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- The Neo Partner Construct System
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- The Four Important rules of The Neo Partner Construct System, are as follows:
- 1) Partner units do NOT have their own Threshold, energy, Armor, Evasion, Accuracy, or Penetration, and are considered to "Share" the PC units stats.
- 2) Partner units can use their Aid Another or Support upgrade, but must use their host units action to attack.
- 3) Partner units Are considered to be within the same square as their host, and cannot under any condition, leave their hosts square.
- 4) Partner units cannot be Maimed, thus allowing a unit with 3/5 areas maimed, and no remaining weapons to continue to attack.
- Statting a Partner unit:
- 1) Name the Pilot and the Machine.
- 2) Select the Support Specialization.
- 3) Select choices for your 3 "Equipment" Slots (These can be any combiation of 3 of the following: Weapons or Terrain Upgrades. Non-Weapons are considered to be fully enhanced.)
- 4) Select A single Genre Power.
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- Support Specialization
- A Partner gets a modified version of one of the 5 Aid Another Upgrades, one of 5 modified Protective Barriers, one of two Modified Support upgrades, or A Synch Boosting Upgrade. The choosable upgrades are as follows:
- Aid Another:
- Battlefield Commander
- Effect: You may use the Cooperate Action, to the benefit any other Ally a number of times per operation equal to the current Arc.
- Expert Enabler
- Effect: When using the Assist action you do not suffer a Disadvantage, but do no damage a number of times per operation equal to the current Arc.
- Guardian Maneuver
- Effect: When using the Maneuver action you may extend the bonus to all Allies within Range 1, a number of times per operation equal to the current Arc.
- Sacrifice
- Effect: You may take Damage in place of an Ally within Range 1, at the same Damage level your Ally would have taken but may use one of their Protective Barriers to enhance the allies Armor beforehand, a number of times per operation equal to the current Arc.
- Support Fire
- Effect: You may Attack an Enemy that is in a Duel without running the risk of hitting your Ally a number of times per operation equal to the current Arc. You MUST attack using a Partner Weapon.
- Support
- Repair Unit
- Arc 1: Can use Repair Unit 2/Battle
- Arc 2: +1 to Repair checks
- Arc 3: Can use Repair Unit 3/Battle
- Arc 4: +2 to Repair checks
- Arc 5: Can restore more than one level of threshold per roll. Cannon un-maim maimed areas.
- Arc 6: +3 to Repair checks
- Arc 7: Gain a Advantage on Repair Checks
- Arc 8: +4 to Repair checks
- Arc 9: Can use Repair Unit 4/Battle
- Arc 10: As 5, but now restores maimed areas.
- Resupply Unit
- Arc 1: Can use Resupply Unit 2/Battle
- Arc 2: +1 to Resupply checks
- Arc 3: Can use Resupply Unit 3/Battle
- Arc 4: +2 to Resupply checks
- Arc 5: Can Resupply an Adjacent unit as a Free Action 1/Battle.
- Arc 6: +3 to Resupply checks
- Arc 7: Gain a Advantage on Repair Checks
- Arc 8: +4 to Resupply checks
- Arc 9: Can use Repair Unit 4/Battle
- Arc 10: Can Resupply an Adjacent unit as a Free Action 2/Battle.
- Synch Upgrade
- Synch Unit
- Arc 1: +1 Accuracy To Synchro Attacks
- Arc 2: +1 Penetration to Synchro Attacks
- Arc 3: +2 Accuracy To Synchro Attacks
- Arc 4: +2 Penetration to Synchro Attacks
- Arc 5: Synchro Attack can be used 1/Battle without using a Genre Point
- Arc 6: +3 Accuracy To Synchro Attacks
- Arc 7: +3 Penetration to Synchro Attacks
- Arc 8: +4 Accuracy To Synchro Attacks
- Arc 9: +4 Penetration to Synchro Attacks
- Arc 10: Only the unit iniating the Synchro Attack consumes resources.
- Protective Barrier
- Static Field
- Arc 1: When attacked by Melee Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 2: When attacked by Melee and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 3: When attacked by Melee and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 4: When attacked by Melee, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 4.
- Arc 5: You may use the Energy Field without Cost 1/Battle. Agumentation costs as normal.
- Arc 6: When attacked by Melee, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5.
- Arc 7: When attacked by Melee, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 3.
- Arc 8: When attacked by Melee, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 4.
- Arc 9: When attacked by Melee, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 5.
- Arc 10: You may use the Energy Field without Cost 2/Battle. Agumentation costs as normal.
- Friction Field
- Arc 1: When attacked by Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 2: When attacked by Melee and Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 3: When attacked by Melee and Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 4: When attacked by Melee, Ballistic, and Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 4.
- Arc 5: You may use the Energy Field without Cost 1/Battle. Agumentation costs as normal.
- Arc 6: When attacked by Melee, Ballistic, and Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5.
- Arc 7: When attacked by Melee, Ballistic, and Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 3.
- Arc 8: When attacked by Melee, Ballistic, and Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 4.
- Arc 9: When attacked by Melee, Ballistic, and Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 5.
- Arc 10: You may use the Energy Field without Cost 2/Battle. Agumentation costs as normal.
- Bunker Field
- Arc 1: When attacked by Ballistic Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 2: When attacked by Ballistic and Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 3: When attacked by Ballistic and Missile Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 4: When attacked by Ballistic, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 4.
- Arc 5: You may use the Bunker Field without Cost 1/Battle. Agumentation costs as normal.
- Arc 6: When attacked by Ballistic, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5.
- Arc 7: When attacked by Ballistic, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 3.
- Arc 8: When attacked by Ballistic, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 4.
- Arc 9: When attacked by Ballistic, Missile, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 5.
- Arc 10: You may use the Bunker Field without Cost 2/Battle. Agumentation costs as normal.
- Energy Field
- Arc 1: When attacked by Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 2: When attacked by Melee and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 3: When attacked by Melee and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 3.
- Arc 4: When attacked by Melee, Ballistic, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 4.
- Arc 5: You may use the Energy Field without Cost 1/Battle. Agumentation costs as normal.
- Arc 6: When attacked by Melee, Ballistic, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5.
- Arc 7: When attacked by Melee, Ballistic, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 3.
- Arc 8: When attacked by Melee, Ballistic, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 4.
- Arc 9: When attacked by Melee, Ballistic, and Beam Weapons, you may spend 1 Energy to increase your Armor against that Attack by 5. You may spend a Second Energy to Agument the Armor by a further 5.
- Arc 10: You may use the Energy Field without Cost 2/Battle. Agumentation costs as normal.
- Gravange Field
- Arc 1: When attacked by a unit equipped with a Gravange Field beyond 3 Squares, you may spend 1 Energy to increase your Armor against that Attack by 5.
- Arc 2: When attacked by a unit equipped with a Gravange Field beyond 2 Squares, you may spend 1 Energy to increase your Armor against that Attack by 5.
- Arc 3: When attacked by a unit equipped with a Gravange Field beyond 2 Squares, you may spend 1 Energy to increase your Armor against that Attack by 6.
- Arc 4: When attacked by a unit equipped with a Gravange Field beyond 1 Squares, you may spend 1 Energy to increase your Armor against that Attack by 6.
- Arc 5: You may use the Energy Field without Cost 1/Battle. Agumentation costs as normal.
- Arc 6: When attacked by a unit equipped with a Gravange Field beyond 1 Squares, you may spend 1 Energy to increase your Armor against that Attack by 7.
- Arc 7: When attacked by a unit equipped with a Gravange Field beyond 1 Squares, you may spend 1 Energy to increase your Armor against that Attack by 8.
- Arc 8: When attacked by a unit equipped with a Gravange Field beyond 1 Squares, you may spend 1 Energy to increase your Armor against that Attack by 9.
- Arc 9: When attacked by a unit equipped with a Gravange Field beyond 1 Squares, you may spend 1 Energy to increase your Armor against that Attack by 10.
- Arc 10: You may use the Energy Field without Cost 2/Battle. Agumentation costs as normal.
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