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FEMTO Mecha Rules Mk. 1

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Feb 15th, 2014
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  1. FEMTO Mecha: Units, Arms/Equipment, Exclusive skills
  2.  
  3. Units
  4.  
  5. Name- Description of unit
  6. Damage: How much damage a unit can take before being destroyed.
  7. Size: The size class of a unit (Small, Medium, Large, Extra Large, Giant)
  8. Mounting points: Points on the unit's body to which weapons can be mounted
  9. 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.
  10. Weight points: How much weight the unit can handle
  11. Bonus: Any Skills or Modifiers a unit gives in or out of battle
  12.  
  13.  
  14. 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.
  15. Damage: 40
  16. Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip
  17. Wielding points: Left Hand, Right Hand
  18. Weight points: 10
  19. 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.
  20.  
  21. Unit 01K- Tallhorse Pro- An enhanced version of the Tallhorse, reserved for squad leaders.
  22. Damage: 50
  23. Mounting points: Left Shoulder, Right Shoulder, Left Hip, Right Hip
  24. Wielding points: Left Hand, Right Hand
  25. Weight Points: 15
  26. 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.
  27. Commander: A unit that performs an action that you tell them to IC gains a +1 on successful rolls.
  28.  
  29.  
  30. Arms and Equipment
  31.  
  32. Name- Description of item
  33. Rules: How the item is used
  34. Location: Where the item can be wielded/mounted/used
  35. Ammunition: How many times a weapon may be used.
  36. Ammunition Type: The class of projectile that a weapon uses.
  37. Size: Size class of a weapon, and what size class unit can use it.
  38. Weight Points: How much the item weighs
  39. Mounting points: Where equipment can be mounted on the item
  40. Bonus: Any skills or modifiers added by using the weapon.
  41.  
  42. 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.
  43. Location: Hand
  44. 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.
  45. Ammunition: 15
  46. Ammunition Type: Bullet/Small Arm
  47. Size: Small
  48. Weight Points: 3
  49. Bonus: None
  50.  
  51. HK02 Shoulder Cannon- A shoulder mounted cannon for intended use by the Tallhorse unit. It swivels up and down, and has a down-feeding magazine that allows a full 90-degree turn.
  52. Location: Shoulder
  53. 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.
  54. Ammo: 6
  55. Ammunition Type: Bullet/Armor Piercing
  56. Size: Small
  57. Weight Points: 5
  58. Bonus: Armor Piercing- Disregards any skill that lowers damage, unless the skill states otherwise
  59.  
  60. 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.
  61. Location: Shoulder
  62. 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.
  63. Ammunition: 6
  64. Ammunition Type: Missile/Explosive
  65. Size: Small
  66. Weight Points: 5
  67. Bonus: None
  68.  
  69. 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.
  70. Location: Hip/Hand
  71. 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.
  72. Ammunition: 6
  73. Ammunition Type: Bullet/Small Arm
  74. Size: Small
  75. Weight Points: 1
  76. Bonus: Dual Wield- This weapon may be used at the same time as another weapon with the Dual Wield skill.
  77.  
  78. 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.
  79. Location: Hip
  80. 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.
  81. Ammunition: 1
  82. Ammunition Type: Explosive
  83. Size: Small
  84. Weight Points: 1
  85. Bonus: None
  86.  
  87. Heat Weapon- A physical melee weapon which has a small generator in it which increases the temperature of the blade or damaging parts.
  88. Location: Hand/Open Mounting Point
  89. Rules: Roll 1d10+5. Only add the +5 when the roll is a success.
  90. Ammunition: N/A
  91. Ammunition Type: N/A
  92. Size: Equal to Unit Size
  93. Weight Points: 1-3; varies on weapon type
  94. Bonus: Refer to FEMTO rules for deciding bonuses
  95.  
  96. Extra Ammo- A holster able to carry extra ammunition for any weapon with the Small Arm Ammunition Type.
  97. Location: Hip
  98. Rules: When a weapon with the Small Arm Ammunition Type runs out of Ammunition, you may refill it once.
  99. Ammunition: 1
  100. Ammunition Type: Small Arm
  101. Size: Small
  102. Weight Points: 1
  103.  
  104. Belt Feeder- A shoulder-mounted drum of ammunition for the HK01 Machine Rifle that extends the amount of ammunition for the weapon.
  105. Location: Shoulder
  106. 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).
  107. Ammunition: 1
  108. Ammunition Type: Small Arms
  109. Size: Small
  110. Weight Points: 6
  111.  
  112.  
  113.  
  114. Skills
  115. Each PC has 3 points for Pilot Skills, which only come into effect while piloting.
  116.  
  117. Iron Sight Specialist: When wielding (a) HK04 High Magnum(s), add +1 before the +5. 2 Skill Points.
  118.  
  119. Ammo Mod: When wielding an HK01 Machine Rifle, you may freely choose how many bullets you fire at once. 1 Skill Point
  120.  
  121. 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
  122.  
  123. 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
  124.  
  125. Pro Targeting Computer: When wielding an HK03 Missile Launcher, add +2 to the lock on roll. 1 Skill Point
  126.  
  127. Emergency Action: When wielding an HK05 Hip Banger, add +2 to the roll before the +10. 2 Skill Points.
  128.  
  129. 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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