Tag: mech weapons

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  • Mech Pool

    h3. The Pool Generally, mechs can change out equipment, weapons, and special tactics dealing with each between missions. This is represented by a variable power pool. However, not all mechs need take the same power pool or even any power pool at all. …

  • Railgun

    *[[Mech Weapon, Light Railgun|Light Railgun]]* with 5 points piercing (Uncommen): Killing Attack - Ranged 4 1/2d6 (Custom Adder), Armor Piercing (+1/4), Increased Maximum Range (1,700m; +1/4) (127 Active Points); OAF Expendable, Difficult to obtain new …

  • Plasma Gun

    *[[Mech Weapon, Plasma Gun|Plasma Gun]]* (Uncommen): Killing Attack ‘-’ Ranged 7d6, Penetrating (‘+’1/2) (157 Active Points); OAF Expendable (Difficult to obtain new Focus; ‘-’1 1/4), Mech Tech (‘-’1), Increased Endurance Cost (x3 END; ‘-’1), Cannot …

  • Telecom Attack

    h3. Telecom Basics: Telecom attacks are mental attacks which use HRRP to establish "line of sight." They are, in essence, viral programming which enters through a communication system to effect mech targetting and controls. Most mechs that have a …

  • Drone Control Weaponry

    Note: All Remote Control Attacks require a Perception roll with HRRP. This roll is made at -1/10 active points. It, therefore, behooves mechs buying drone remote control attacks to buy up their Perception Roll with HRRP. Signal Boost represents the …

  • Drone Deployment

    Summon X Points, Y number of beings, Totally loyal (+1): Must use HRRP to issue commands (-1/4), 4 charges(-1), Mech Tech (-1), Sensitive and detrimental placement (-1), OIF (-1/2), Focus is difficult to replace (-1/4), goes to 1/2 OCV while Drones are …

  • EMP Haze Weapons

    h3. Personal Haze Field Change Environment: create IMF (16" radius- hole in the middle), constant, uncontrollable, damage shield effects are difficult to perceive with sight, 1/2 End - -10 to Radio Sense Perception rolls, -5 to mech tech rolls OAF (-1 …

  • Anti-Radiation Focus

    h4. Primary Power 3d6 RKA: AVLD: Power Defense ('+1'), Does Body ('+1'), Indirect ('+1/2'), 1/2 End ('+1/4'), Invisible effect: Vision ('+1/2'): Must originate attack in an IMF ('-1'), placement ('-1/2'), no focus or IAF (between 0 &'-1/2'), unified …

  • Mech Weapon, Flachette Cannon

    *[[Mech Weapon, Light Flachette Cannon|Light Flachette Cannon]]* (Rare): Killing Attack ‘-’ Ranged 4d6’+’1, Area Of Effect (8m Radius Explosion; ‘+’0), Selective (‘+’1/4), Invisible Power Effects (Inobvious to Vision; ‘+’1/4), Penetrating (‘+’1/2) (130 …