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FEMTO Mecha: Units, Arms/Equipment, Exclusive skills
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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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2. Refer to the weapons and equipment section following the unit section. Select which weapons and equipment that you would like your unit to have. The weapon and/or equipment's total Weight Points may not exceed the Weight Points of the unit.
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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 3 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.
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Units
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Mounting points: Points on the unit's body to which weapons can be mounted
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Name- Description of unit
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Weight points: How much weight the unit can handle
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Bonus: Any Skills or Modifiers a unit gives in or out of battle
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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.
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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.
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Weight points: How much weight the unit can handle.
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Bonus: Any Skills or Modifiers a unit gives in or out of battle.
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Unit 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.
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Damage: 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
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Weight points: 10
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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.
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Unit 01K- Tallhorse Pro- An enhanced version of the Tallhorse, reserved for squad leaders.
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Damage: 50
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Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip
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Wielding points: Left Hand, Right Hand
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Weight Points: 15
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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.
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Commander: A unit that performs an action that you tell them to IC gains a +1 on successful rolls.
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Arms and Equipment
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Ammunition Type: The class of projectile that a weapon uses.
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Rules: How the item is used
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Location: Where the item can be wielded/mounted/used
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Ammunition: How many times a weapon may be used.
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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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Rules: Roll Xd2, 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. This weapon cannot be used in the same round as another weapon.
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Ammunition Type: Bullet/Small Arm
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Location: Wielding- Hand, Mounting- Shoulder
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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.
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Bonus: None
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Weapon Category: Firing/Bullet/Small Caliber/Single-Action/Semi-Automatic/Automatic/One-Handed
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Size: Small
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Weight Points: 3
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Bonus: Ammo Mod- When wielding an HK01 Machine Rifle, you may freely choose how many bullets you fire at once. 1 Skill Point
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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
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Ammunition Type: Bullet/Armor Piercing
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One Shot- When firing this weapon once, roll 1d10+5. 2 Skill Points
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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.
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Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise
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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. Rolling a 1 is not considered a critical fail. This weapon cannot be used in the same round as another weapon.
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Ammo: 6
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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. This weapon cannot be used in the same round as another weapon.
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Weapon Category: Firing/Bullet/Armor Piercing/Medium Caliber/Single-Action/Shoulder-Mounted
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Size: Small
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Ammunition Type: Missile/Explosive
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Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise. Free
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Extended Magazine: Adds 6 to the amount of total Ammo for this weapon.
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Bonus: None
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Rifled Barrel: When firing this weapon, change the roll to 1d10+12. Only add the +12 if the roll is a success. 2 Skill Points
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HK03 Shoulder Missiles- A rectangular-shaped missile launcher for intended use by the Tallhorse unit. It uses a computer targeting system to ensure the missiles hit the target.
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Location: Hip/Hand
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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.
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Ammunition: 6
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Ammunition Type: Bullet/Small Arm
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Weapon Category: Firing/Laser Sight/Missile/Explosive/Selective Firing/Shoulder-Mounted
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Size: Small
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Weight Points: 5
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Bonus: Dual Wield- This weapon may be used at the same time as another weapon with the Dual Wield skill.
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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
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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. A 1 is not considered a critical fail. 
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Ammunition Type: Explosive
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Weapon Category: Firing/Bullet/Small Caliber/Single Action/One-handed/Dual Wield
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Size: Small
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Bonus: None
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Bonus: Seven Shooter: This weapon now holds 7 ammo. 1 Skill Point
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Heat Weapon- A physical melee weapon which has a small generator in it which increases the temperature of the blade or damaging parts.
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Iron Sight Specialist: When wielding (a) HK04 High Magnum(s), add +2 before the +5. 2 Skill Points.
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Location: Hand/Open Mounting Point
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Rules: Roll 1d10+5. Only add the +5 when the roll is a success. 
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Location: Hip
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Ammunition Type: N/A
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Size: Equal to Unit Size
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Weight Points: 1-3; varies on weapon type
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Weapon Category: Firing/Explosive/Single Action
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Bonus: Refer to FEMTO rules for deciding bonuses
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Weight Points: 1
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Extra Ammo- A holster able to carry extra ammunition for any weapon with the Small Arm Ammunition Type.
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Bonus: Explosive Bolts: After this weapon has been fired, you may eject it from the mounting point. Free
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Emergency Action: When wielding an HK05 Hip Banger, add +2 to the roll before the +10. 1 Skill Points.
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Rules: When a weapon with the Small Arm Ammunition Type runs out of Ammunition, you may refill it once.
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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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Ammunition Type: Small Arm
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Rules: Roll 1d10+5 to determine initial damage, then roll 5d2 to determine continued damage. Rolling a 1 stops the damage chain, and every 2 rolled before then deals 2 damage. With this weapon equipped, the Hand that it occupies is unable to wield any other weapon.
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Ammunition: N/A
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Weapon Category: Melee/Pointed/Permanent Wield
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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-
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Small Heat Weapon: A weapon that only needs one hand to wield, and may be dual-wielded. Knives, hatchets, short-swords, brass knuckles, etc.
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Ammunition Type: Small Arms
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Location: Mounted- Hip/Shoulder, Wielded- Hand
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Rules: When Single Wielding, roll 1d10+3. When Dual Wielding, roll 2d10+3.
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Ammunition: N/A
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Weapon Category: Melee/Dual Wield/Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed, Throwing
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Size: Equal to that of the unit it is made for.
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Weight Points: 1
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Skills
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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
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Each PC has 3 points for Pilot Skills, which only come into effect while piloting.
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Tactical Weaponry: When attacking and Single Wielding, roll 1d10+5. 1 Skill Point.
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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
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Iron Sight Specialist: When wielding (a) HK04 High Magnum(s), add +1 before the +5. 2 Skill Points.
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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.
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Ammo Mod: When wielding an HK01 Machine Rifle, you may freely choose how many bullets you fire at once. 1 Skill Point
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Location: Mounted- Hip/Shoulder, Wielded- Hand/s
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Rules: When wielding One-Handed, Roll 1d10+5. When wielding Two-Handed, roll 1d0+6.
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One Shot: When wielding an HK01 Machine Rifle, when firing once, roll 1d10+5. Only add the +5 if a roll is a success. 2 Skill Points
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Weapon Category: Melee/One-Handed/Two-Handed/Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed
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Rifled Barrel: When wielding an HK02 Shoulder Cannon, change the roll to 1d10+12. Only add the +12 if the roll is a success. 2 Skill Points
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Size: Equal to that of the unit it is made for
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Weight Points: 3
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Pro Targeting Computer: When wielding an HK03 Missile Launcher, add +2 to the lock on roll. 1 Skill Point
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Bonus: Sword Master: When wielding a weapon that could be described as a sword, add +2 to the attack roll. 1 Skill Point
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Emergency Action: When wielding an HK05 Hip Banger, add +2 to the roll before the +10. 2 Skill Points.
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Great Heat Weapon: A weapon that requires two hands to wield. Zweihanders, Greataxes, Double-Headed Axe, Warhammer, Halberd, etc.
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Location: Mounted- Shoulder, Wielded- Hands
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Field Repairs: When on an operation, you are able to freely recover up to 20 points of damage. You may spend the points however you like. 2 Skill points.
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Rules: When wielding this weapon, both hands must be unoccupied. Roll 1d10+10 to attack.
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Ammunition: N/a
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Weapon Category: Melee/Two-Handed/ Any of the following that apply: Edged, Blunt, Bludgeoning, Spiked, Pointed
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Size: Equal to that of the unit it is made for.
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Weight Points: 5
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Bonus: Sword Master: When wielding a weapon that could be described as a sword, add +2 to the attack roll. 1 Skill Point.
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Cleave: Attacks multiple enemies at once. The DC is raised by how many enemies the attack is being used on at once.
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Equipment
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Extra Ammo- A holster able to carry extra ammunition for any weapon with the Small Arm Weapon Category.
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Location: Hip
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Rules: When a weapon with the Small Caliber Weapon Category runs out of Ammunition, you may refill it once.
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Ammunition: 1
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Weapon Category: Small Caliber/Support
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Size: Small
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Weight Points: 1
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Weapon Rack- A rack that allows you to store two Small or Large Heat Weapons in the same location.
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Location: Shoulder.
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Rules: Two Heat Weapons, Large or Small, may be stored in the same location/
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Ammunition: N/A
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Weapon Category: Support
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Size: Small
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Weight Points: 1
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Belt Feeder- A shoulder-mounted drum of ammunition for the HK01 Machine Rifle that extends the amount of ammunition for the weapon.
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Location: Shoulder
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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).
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Ammunition: 1
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Weapon Category: Small Caliber/Support
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Size: Small
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Weight Points: 6
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Other Skills: 
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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
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Patch Kit: When on an operation, you may heal 10 points of damage on a single target, limit 3 before returning. 2 Skill Points