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- RANGED WEAPONS
- Vulcan - 1 Req
- 4 + Pilots BS Bonus to hit, Damage DC: 15, Autofire, Range 3, 50 Ammo
- Beam Vulcan - 1 Req
- 4 + Pilots BS Bonus to hit, Damage DC: 15, Autofire, Range 3, EN DC: 5
- Rail Rifle Mk 3 - 3 Req
- 4 + Pilots BS Bonus to hit, Damage DC: 20, Autofire, Range 5, 20 Ammo
- Positron Rifle Mk 3 - 3 Req
- 6 + Pilots BS Bonus to hit, Damage DC: 22, Range 7, Nullify: AT Field, 10 Ammo
- Maser Rifle Mk 3 - 3 Req
- 8+ Pilots BS Bonus to hit, Damage DC: 16, Autofire, Range 4, 50 Ammo
- Bolter Mk 1 - 3 Req
- 2 + Pilots BS Bonus to Hit, Damage DC 22, Penetrating, Range 3, 30 Ammo
- Beam Rifle Mk 1 - 3 Req
- 6 + Pilots BS Bonus to Hit, Damage DC: 22, Range 7, EN DC: 10
- Beam Cannon Mk 1 - 4 Req
- 4 + Pilots BS Bonus to Hit, Damage DC: 24, Range 6, Ammo 1
- Beam Cannon Mk 2 - 4 Req
- 4 + Pilots BS Bonus to Hit, Damage DC: 24, Range 6, EN DC: 15
- EM-Railgun - 2 Req
- 6 + Pilots BS Bonus to Hit, Damage DC 21, Range 6, 10 Ammo
- Heavy EM-Railgun - 4 Req
- 6 + Pilots BS Bonus to Hit, Damage DC 23, Penetrating, Range 8, 4 Ammo
- GHX-00 Needle Missile Pack - 2 Req
- 5 + Pilots BS Bonus to Hit, Damage DC 17, Autofire, Range 7, 20 Ammo
- GH-01D Micromissile Pack - 3 Req
- 7 + Pilots BS Bonus to Hit, Damage DC 18, Autofire, Range 8, 40 Ammo
- GH-02A Micromissile Pack - 4 Req
- 9 + Pilots BS Bonus to Hit, Damage DC 18, Autofire, Range 9, 30 Ammo
- Rocket Launcher - 4 Req
- 2 + Pilots BS Bonus to hit, Damage DC: 23, Blast 2, Range 6, 6 Ammo
- ------------------
- MELEE WEAPONS
- Enhanced Unarmed - 1 Req
- 4 + WS Bonus to hit, Damage DC: 19 + Mecha Strength Mod, Range 3
- Claws - 1 Req
- 4 + Pilots WS Bonus to hit, Damage DC: 18 + Mecha Strength Mod, Improved Grab, Penetrating, Range 3
- Prog Knife Mk 3 - 1 Req
- 6 + Pilots WS Bonus to hit, Damage DC: 19 + Mecha Strength Mod, Range 2
- Prog Axe Mk 3 - 2 Req
- 4 + Pilots WS Bonus to hit, Damage DC: 21 + Mecha Strength Mod, Range 1
- Prog Sword Mk 3 Kai (Shishioh Blade Mk 1) - 3 Req
- 6 + Pilots WS Bonus to hit, Damage DC: 21 + Mecha Strength Mod, Range 2
- Prog Great Axe Mk 3 - 3 Req
- 2 + Pilots WS Bonus to hit, Damage DC: 23 + Mecha Strength Mod, Range 1
- Chainsword Mk 1 - 5 Req
- 6 + Pilots WS Bonus to hit, Damage DC: 21 + Mecha Strength Mod, Penetrating, Range 1
- Improved Sunder (Damage may be applied to opponents weapon instead. Weapons have a toughness bonus equal to their Req Cost)
- Heat Whip - 3 Req
- 6 + Pilots WS Bonus to hit, Damage DC: 21, Improved Grab, Range 4, EN DC: 6
- Improved Sunder (Damage may be applied to opponents weapon instead. Weapons have a toughness bonus equal to their Req Cost)
- Heat Hawk - 3 Req
- 4 + Pilots WS Bonus to hit, Damage DC: 24, Range 1, EN DC: 6
- Improved Sunder (Damage may be applied to opponents weapon instead. Weapons have a toughness bonus equal to their Req Cost)
- Beam Saber - 3 Req
- 5 + Pilots WS Bonus to hit, Damage DC: 23, Penetrating, Range 2, EN DC: 6
- Improved Sunder (Damage may be applied to opponents weapon instead. Weapons have a toughness bonus equal to their Req Cost)
- Anti-Ship Sword - 5 Req
- 5 + Pilots WS Bonus to hit, Damage DC: 20 + Mecha Strength Mod, Penetrating, Range 2, EN DC: 6
- Improved Sunder (Damage may be applied to opponents weapon instead. Weapons have a toughness bonus equal to their Req Cost)
- + 1 to Toughness DC for each size larger than the unit equiped with this weapon.
- --------------------
- UNIQUE WEAPONS
- Wire Guided Barrel (1 Req)
- Minion 1 (Toughness +0, Reflex = (Mech's Reflex +3), Each Barrel may be equipped with a Single Weapon which must be payed through normal Req cost. This weapon adds one half the Attacker's Int Bonus to all To-Hit rolls with this weapon. If a Mech has more than One Barrel Equipped, Only one is allowed to attack each turn, the others may still take Aid Another Actions.)
- Funnel (1 Req)
- Minion 1 (Toughness +0, Reflex = (Mech's Reflex +3), Each Barrel may be equipped with a Single Weapon which must be payed through normal Req cost. This weapon adds one half the Attacker's Int Bonus to all To-Hit rolls with this weapon. If a Mech has more than One Barrel Equipped, Only one is allowed to attack each turn, the others may still take Aid Another Actions.)
- --------------------
- SPECIAL EQUIPMENT
- E-Barrier Field S - 2 Req
- Abalative Impervious Force Field 2, EN Save: 5 (Requires Two Move actions to refresh)
- E-Barrier Field M - 4 Req
- Abalative Impervious Force Field 6, EN Save: 10 (Requires Three Move actions to refresh)
- E-Barrier Field L - 8 Req
- Abalative Impervious Force Field 10, EN Save: 15 (Requires Four Move actions to refresh)
- Small Shield
- +1 to Reflex Save
- (2 Req)
- Large Shield
- +2 to Reflex Save
- (4 Req)
- Verniers
- +1 to Reflex Save
- (2 Req)
- High Mobility Thrusters
- +2 to Reflex Save
- (4 Req)
- Chobham Armor
- +1 to Toughness Save
- (2 Req)
- Hybrid Armor
- +2 to Toughness Save
- (4 Req)
- Generator
- +1 to EN Save
- (2 Req)
- Mega Generator
- +2 to EN Save
- (4 Req)
- VR Met
- +1 to all Attack Rolls
- (2 Req)
- Sensory Helmet
- +2 to all Attack Rolls
- (4 Req)
- High-Spec Radar
- +1 to All Weapon Ranges
- (3 Req)
- Booster
- +1 to all Speeds
- (3 Req)
- MegaBooster
- +2 to all Speeds
- (5 Req)
- Minovsky Craft
- Enables Flight at Highest Speed
- (4 Req)
- Propellant Tank
- Restore your EN or the EN of a single ally to Full. Single use.
- (1 Req)
- Cartridge
- Restore your Ammo or the Ammo of a single ally to Full. Single use.
- (1 Req)
- Repair Kit
- Restore your Toughness or the Toughness of a single ally to Full. Single use.
- (1 Req)
- Super Repair Kit
- Restore your Ammo, EN and Toughness or the Ammo, EN and Toughness of a single ally to Full. Single use.
- (3 Req)
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