions: Standard Weapons, Re-named ID codes, Tallhorse Cannon, Anti-Mecha weaponry.
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How To Build:
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1. Select a unit to start with and build off of. Depending on setting or situation, your selection may be limited.
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3. Most weapons have Piloting Skills related to them, which you may purchase for however many Piloting Skill Points they cost. Currently, all players start with 4 Piloting Skill Points. They may increase over time due to rule changes, or the GM may grant the players more Piloting Skill Points based on in-game experience. Piloting Skills are not permanent, and may be switched out before the start of a new session. Additional Piloting Skills have their own section that you can choose them from.
7+
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3. Select Weapon Skills for your unit.
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4. Add the following skill to your character:
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Mecha- Gives you the ownership and know-how of a piloted robot. It knows the same skills you do, and allows 3 skill points to purchase Weapon Skills. The robot cannot be used unless you are piloting it, at which point it takes over your primary actions. While piloting the robot, the robot takes all damage. On crits, the pilot takes damage as well. If the pilot is rendered helpless, they must roll to recover before being able to take action again, and cannot be assisted in recovery. Skills granting additional Hits or Wounds give +5 hits for every Hit or Wound granted. It cannot be healed except by the pilot taking a turn to repair it, regaining 10 hits. If it breaks down in combat, it can be repaired by a successful repair roll out of combat. If the pilot is in the robot when it breaks down, they must roll 1d10 to escape. On failure, they take 3 Wounds.
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Units
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Name- Description of unit
15
Damage: How much damage a unit can take before being destroyed.
16
Size: The size class of a unit (Small, Medium, Large, Extra Large, Giant)
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Mounting points: Points on the unit's body to which weapons can be mounted. If a mounting point is unoccupied, then wielded weaponry may be kept there when not in use.
18
Wielding points: Areas where manipulators and such can hold weapons. These are different from mounting points in that mounting points are unable to switch out weaponry while on an operation or away from the garage, while wielding points can switch out weapons.
19
Weight points: How much weight the unit can handle.
20
Bonus: Any Skills or Modifiers a unit gives in or out of battle.
21
Standard Weapons: Any weapons that come pre-mounted on the unit. These cannot be removed, unless stated so.
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Damage: 40
22+
23
HKAT-01 Tallhorse: A bipedal, two-armed, single-pilot robot. It stands at four meters tall. It has a small tread system and motor at its feet, and can turn on a dime thanks to them, as well as travel faster than its working legs can carry it. It is capable of jumping 18 meters thanks to its back-mounted jump jets. It is available to all pilots as a base mecha.
24
Hits: 40
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Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip
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Wielding points: Left Hand, Right Hand
27
Weight points: 10
28
Bonus: Strength in Numbers: Any unit sharing this skill performing the same action as you gains +X on successful rolls where X is the number of units performing the action, as do you.
29
Standard Weapons: N/A
30-
Damage: 50
30+
31
HKAT-01K Tallhorse Pro: An enhanced version of the Tallhorse, reserved for squad leaders. It has both extra armor and an improved inner frame so that it is capable of moving just as well as a regular Tallhorse, even with more weight on it.
32
Hits: 50
33
Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip
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Wielding points: Left Hand, Right Hand
35
Weight Points: 15
36
Bonus: Strength in Numbers: Any unit sharing this skill performing the same action as you gains +X on successful rolls where X is the number of units performing the action, as do you.
37
Commander: A unit that performs an action that you tell them to in-character gains a +1 on successful rolls.
38
Standard Weapons: N/A
39-
Damage:35
39+
40
HKAT-01C Tallhorse Cannon: A variant of the regular Tallhorse with two shoulder-mounted cannons and two spikes mounted to the sides of the bottom leg halves for firing stability. Do to the nature of the added weight form the cannons, some armor has been removed to that the inner frame does not collapse from the strain.
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Hits:35
42
Mounting Points: Left Hip, Right Hip
43
Wielding Points: Left Hand, Right Hand
44
Weight Points: 8
45
Bonus: Strength in Numbers: Any unit sharing this skill performing the same action as you gains +X on successful rolls where X is the number of units performing the action, as do you.
46
Standard Weapons: 2x HK02C Shoulder Cannon
47-
Damage: 40
47+
48
HKAT-02 Iron Steed: What would logically be the first step actually came second, as the Iron Steed followed the more experimental Tallhorse. This unit is actually a quadripedal equine unit, and something more natural for the majority of the consumers of the Highlander-Krush Company. It features a stronger inner frame than the Tallhorse, while having an equal amount of armor, allowing it to easily keep up with its older brother. At 6 meters tall, it's more comparable to an exoskeleton, as the interior has a control scheme made just for pony-shaped races.
49
Hits: 40
50
Mounting Points: Back, Left Flank, Right Flank, Mouth
51
Wielding Points: N/A
52
Weight Points: 12
53
Bonus: Lightfoot: This unit receives a DC +2 to get hit- enemies require a roll of 7+ to hit, and the unit does not receive counterattack damage except on rolls of 4 or lower.
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HKAT-03 Tankhorse: A refitting and modification of the original Tallhorse chassis, this time removing the legs and placing the upper body on top of a tank chassis. With additional armor plating, this is the heaviest unit available so far, capable of being driven by a single pilot, or having one sit in the torso, and another sitting in the tank to drive and operate the anti-personnel machine guns. Another notable addition is the single large-caliber cannon mounted on the right shoulder, capable of long distance and high power destruction. The downsides to this unit are the lowered speed due to the greater armor and standard mounted weaponry weight, not being able to maneuver as well, and having a lowered proficiency when it comes to hand-to-hand combat.
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Hits: 50
57
Mounting Points: Left Shoulder, Left Hip, Right Hip
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Wielding Points: Left Arm, Right Arm
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Weight Points: 12
60-
Ammunition: How many times a weapon may be used.
60+
Bonus: Strong and Slow: Attacking this unit succeeds on DC4, and this unit does not receive any roll bonuses from Small or Large Heat Weapons.
61
Heavy Armor: This unit receives -1 hits(minimum 1) on rolls lower than 9.
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Moving Cover: A pilot who knows Protect or Guardian that uses this unit gets +2 to roll for Protect or Guardian, and takes 1 less hit from attacks while either skill is active. 
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Standard Weapons: 1x Mega Cannon, 1x Machine Gun
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Arms and Equipment
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Name- Description of item
68
Location: Where the item can be wielded/mounted/used
69-
Rules: Roll Xd2+2, where X is the number of bullets fired. This weapon can fire in single shot, 3-shot, and full spray mode. A 1 is a miss, and a 2 deals 2 damage by default. Rolling a 1 is not considered a critical fail.
69+
70-
Ammunition: 15
70+
Ammunition: How many times a weapon may be used before reloading. Weapons that require multiple rolls draw from the ammunition. You cannot go over the ammunition limit in your rolls. Once your ammunition is empty, you must spend a turn to reload, and have both hands free.
71
Weapon Category: Categories and descriptors that the weapon and ammunition fit into.
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Size: Size class of a weapon, and what size class unit can use it.
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Weight Points: How much the item weighs
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Mounting points: Where equipment can be mounted on the item
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Bonus: Any skills or modifiers added by using the weapon.
76
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Laser Sight: Attaches a laser sight on the side of the barrel. When attacking with this Weapon, you now roll Xd3+2, where 1 is a fail and 2/3 are a success. Add 'Laser Sight' to this weapon's Weapon Category. 2 Skill Points.
77+
HK00 Machine Gun- A small-arms weapon used for anti-personnel attacks.
78
Location: Pre-Mounted
79
Rules:The gunner selects a target and rolls Xd10 to fire. Does normal damage on personnel targets, but only 1 hit per successful roll on robots. Rolling a 1 in multiple rolls results in all following rolls considered fails.
80
Ammunition: 50/5 Reloads
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Rules: Roll 1d10+8 to determine hit and damage. Only add the +8 if the roll is a success. Rolling a 1 is not considered a critical fail. This weapon cannot be used in the same round as another weapon.
81+
Weapon Category: Firing/Bullet/Anti-Personnel/Automatic
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Ammo: 6
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HK01 Machine Rifle- A weapon produced by the Highlander-Krush company, this is a standard, handy, reliable assault rifle for intended use by the Tallhorse unit.
84
Location: Wielding- Hand, Mounting- Shoulder
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Rules: Roll Xd10+2, where X is the number of bullets fired. This weapon can fire in single shot, 3-shot, and full spray mode. The 2 is only counted on a successful initial roll. Upon rolling a 1, the weapon jams, and any other attack rolls count as failed.
86
Ammunition: 30/4 Reloads
87
Weapon Category: Firing/Bullet/Small Caliber/Single-Action/Semi-Automatic/Automatic/One-Handed
88
Size: Small
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Weight Points: 3
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HK02C Shoulder Cannon- A variant of the HK02 Shoulder Cannon that comes pre-mounted on the HKAT-01C Tallhorse Cannon. It is slightly less powerful than a stander HK02, but is capable of firing both shoulder cannons simultaneously.
90+
91
Bayonet- Mounts a bayonet on the underside of the barrel, allowing you to attack in melee range without switching the weapon out. When attacking with the bayonet, roll 1d10+3. Add 'Melee' to this weapon's Weapon Category. 1 Skill Point, 1 Weight Point
92-
Rules: Roll 1d10+6 to determine hit and damage. Only add the +8 if the roll is a success. Rolling a 1 is not considered a critical fail. This weapon cannot be used in the same round as another weapon.
92+
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Ammo: 6
93+
Laser Sight: Attaches a laser sight on the side of the barrel. When attacking with this Weapon, you now roll Xd10+4, counting the 4 only on a successful initial roll.. Add 'Laser Sight' to this weapon's Weapon Category. 2 Skill Points.
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HK02 Shoulder Cannon- A shoulder mounted cannon for intended use by Highlander-Krush units. It swivels up and down, and has a down-feeding magazine that allows a full 90-degree turn.
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Location: Mounting- Shoulder
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Rules: Roll 1d10+8 to determine hit and damage. Only add the +8 if the roll is a success.
98
Ammo: 12/2 Reloads
99
Weapon Category: Firing/Bullet/Armor Piercing/Medium Caliber/Single-Action/Shoulder-Mounted
100
Size: Small
101
Weight Points: 5/2 Reloads
102
Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise. Free
103
Extended Magazine: Adds 6 to the amount of total Ammo for this weapon.
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Rules: Roll 1d10 to lock on, then Xd10 to determine damage, where X is the number of missiles fired. The lock on roll and damage roll may be done on separate rounds. A 1 is not considered a critical fail.
104+
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Ammunition: 6
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HK02C Shoulder Cannon- A variant of the HK02 Shoulder Cannon that comes pre-mounted on the HKAT-01C Tallhorse Cannon. It is slightly less powerful than a standard HK02, but is capable of firing both shoulder cannons simultaneously.
107
Location: Mounting- Shoulder
108
Rules: Roll 1d10+6 to determine hit and damage. Only add the +8 if the roll is a success. This weapon cannot be used in the same round as another weapon.
109
Ammo: 12/2 Reloads
110
Weapon Category: Firing/Bullet/Armor Piercing/Medium Caliber/Single-Action/Shoulder-Mounted
111
Size: Small
112
Weight Points: N/A
113
Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise. Free
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Rules: Roll 1d10+5 to determine hit and damage. Add the +5 only if the roll is a success. A 1 is not considered a critical fail. 
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Ammunition: 6
115+
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HK03 Shoulder Missiles- A rectangular-shaped missile launcher for intended use by Highlander-Krush units. It uses a computer targeting system to ensure the missiles hit the target.
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Location: Shoulder
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Rules: Roll 1d10 to lock on, then Xd10 to determine damage, where X is the number of missiles fired. The lock on roll and damage roll may be done on separate rounds.
121
Ammunition: 12/2 Reloads
122
Weapon Category: Firing/Laser Sight/Missile/Explosive/Selective Firing/Shoulder-Mounted
123
Size: Small
124
Weight Points: 5
125
Bonus: High Explosives: Add +1 to the damage roll. In the event of 1s on the damage roll, take 2 damage for each 1. 1 Skill Point
126
Pro Targeting Computer: When wielding an HK03 Missile Launcher, add +2 to the lock on roll. 2 Skill Points
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HK04 High Magnum- A revolver-type gun for the Tallhorse unit. It has a satisfying sound when it fires, and can be mounted in a hip-holster for when it's not being used.
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Location: Mounted- Hip, Wielding- Hand
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Rules: Roll 1d10+5 to determine hit and damage. Add the +5 only if the roll is a success.
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Ammunition: 6/3 Reloads
132
Weapon Category: Firing/Bullet/Small Caliber/Single Action/One-handed/Dual Wield
133
Size: Small
134
Weight Points: 1
135
Bonus: Seven Shooter: This weapon now holds 7 ammo. 1 Skill Point
136
Iron Sight Specialist: When wielding (a) HK04 High Magnum(s), add +2 before the +5. 2 Skill Points.
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HK05 Hip Banger- A small grenade launcher intended for the Tallhorse unit. An emergency weapon, meant to be used quick and easily by having it be hip mounted.
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Location: Hip
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Rules: Roll 1d10+10 to determine hit and damage. All rolls are considered a success, but on rolls 3 or lower, the unit using the weapon takes damage equal to the target. This weapon cannot be used at the same time as any other weapon.
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Ammunition: 12
141+
142
Weapon Category: Firing/Explosive/Single Action
143
Size: Small
144
Weight Points: 1
145
Bonus: Explosive Bolts: After this weapon has been fired, you may eject it from the mounting point. Free
146
Emergency Action: When wielding an HK05 Hip Banger, add +2 to the roll before the +10. 1 Skill Points.
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HK06 Drill Arm- A modified Tallhorse Arm that has a drill mounted on the forearm, and is reinforced to be able to handle the drill.
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Rules: Roll 10d10, expending ten bullets each time fired. When an enemy is in close range, a successful roll does 2 damage each, 5 when rolling a 10. When an enemy is at a long range, a successful roll does 1 damage each, 3 when rolling a 10. This weapon is ineffective against long-range targets.
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Ammunition: 40
150+
151
Ammunition: N/A
152
Weight Points: N/A
153
Weapon Category: Melee/Pointed/Permanent Wield
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HK07 Repeating Rocket Launcher- A cylindrical mounted rocket launcher that fires a barrage of light rockets. It's notable for how much of the inexpensive ammunition it can store at once.
156
Location: Shoulder
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Rules: Roll Xd10, where X is the number of rockets fired. All successful rolls do 5 damage. This weapon crits at 9+, at which point it does 8 damage.
158-
Rules: Roll 1d10 to determine what you must roll for a successful attack. You may re-roll once per turn if unsatisfied with your current roll. Next, roll 1d10+10 for your attack roll. On a critical roll, the total damage is doubled. You may roll to aim and fire in the same round.
158+
Ammunition: 12/3 Reloads
159-
Ammunition: 3
159+
160
Size: Small
161
Weight Points: 4
162
Bonus: High Explosives: Add +1 to the damage roll. In the event of 1s on the damage roll, take 2 damage for each 1. 1 Skill Point
163
164
HK08 Vulcan- A small, rapid-fire gun that does minimal to moderate damage, but has a great amount of ammunition and is light-weight.
165-
HK10 Bazooka- A heavy, mid-range gun that launches non-guided missiles.
165+
166
Rules: Roll 10d10, expending ten bullets each time fired. When an enemy is in close range, a successful roll does 2 damage each, 5 when rolling a 10. When an enemy is at a long range, a successful roll does 1 damage each, 3 when rolling a 10. This weapon is ineffective against long-range targets. Rolling a 1 causes all rolls after to count as failed.
167-
Rules: Roll 1d10 to determine what you must roll for a successful attack. You may re-roll once per turn if unsatisfied with your current roll. Next, roll 1d10+10 for your attack roll.
167+
Ammunition: 50/3 Reloads
168-
Ammunition: 5
168+
169-
Weapon Category: Firing/Missile/Explosive/Single Action
169+
170
Weight Points: 3
171
Bonus: Extended Vulcan Magazine: With this skill, this weapon's ammunition goes to 60, including Extra Ammo.
172
173
HK09 Long-Range Rifle- A heavy, long-range gun for heavy damage that keeps the unit at a safe distance from the enemy.
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HK11 Twin Cannons- A set of cannons made for the Iron Steed, mounted on the back and capable of 360 degrees of rotation and 120 degrees of swivel, thanks to the side-mounted ammo feeds.
174+
175
Rules: Roll 1d10 to aim, determining DC. You may re-roll once per turn if unsatisfied with your current roll as an Instant action. Next, roll 1d10+10 for your attack roll. On a critical roll, the total damage is doubled. You may roll to aim and fire in the same round. Rolling to fire on the same turn you aimed is an Instant action, but firing on a separate turn counts as a Normal action.
176
Ammunition: 3/2 Reloads
177-
Ammunition: 6
177+
178
Size: Small
179
Weight Points: 5
180
Bonus: Quick Scope: When rolling to aim and fire in the same round, add a -2 modifier to the aiming roll. 2 Skill Points.
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HK10 Bazooka- A heavy, mid-range gun that launches explosive rounds.
183
Location: Mounted- Shoulder/Back, Wielded- Hand/Back
184-
HK12 Horse Fangs- A weapon made especially for the Iron Steed, since it is incapable of wielding heat weapons. This mouth-mounted, double-sided knife is made for close-quarters combat, and sticks out either side of the Iron Steed's mouth.
184+
Rules: Roll 1d10 to aim, determining DC. You may re-roll once per turn if unsatisfied with your current roll as an Instant action. Next, roll 1d10+8 for your attack roll. On a critical roll, the total damage is doubled. You may roll to aim and fire in the same round. Rolling to fire on the same turn you aimed is an Instant action, but firing on a separate turn counts as a Normal action. Deals area damage around target, including allies.
185
Ammunition: 5/1 Reload
186
Weapon Category: Firing/Bullet/Explosive/Single Action
187
Size: Small
188
Weight Points: 4
189
Bonus: Firebomb: A successful attack lights the enemy on fire, doing 2 damage per round. 2 Skill Points.
190
191
HK11 Pile Bunker- An arm-mounted weapon that fires a steel stake out before retracting into the device.
192
Location: Hand
193
Rules: Roll 1d10+5, applying the +5 only on a successful roll. A successful grapple roll in the previous round results in this weapon autocritting.
194
Ammunition: N/A
195
Weight Points: 2
196
Weapon Category: Melee/Pointed/Armor Piercing
197
Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise. Free
198
Set-up Staking: Adds +1 to grapple. 2 Skill Points
199
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HKS1 Twin Cannons- A set of cannons made for the Iron Steed, mounted on the back and capable of 360 degrees of rotation and 120 degrees of swivel, thanks to the side-mounted ammo feeds.
201
Location: Back
202
Rules: Roll 2d10+5. On critical rolls, the modifier becomes +10.
203-
Bonus: Throw: If the weapon has the 'Throwing' Weapon Category, it may be thrown by rolling 1d10+4. If the roll is successful, the weapon is embedded in the target, and may not be retrieved until the target is dead/destroyed/unmoving. If the roll is a failure, the weapon may be retrieved. Free
203+
Ammunition: 6/3 Reloads
204
Weapon Category: Firing/Bullet/Small Caliber/Single Action/Back Mounted
205
Size: Small
206
Weight Points: 6
207
Bonus: Extended Magazine: Increases the ammunition to 10. 1 Skill Point
208
Successive Success: Add a +1 modifier for every successful successive roll when using this weapon. Does not carry over if you use a different weapon, then switch back to this one.
209
210
HKS2 Horse Fangs- A weapon made especially for the Iron Steed, since it is incapable of wielding heat weapons. This mouth-mounted, double-sided knife is made for close-quarters combat, and sticks out either side of the Iron Steed's mouth.
211
Location: Mouth
212
Rules: Roll 1d10+3.
213
Ammunition: N/A
214
Weapon Category: Melee/Edged
215
Size: Small
216
Weight Points: 1
217
Bonus: Long Fangs: When rolling, the roll becomes 1d10+1+3. 1 Skill Point
218
Side-to-Side Slash: Roll 2d10+3. Only count the second roll if the first one is successful. 2 Skill Points.
219
220
HKS3 Mega Cannon- A large-caliber shoulder mounted cannon made for heavy units that can be fired at a long range and causes area damage upon impact.
221
Location: Shoulder
222
Rules: Roll 1d10 to aim, determining DC. You may re-roll once per turn if unsatisfied with your current roll as an Instant action. Next, roll 1d10+8 for your attack roll. On a critical roll, the total damage is doubled. You may roll to aim and fire in the same round. Rolling to fire on the same turn you aimed is an Instant action, but firing on a separate turn counts as a Normal action. Deals area damage around target, including allies.
223
Ammunition: 5/3 Reload
224
Weapon Category: Firing/Bullet/Explosive/Single Action
225
226
Heat Weapon: A mecha-sized weapon, usually custom made, that has a generator on it that heats up an edge, or the entire striking portion of the weapon. Heat Weapons are sorted into the following-
227
228-
Extra Ammo- A holster able to carry extra ammunition for any weapon with the Small Arm Weapon Category.
228+
229
Location: Mounted- Hip/Shoulder, Wielded- Hand
230-
Rules: When a weapon with the Small Caliber Weapon Category runs out of Ammunition, you may refill it once.
230+
231
Ammunition: N/A
232
Weapon Category: Melee/Dual Wield/Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed, Throwing
233
Size: Equal to that of the unit it is made for.
234
Weight Points: 1
235
Bonus: Throw: If the weapon has the 'Throwing' Weapon Category, it may be thrown by rolling 1d10+4. If the roll is successful, the weapon is embedded in the target, and may not be retrieved until the target is dead/destroyed/unmoving. If the roll is a failure, the weapon may be retrieved. Skills that make all weapons Ranged add Throwing to their weapon categories. Free
236
Tactical Weaponry: When attacking and Single Wielding, roll 1d10+5. 1 Skill Point.
237
Back-strike: Roll 2d10. The first roll determines if you are able to move behind the enemy, and succeeds on a 7. The second die determines the damage, and the result will be doubled to determine damage. 2 Skill Points
238
239
Large Heat Weapon: A weapon that requires one hand to be held, and may be wielded with two hands. Swords, sabers, rods, staves, axes, etc.
240
Location: Mounted- Hip/Shoulder, Wielded- Hand/s
241
Rules: When wielding One-Handed, Roll 1d10+5. When wielding Two-Handed, roll 1d0+6.
242
Ammunition: N/A
243
Weapon Category: Melee/One-Handed/Two-Handed/Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed
244
Size: Equal to that of the unit it is made for
245
Weight Points: 3
246-
Rules: When wielding an HK01 Machine Rifle, this item extends the ammunition from 12 to 30. This weapon cannot be refilled with Extra Ammo, but two of them may be used(i.e. one Belt Feeder runs out of ammo, the second Belt Feeder can be used).
246+
247
248
Great Heat Weapon: A weapon that requires two hands to wield. Zweihanders, Greataxes, Double-Headed Axe, Warhammer, Halberd, etc.
249
Location: Mounted- Shoulder, Wielded- Hands
250
Rules: When wielding this weapon, both hands must be unoccupied. Roll 1d10+10 to attack.
251
Ammunition: N/a
252
Weapon Category: Melee/Two-Handed/ Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed
253-
Other Skills: 
253+
254
Weight Points: 5
255-
Field Repairs: When on an operation, you are able to freely recover up to 15 points of damage. You may spend the points however you like. 1 Skill point
255+
256
Cleave: Attacks multiple enemies at once. The DC is raised by how many enemies the attack is being used on at once.
257-
Patch Kit: When on an operation, you may heal 10 points of damage on a single target, limit 3 before returning. 2 Skill Points
257+
258
Equipment
259
260
Weapon Rack- A rack that allows you to store two Small or Large Heat Weapons in the same location.
261
Location: Shoulder.
262
Rules: Two Heat Weapons, Large or Small, may be stored in the same location/
263
Ammunition: N/A
264
Weapon Category: Support
265
Size: Small
266
Weight Points: 1
267-
Ammunition: 5
267+
268
Belt Feeder- A shoulder-mounted drum of ammunition for the HK01 Machine Rifle that extends the amount of ammunition for the weapon.
269
Location: Shoulder
270
Rules: When wielding an HK01 Machine Rifle, this item doubles Machine Rifle ammunition and counts all ammunition as a pool. This weapon cannot be refilled with Extra Ammo, but two of them may be used(i.e. one Belt Feeder runs out of ammo, the second Belt Feeder can be used).
271
Ammunition: 1
272
Weapon Category: Small Caliber/Support
273
Size: Small
274
Weight Points: 6
275
276
Back-Mounted Machine Gunner Seat- A seat mounted on the back of the unit that enables one to sit and fire at personnel and enemy robots. 
277
Location: Shoulder(Both Shoulders Required)
278
Rules: Requires an extra character to use(PC or NPC). The gunner selects a target and rolls Xd10 to fire. Does normal damage on personnel targets, but only 1 hit per successful roll on robots. Rolling a 1 in multiple rolls results in all following rolls considered fails.
279
Ammunition: 50/5 Reloads
280
281
282
Anti-Mecha Weaponry
283
284
The following weapons are usable for characters outside of piloting, in the event that they are to combat enemy mecha without access to their own units. Only one weapon can be on a character's person at once, and they must spend a turn preparing to use them.
285
286
SG-01 Anti-Tank Rifle: A rifle put together by the Sunshine-Greens corporation. A large rifle that comes with a folding shoulder stock and a bipod stand with a rubber grip for those with hands. Capable of being used while moving or stationary.
287
Location:Storage-Back, Wielding-Hooves/Paws
288
Rules: Roll 2d10s. The first d10 determines how well your character aims, and is the lowest number your character must roll for a success. Base damage is 5, and every subsequent number higher adds +1 damage each, and +2 for each subsequent number over five (e.g. With an aiming roll of 4, 5= 6 damage, 7= 8 damage, 9= 11 damage, 10= 13 damage)  If not satisfied with the initial aiming roll, you may reroll next round, or until satisfied.
289
Ammunition: 5/2 Reloads
290
Weapon Category: Firing/Bullet/Large Caliber/Two-Handed/Anti-Mecha
291
Size: Small
292
Weight Points: N/A
293
Skills: Quick Scope: When rolling for Aiming and Damage in the same turn, add a -2 modifier to the Aiming roll. 1 Skill Point.
294
295
MAS-ER01: The Millions-Ace-Sidewinder company brings you the Electric Rifle model 01, a folding gun that fires a bolt of lightning from the end that can disable and weaken an enemy unit, making the MAS-ER01 a key tool in anti-mecha combat.
296
Location: Storage-Back, Wielding-Hooves/Paws
297
Rules: Roll 1d10. A successful roll disables a mounted or wielded weapon, and prevents the target from switching out with other weapons.
298
Ammunition:N/A, recharges over 2 turns.
299
Weapon Category: Firing/Energy/Electric/Two-Handed/Anti-Mecha